Welcome to the web resource for D20 gaming in the world of Barsaive

Home

The World

Races

Characters

Disciplines

Karma

Feats

Passions

Equipment

Our Game

Thread Items

Horrors- in work

Ghostwalk

OGL

 

Archer

An Archer learns the art of the missile weapon. This Discipline stresses accuracy, and, to a lesser extent, speed. Most Archers show great perceptive powers, often-noticing things that others miss. Archers may use both bows and crossbows, as they choose.  

Allowed Classes: fighter, ranger

Discipline Main Statistic: Intelligence

Racial Restrictions Obsidiman  

Saves

Note: You may use Karma for Spot and Search even if not class skills.

Talents

Mystic aim 1 karma, 1 target for 1 fight add +1 to hit each additional Karma adds an additional +1 Range is LOS If you loose LOS you loose the bonus

True shot Keep adding karma until you run out or hit. Each Karma used adds +1 you must either hit or run out of karma.

Sprint 1 karma adds 5 feet for a single move (x2 for double) for one turn. Each additional Karma adds 5 feet or one turn to the duration.

Flame arrow 1 karma adds 1d4 to damage it must be declared before the roll to hit Each extra Karma adds an additional +1

Stopping aim (7th level) the Archer must be obvious about aiming at a person/group; 1 Karma Intelligent target makes a will save or looses a full round action (like daze) Extra Karma adds to number of Targets (all must be with in 15 feet of each other) or to the DC. Range=DMSB x 25 feet. If the Archer continues to concentrate on the effect and remains pointed at the person/group they must save each round to act, at no extra Karma cost to the archer. if any of the targets are attacked the effect is broken.  

Bank shot (11th level)1 karma and the archer may bank their shot off of any hard surface the range is the total distance traveled and the target is considered flatfooted. Each extra karma adds 1 to the to hit roll or two Karma can lower any cover bonus by one step (i.e. 9/10 to 3/4) or . You must currently see or  have seen the target the round prior to use  this talent. If the Arrow could not physically reach the target the archer could still use the talent but will miss..

Call arrow-1 karma calls 1 arrow that flies to you and lands in your quiver the arrows must be within DMSB x25 feet. Each extra Karma adds one arrow or doubles the range.

Eagle eye-1 Karma reduces missile weapon range penalties by one step to hit and range penalties on perception rolls. Each extra Karma reduces range/perception penalties by one step or grants a +3 to the perception roll.