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ArcherAn
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.
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