A nimble fighter typically wielding a bow, an Archer is a long range fighter wearing lighter armor.
Quick Draw: Able to draw their arrows with fluid motions, Archers gain a +3 bonus to Combat Speed.
Trained Eye: Able to spot the slightest details and aim with practiced accuracy, Archers gain a +2 bonus to all INT and AFF rolls.
Double Shot: By reducing the damage roll by -3, an Archer can fire two Arrow at the same time. You must make Skill Roll for this Attack.
Heavy Shot: Every three turns, an Archer can draw their bow back farther than normally possible, giving it a +2 to damage rolls if it hits, provided they haven't used Arrow Rain in the past two turns. You must make Skill Roll for this Attack.
Arrow Rain: Every three turns, the Archer can shoot a barrage of up to 10 arrows into the sky, having them land on his target the next turn with a Damage modifier of +1 for each arrow. Perform a Precision Roll and reduce the INT roll by -3.
Trick Shot: By shooting your arrow, and using your inner energy to affect its trajectory you can accomplish trick shots to confuse your opponent. This gives a +4 bonus to Precision Rolls
Extreme Precision: Taking careful aim down the length of their crossbow, an Archer can gain a +3 bonus to INT for Precision Rolls every 3 turns.
Empowered Shot: Much like a Swordsman , Crossbow Archers can imbue their bolts with natural energy for a little extra power. Allied Mages can also enchant bolts for them to provide magical effects. You must make Skill Roll for these kinds of Attack.
Armor and WeaponsEdit
Below is a list of weapons usable by the Archer class. Please see Ranged Weaponry for more details.
Leather Spaulders (Reduces the speed of Quick Draw by -1 for each shoulder armored.)
Archers may also carry around a Pavise Shield to protect themselves from Enemy fire. This is especially recommended for Crossbow Archers
By showing advanced mastery of the bow and arrow, an Archer may become a Hunter. [Requires STR of 10, AFF of 13, and INT of 12]