Earthdawn Revisited - Archer

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Archer:

 * Pre-requisites: Shooting (Bows) or Athletics (thrown) D8 and Notice D6
 * Benefits:
 * Arcane Background: Archer
 * Marksman - If the Archer does not move and fires no more than one arrow that turn, they may add +1 to ranged attack rolls and ignore up to 2 points of penalties for called shots, cover, range, scale (Meaning shooting at small targets) or speed. This does not stack with the Aim Maneuver.
 * You may select 2 Archer Adept edges from the list below:

Adept Edges that only Archers can take:


 * Called Shot (Ignore up to a further 4 points of penalties to make any shot that isn’t against a living or animate target and +2 to social rolls immediate afterwards. So you could shoot an arrow aimed at you out of the air at short range which would normally be a tiny (-6) fast moving target (Base difficulty: 6), but would only be -2 with this edge (and no penalties if you stand still with the Marksman ability)
 * Mystic Aim Spend a full action and make an agility roll to `Mark` your target. Once marked you have a +2 to hit that specific target for the rest of the fight (+4 on a raise). You can only have one mark at a time and can not change the mark until that one target is defeated.
 * Call Arrow (Any arrows or thrown weapons you use are magically returned to your quiver or hand.)
 * Quick Shot (Your missile weapon gains +1 to its rate of fire, you roll an extra shooting (skill) dice when firing but only roll 1 wild die. You can use any two of these to hit and each does its own damage. All dice suffer a -1 to hit unless you stand perfectly still.)
 * Improved Quick Shot [Requires Quick Shot] (Your missile weapon gains an extra +1 to its rate of fire. You roll a total of 3 shooting skill dice and 1 wild dice. The three highest can be used to hit and each one that hits does damage. All dice suffer a -2 to hit unless you stand perfectly still.
 * Temper Arrow (give your arrows a temporary trapping. They can be flaming, entangling, freezing and many other environmental effects but can only be used by the archer themselves. You must choose which trapping it is at the start of the day.)
 * Bow Staff (You have mastered the art of fighting with your bow in hand and it is magically hardened. You can fight with it as if it were a quarterstaff and are considered to be able to quickdraw it without risking any damage to the weapon.)
 * True Shot: Re-roll a failed shooting roll once per fight.
 * Eagle Eye: Reduce range penalties and halve the penalty for aimed shots.
 * Dominate Arrow: If you have a held action you can use it to mentally dominate a missile in flight You need to beat the opponents shooting roll with a spirit roll. If you beat the shooter, the arrow misses. If you beat them and get a raise you can make another spirit roll to redirect it to attack a second creature that is in front of the shooter (or with 2 raises you can strike the shooter themselves).
 * Ricochet shot: You can shoot around corners. You take no penalty for your opponent's cover, as long as you know the targets location.
 * Piercing Arrow: Ignore 2 points of a targets armour.
 * Golden bow/golden quiver (1/day) you can create or summon a temporary bow and/or a quiver of arrows that lasts for a fight. You don’t run out of arrows..) after the fight the bow and quiver disappear. This can have one trapping applied to it. For example it is very common to create a bow and arrows from light, elves often instantly grow them from a patch of earth, Troll archers sometimes call down javelins of lightning and so on. Despite the name, this can be used on any sort of missile weapon, not just bows. These evaporate, vanish or crumble to dust after the fight.
 * Summon Bow: One set of bow and quiver can be bound to the adept so that they can reach out their hand and summon it. Of course this does not help if the bow is broken or if the quiver is empty.
 * Archers Leap - (1/day) Instantly transport yourself to where an arrow you shot (or a projectile you threw) just struck a solid surface last turn.

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