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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 9304595" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'">A quick NPC the party can higher at various levels, using standard NPC hiring charges. The race of the Archer can be any to fit the local population, typically those that live off the grid, or specialize in low tech ways, living more entuned with nature. </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 26px">Archer</span> </strong></span></p><p><span style="font-family: 'Calibri'">Archers are fighters that uses bows, trained in wilderness tracking and survival. Many offer their services as range combatants, wilderness scouts, trackers and guides.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Archer Low Level</span></strong></span></p><p><span style="font-family: 'Calibri'">Type: humanoid</span></p><p><span style="font-family: 'Calibri'">Size: medium</span></p><p><span style="font-family: 'Calibri'">CR: 1</span></p><p><span style="font-family: 'Calibri'">Hit Points: 3d8 (20 hp)</span></p><p><span style="font-family: 'Calibri'">Mas: 11</span></p><p><span style="font-family: 'Calibri'">Init: +2</span></p><p><span style="font-family: 'Calibri'">Speed: 35 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 14, touch 12, flatfoot 12 (10 +2 Dex +2 leather armour)</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +2 / +3</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft / 5 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: Knife +3 melee (1d4+1), or Bow +4 ranged (1d8, 80 ft)</span></p><p><span style="font-family: 'Calibri'">Special Attacks: Rapid Fire</span></p><p><span style="font-family: 'Calibri'">Special Qualities: Keen Sight, Specialty Ammunition</span></p><p><span style="font-family: 'Calibri'">Allegiances: </span></p><p><span style="font-family: 'Calibri'">Saves: Fort +1, Reflex +5, Will +2</span></p><p><span style="font-family: 'Calibri'">Reputation: +1</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 12, Dex 14, Con 11, Int 11, Wis 13, Cha 10</span></p><p><span style="font-family: 'Calibri'">Skills: Climb +3, Craft (chemical) +2, Craft (mechanical)+2, Hide +4, Listen +3, Move Silently +4, Navigate +2, Search +2, Spot +2, Survival +2, Treat Injury +3</span></p><p><span style="font-family: 'Calibri'">Feats: Armour Proficiency (light), Archaic weapons proficiency, simple weapons proficiency</span></p><p><span style="font-family: 'Calibri'">Possessions: leather armour, knife, bow, 200 arrows, 50 specialty arrows, rations, personal items.</span></p><p><span style="font-family: 'Calibri'">Organization: Single, pairs, squad (4), or larger formations (5, 12, 24).</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Combat</strong></span></p><p><span style="font-family: 'Calibri'">Archers are ranged combatants and will move to stay at least 20 feet from any enemy so they can use their bow to strike. If they can't get out of melee range, they will draw their sword and use that to defend themselves. If they can fight from cover, they will. They will attack the nearest enemy at 20 feet away or greater. The archer will use their Rapid Fire attack in the first round, and every 3 rounds afterwards.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Rapid Fire</strong></span></p><p><span style="font-family: 'Calibri'">The archer will draw several arrows and can make 5 attacks with the bow in a row, typically at the same target, and if it is killed before all 5 attacks, then switches to the next closest target. Each attack is made at base attack bonus -3 (plus other bonuses).</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Keen Sight (Ex)</strong></span></p><p><span style="font-family: 'Calibri'">The Archer is used to working in the dark and low light conditions. Can see twice as far in low light conditions than normal.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Specialty Ammunition</strong></span></p><p><span style="font-family: 'Calibri'">The Archer has number of specialty arrows, which they will use as situation dictates. The Archer has enough skills to make additional arrows given materials and time. The Archer will typically have 50 specialty arrows, consisting of 15 burning (+1d8 fire damage for 2 rounds), 5 net (Reflex DC 15 to be entangled a net, up to 1 medium sized creature), 15 acid (+1d6 acid damage for 2 rounds), 5 explosive (1d6 fire, 10 ft radius, Reflex DC 15 except target struck suffers damage automatically), 10 armour piercing (ignores 4 points of hardness/Defense from Equipment, deals 1d6 points of damage, critical 19-20x2). Low level Archer can replenish specialty arrows at a rate of 1d4 per day.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Archer Mid Level</span></strong></span></p><p><span style="font-family: 'Calibri'">Type: humanoid</span></p><p><span style="font-family: 'Calibri'">Size: medium</span></p><p><span style="font-family: 'Calibri'">CR: 5</span></p><p><span style="font-family: 'Calibri'">Hit Points: 6d8 (39 hp)</span></p><p><span style="font-family: 'Calibri'">Mas: 11</span></p><p><span style="font-family: 'Calibri'">Init: +2</span></p><p><span style="font-family: 'Calibri'">Speed: 35 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 16, touch 12, flatfoot 14 (10 +2 Dex +4 leather armour) +1 Dodge</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +4 / +5</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft / 5 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: Knife +5 melee (1d4+1), or Bow +6 ranged (2d6, 80 ft)</span></p><p><span style="font-family: 'Calibri'">Special Attacks: Rapid Fire, Death From Above</span></p><p><span style="font-family: 'Calibri'">Special Qualities: Keen Sight, Specialty Ammunition</span></p><p><span style="font-family: 'Calibri'">Allegiances: </span></p><p><span style="font-family: 'Calibri'">Saves: Fort +2, Reflex +7, Will +3</span></p><p><span style="font-family: 'Calibri'">Reputation: +2</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 12, Dex 15, Con 11, Int 11, Wis 13, Cha 10</span></p><p><span style="font-family: 'Calibri'">Skills: Climb +3, Craft (chemical) +3, Craft (mechanical)+3, Hide +6, Listen +6, Move Silently +6, Navigate +6, Search +4, Spot +5, Survival +4, Treat Injury +5</span></p><p><span style="font-family: 'Calibri'">Feats: Armour Proficiency (light), Archaic weapons proficiency, simple weapons proficiency, Dodge</span></p><p><span style="font-family: 'Calibri'">Possessions: leather armour, knife, bow, 250 arrows, 60 specialty arrows, rations, personal items.</span></p><p><span style="font-family: 'Calibri'">Organization: Single, pairs, squad (4), or larger formations (5, 12, 24).</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Combat</strong></span></p><p><span style="font-family: 'Calibri'">Archers are ranged combatants and will move to stay at least 20 feet from any enemy so they can use their bow to strike. If they can't get out of melee range, they will draw their sword and use that to defend themselves. If they can fight from cover, they will. They will attack the nearest enemy at 20 feet away or greater. The archer will use their Rapid Fire attack in the first round, and every 3 rounds afterwards. The mid level Archer can use specialty arrows in any of their special attacks.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Rapid Fire</strong></span></p><p><span style="font-family: 'Calibri'">The archer will draw several arrows and can make 5 attacks with the bow in a row, typically at the same target, and if it is killed before all 5 attacks, then switches to the next closest target. Each attack is made at base attack bonus -3 (plus other bonuses).</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Keen Sight (Ex)</strong></span></p><p><span style="font-family: 'Calibri'">The Archer is used to working in the dark and low light conditions. Can see twice as far in low light conditions than normal.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Specialty Ammunition</strong></span></p><p><span style="font-family: 'Calibri'">The Archer has number of specialty arrows, which they will use as situation dictates. The Archer has enough skills to make additional arrows given materials and time. The Archer will typically have 50 specialty arrows, consisting of 15 burning (+1d8 fire damage for 2 rounds), 5 net (Reflex DC 15 to be entangled a net, up to 1 medium sized creature), 15 acid (+1d6 acid damage for 2 rounds), 5 explosive (1d6 fire, 10 ft radius, Reflex DC 15 except target struck suffers damage automatically), 10 armour piercing (ignores 4 points of hardness/Defense from Equipment, deals 1d6 points of damage, critical 19-20x2). Mid Level Archers also have 10 freeze arrows (+1d8 cold, on critical hit target make Fort save DC 15 or be slowed for 2 rounds). Mid level Archer can replace specialty arrows at a rate of 2d4 per day.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Death From Above</strong></span></p><p><span style="font-family: 'Calibri'">The Archer draws 10 arrows and targets a 10 foot diameter area, dealing 1d10 points of piercing damage, Reflex save DC 17 for half, as a full round action.</span></p><p> </p><p> <span style="font-family: 'Calibri'"><strong><span style="font-size: 22px">Archer High Level</span></strong></span></p><p><span style="font-family: 'Calibri'">Type: humanoid</span></p><p><span style="font-family: 'Calibri'">Size: medium</span></p><p><span style="font-family: 'Calibri'">CR: 9</span></p><p><span style="font-family: 'Calibri'">Hit Points: 12d8+12 (85 hp)</span></p><p><span style="font-family: 'Calibri'">Mas: 11</span></p><p><span style="font-family: 'Calibri'">Init: +2</span></p><p><span style="font-family: 'Calibri'">Speed: 35 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 19, touch 13, flatfoot 16 (10 +3 Dex +6 leather armour) +1 Dodge</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +9/+4 / +11</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft / 5 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: Knife +10 melee (1d4+1), or Bow +12 ranged (2d8+5, 80 ft)</span></p><p><span style="font-family: 'Calibri'">Full Attack: Knife +10 melee (1d4+1) and Knife +5 melee (1d4+1), or Bow +12 ranged (2d8+5, 80 ft) and Bow +7 ranged (2d8+5, 80 ft)</span></p><p><span style="font-family: 'Calibri'">Special Attacks: Rapid Fire, Death From Above, One Shot One Kill</span></p><p><span style="font-family: 'Calibri'">Special Qualities: Keen Sight, Specialty Ammunition</span></p><p><span style="font-family: 'Calibri'">Allegiances: </span></p><p><span style="font-family: 'Calibri'">Saves: Fort +4, Reflex +10, Will +5</span></p><p><span style="font-family: 'Calibri'">Reputation: +2</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 12, Dex 16, Con 12, Int 12, Wis 14, Cha 10</span></p><p><span style="font-family: 'Calibri'">Skills: Climb +7, Concentration +6, Craft (chemical) +7, Craft (mechanical)+7, Hide +8, Listen +9, Move Silently +9, Navigate +11, Search +9, Spot +10, Survival +9, Treat Injury +8</span></p><p><span style="font-family: 'Calibri'">Feats: Armour Proficiency (light), Archaic weapons proficiency, simple weapons proficiency, Dodge, point blank shot, mobility</span></p><p><span style="font-family: 'Calibri'">Possessions: leather armour, knife, bow, 300 arrows, 80 specialty arrows, rations, personal items.</span></p><p><span style="font-family: 'Calibri'">Organization: Single, pairs, squad (4).</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Combat</strong></span></p><p><span style="font-family: 'Calibri'">Archers are ranged combatants and will move to stay at least 20 feet from any enemy so they can use their bow to strike. If they can't get out of melee range, they will draw their sword and use that to defend themselves. If they can fight from cover, they will. They will attack the nearest enemy at 20 feet away or greater. The archer will use their Rapid Fire attack in the first round, and every 3 rounds afterwards. The high level Archer can use specialty arrows in any of their special attacks.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Rapid Fire</strong></span></p><p><span style="font-family: 'Calibri'">The archer will draw several arrows and can make 5 attacks with the bow in a row, typically at the same target, and if it is killed before all 5 attacks, then switches to the next closest target. Each attack is made at base attack bonus -3 (plus other bonuses).</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Keen Sight (Ex)</strong></span></p><p><span style="font-family: 'Calibri'">The Archer is used to working in the dark and low light conditions. Can see twice as far in low light conditions than normal.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Specialty Ammunition</strong></span></p><p><span style="font-family: 'Calibri'">The Archer has number of specialty arrows, which they will use as situation dictates. The Archer has enough skills to make additional arrows given materials and time. The Archer will typically have 50 specialty arrows, consisting of 15 burning (+1d8 fire damage for 2 rounds), 5 net (Reflex DC 15 to be entangled a net, up to 1 medium sized creature), 15 acid (+1d6 acid damage for 2 rounds), 5 explosive (1d6 fire, 10 ft radius, Reflex DC 15 except target struck suffers damage automatically), 10 armour piercing (ignores 4 points of hardness/Defense from Equipment, deals 1d6 points of damage, critical 19-20x2), 10 freeze arrows (+1d8 cold, on critical hit target make Fort save DC 15 or be slowed for 2 rounds), 10 stun arrows (Fort save DC 16 stunned for 1 round, fail by 5 or more unconscious for 1 minute), 10 fragmenting arrows (target square/target deals 2d4 slashing to 10 foot diameter area, Reflex DC 15 for half). High level Archer can replace specialty arrows at a rate of 1d10 per day.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>Death From Above</strong></span></p><p><span style="font-family: 'Calibri'">The Archer draws 10 arrows and targets a 10 foot diameter area, dealing 1d10 points of piercing damage, Reflex save DC 17 for half, as a full round action.</span></p><p> </p><p><span style="font-family: 'Calibri'"><strong>One Shot One Kill</strong></span></p><p><span style="font-family: 'Calibri'">The high level Archer can, as a full round action, making a Concentration check DC 20, then make a ranged attack with their weapon. On a successful check, the attack deals +1 die of damage and on a critical strike deals x4 damage. For every 2 points beat the Concentration DC, increase critical threat range by 1 to a maximum of 16-20.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9304595, member: 6668634"] [FONT=Calibri]A quick NPC the party can higher at various levels, using standard NPC hiring charges. The race of the Archer can be any to fit the local population, typically those that live off the grid, or specialize in low tech ways, living more entuned with nature. [B][SIZE=7]Archer[/SIZE] [/B] Archers are fighters that uses bows, trained in wilderness tracking and survival. Many offer their services as range combatants, wilderness scouts, trackers and guides.[/FONT] [FONT=Calibri][B][SIZE=6]Archer Low Level[/SIZE][/B] Type: humanoid Size: medium CR: 1 Hit Points: 3d8 (20 hp) Mas: 11 Init: +2 Speed: 35 ft Defense: 14, touch 12, flatfoot 12 (10 +2 Dex +2 leather armour) BAB/Grp: +2 / +3 FS/Reach: 5 ft / 5 ft Attacks: Knife +3 melee (1d4+1), or Bow +4 ranged (1d8, 80 ft) Special Attacks: Rapid Fire Special Qualities: Keen Sight, Specialty Ammunition Allegiances: Saves: Fort +1, Reflex +5, Will +2 Reputation: +1 Abilities: Str 12, Dex 14, Con 11, Int 11, Wis 13, Cha 10 Skills: Climb +3, Craft (chemical) +2, Craft (mechanical)+2, Hide +4, Listen +3, Move Silently +4, Navigate +2, Search +2, Spot +2, Survival +2, Treat Injury +3 Feats: Armour Proficiency (light), Archaic weapons proficiency, simple weapons proficiency Possessions: leather armour, knife, bow, 200 arrows, 50 specialty arrows, rations, personal items. Organization: Single, pairs, squad (4), or larger formations (5, 12, 24).[/FONT] [FONT=Calibri][B]Combat[/B] Archers are ranged combatants and will move to stay at least 20 feet from any enemy so they can use their bow to strike. If they can't get out of melee range, they will draw their sword and use that to defend themselves. If they can fight from cover, they will. They will attack the nearest enemy at 20 feet away or greater. The archer will use their Rapid Fire attack in the first round, and every 3 rounds afterwards.[/FONT] [FONT=Calibri][B]Rapid Fire[/B] The archer will draw several arrows and can make 5 attacks with the bow in a row, typically at the same target, and if it is killed before all 5 attacks, then switches to the next closest target. Each attack is made at base attack bonus -3 (plus other bonuses).[/FONT] [FONT=Calibri][B]Keen Sight (Ex)[/B] The Archer is used to working in the dark and low light conditions. Can see twice as far in low light conditions than normal.[/FONT] [FONT=Calibri][B]Specialty Ammunition[/B] The Archer has number of specialty arrows, which they will use as situation dictates. The Archer has enough skills to make additional arrows given materials and time. The Archer will typically have 50 specialty arrows, consisting of 15 burning (+1d8 fire damage for 2 rounds), 5 net (Reflex DC 15 to be entangled a net, up to 1 medium sized creature), 15 acid (+1d6 acid damage for 2 rounds), 5 explosive (1d6 fire, 10 ft radius, Reflex DC 15 except target struck suffers damage automatically), 10 armour piercing (ignores 4 points of hardness/Defense from Equipment, deals 1d6 points of damage, critical 19-20x2). Low level Archer can replenish specialty arrows at a rate of 1d4 per day.[/FONT] [FONT=Calibri][B][SIZE=6]Archer Mid Level[/SIZE][/B] Type: humanoid Size: medium CR: 5 Hit Points: 6d8 (39 hp) Mas: 11 Init: +2 Speed: 35 ft Defense: 16, touch 12, flatfoot 14 (10 +2 Dex +4 leather armour) +1 Dodge BAB/Grp: +4 / +5 FS/Reach: 5 ft / 5 ft Attacks: Knife +5 melee (1d4+1), or Bow +6 ranged (2d6, 80 ft) Special Attacks: Rapid Fire, Death From Above Special Qualities: Keen Sight, Specialty Ammunition Allegiances: Saves: Fort +2, Reflex +7, Will +3 Reputation: +2 Abilities: Str 12, Dex 15, Con 11, Int 11, Wis 13, Cha 10 Skills: Climb +3, Craft (chemical) +3, Craft (mechanical)+3, Hide +6, Listen +6, Move Silently +6, Navigate +6, Search +4, Spot +5, Survival +4, Treat Injury +5 Feats: Armour Proficiency (light), Archaic weapons proficiency, simple weapons proficiency, Dodge Possessions: leather armour, knife, bow, 250 arrows, 60 specialty arrows, rations, personal items. Organization: Single, pairs, squad (4), or larger formations (5, 12, 24).[/FONT] [FONT=Calibri][B]Combat[/B] Archers are ranged combatants and will move to stay at least 20 feet from any enemy so they can use their bow to strike. If they can't get out of melee range, they will draw their sword and use that to defend themselves. If they can fight from cover, they will. They will attack the nearest enemy at 20 feet away or greater. The archer will use their Rapid Fire attack in the first round, and every 3 rounds afterwards. The mid level Archer can use specialty arrows in any of their special attacks.[/FONT] [FONT=Calibri][B]Rapid Fire[/B] The archer will draw several arrows and can make 5 attacks with the bow in a row, typically at the same target, and if it is killed before all 5 attacks, then switches to the next closest target. Each attack is made at base attack bonus -3 (plus other bonuses).[/FONT] [FONT=Calibri][B]Keen Sight (Ex)[/B] The Archer is used to working in the dark and low light conditions. Can see twice as far in low light conditions than normal.[/FONT] [FONT=Calibri][B]Specialty Ammunition[/B] The Archer has number of specialty arrows, which they will use as situation dictates. The Archer has enough skills to make additional arrows given materials and time. The Archer will typically have 50 specialty arrows, consisting of 15 burning (+1d8 fire damage for 2 rounds), 5 net (Reflex DC 15 to be entangled a net, up to 1 medium sized creature), 15 acid (+1d6 acid damage for 2 rounds), 5 explosive (1d6 fire, 10 ft radius, Reflex DC 15 except target struck suffers damage automatically), 10 armour piercing (ignores 4 points of hardness/Defense from Equipment, deals 1d6 points of damage, critical 19-20x2). Mid Level Archers also have 10 freeze arrows (+1d8 cold, on critical hit target make Fort save DC 15 or be slowed for 2 rounds). Mid level Archer can replace specialty arrows at a rate of 2d4 per day.[/FONT] [FONT=Calibri][B]Death From Above[/B] The Archer draws 10 arrows and targets a 10 foot diameter area, dealing 1d10 points of piercing damage, Reflex save DC 17 for half, as a full round action.[/FONT] [FONT=Calibri][B][SIZE=6]Archer High Level[/SIZE][/B] Type: humanoid Size: medium CR: 9 Hit Points: 12d8+12 (85 hp) Mas: 11 Init: +2 Speed: 35 ft Defense: 19, touch 13, flatfoot 16 (10 +3 Dex +6 leather armour) +1 Dodge BAB/Grp: +9/+4 / +11 FS/Reach: 5 ft / 5 ft Attacks: Knife +10 melee (1d4+1), or Bow +12 ranged (2d8+5, 80 ft) Full Attack: Knife +10 melee (1d4+1) and Knife +5 melee (1d4+1), or Bow +12 ranged (2d8+5, 80 ft) and Bow +7 ranged (2d8+5, 80 ft) Special Attacks: Rapid Fire, Death From Above, One Shot One Kill Special Qualities: Keen Sight, Specialty Ammunition Allegiances: Saves: Fort +4, Reflex +10, Will +5 Reputation: +2 Abilities: Str 12, Dex 16, Con 12, Int 12, Wis 14, Cha 10 Skills: Climb +7, Concentration +6, Craft (chemical) +7, Craft (mechanical)+7, Hide +8, Listen +9, Move Silently +9, Navigate +11, Search +9, Spot +10, Survival +9, Treat Injury +8 Feats: Armour Proficiency (light), Archaic weapons proficiency, simple weapons proficiency, Dodge, point blank shot, mobility Possessions: leather armour, knife, bow, 300 arrows, 80 specialty arrows, rations, personal items. Organization: Single, pairs, squad (4).[/FONT] [FONT=Calibri][B]Combat[/B] Archers are ranged combatants and will move to stay at least 20 feet from any enemy so they can use their bow to strike. If they can't get out of melee range, they will draw their sword and use that to defend themselves. If they can fight from cover, they will. They will attack the nearest enemy at 20 feet away or greater. The archer will use their Rapid Fire attack in the first round, and every 3 rounds afterwards. The high level Archer can use specialty arrows in any of their special attacks.[/FONT] [FONT=Calibri][B]Rapid Fire[/B] The archer will draw several arrows and can make 5 attacks with the bow in a row, typically at the same target, and if it is killed before all 5 attacks, then switches to the next closest target. Each attack is made at base attack bonus -3 (plus other bonuses).[/FONT] [FONT=Calibri][B]Keen Sight (Ex)[/B] The Archer is used to working in the dark and low light conditions. Can see twice as far in low light conditions than normal.[/FONT] [FONT=Calibri][B]Specialty Ammunition[/B] The Archer has number of specialty arrows, which they will use as situation dictates. The Archer has enough skills to make additional arrows given materials and time. The Archer will typically have 50 specialty arrows, consisting of 15 burning (+1d8 fire damage for 2 rounds), 5 net (Reflex DC 15 to be entangled a net, up to 1 medium sized creature), 15 acid (+1d6 acid damage for 2 rounds), 5 explosive (1d6 fire, 10 ft radius, Reflex DC 15 except target struck suffers damage automatically), 10 armour piercing (ignores 4 points of hardness/Defense from Equipment, deals 1d6 points of damage, critical 19-20x2), 10 freeze arrows (+1d8 cold, on critical hit target make Fort save DC 15 or be slowed for 2 rounds), 10 stun arrows (Fort save DC 16 stunned for 1 round, fail by 5 or more unconscious for 1 minute), 10 fragmenting arrows (target square/target deals 2d4 slashing to 10 foot diameter area, Reflex DC 15 for half). High level Archer can replace specialty arrows at a rate of 1d10 per day.[/FONT] [FONT=Calibri][B]Death From Above[/B] The Archer draws 10 arrows and targets a 10 foot diameter area, dealing 1d10 points of piercing damage, Reflex save DC 17 for half, as a full round action.[/FONT] [FONT=Calibri][B]One Shot One Kill[/B] The high level Archer can, as a full round action, making a Concentration check DC 20, then make a ranged attack with their weapon. On a successful check, the attack deals +1 die of damage and on a critical strike deals x4 damage. For every 2 points beat the Concentration DC, increase critical threat range by 1 to a maximum of 16-20.[/FONT] [/QUOTE]
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CORELINE (D20 Modern/D20 BESM Setting).
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