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Archer (1.3) - Adventurer Class

Archers are found in most cultures around the world with varying degrees of respect.  The exception being the Greeks, who see them as cowardly and only to be used in hunting, not war. 

Playing the Archer

In a standard party the role of the Archer is to deal damage at a distance, usually behind the protection of a shield wall or the rest of the party or unit. This is an adventuring class so you will be out questing and fighting.   We try to have loaner bow and arrows at our events but this is not guaranteed, so please bring your own if possible.  This is a good class to play if you want to be involved in combat but not on the front line and especially if you want to deal a lot of damage without having to wear a lot of armor.

Abilities

Armor Allowed:  Level 1

Weapons Allowed:  Dagger, Knife, Club, Stick, bow and arrow, short sword, One handed ax

Abilities:

  • Bow and Arrow (12 per day, can be refilled by the Smith)

  • Archer’s Skill: the archer gains a +1 damage bonus to bow and arrow damage.

  • Volley: for every other archer in a party past the 1st, each archer gains an additional +1 to damage.  For example, two archers in one party give a +1 damage bonus to the other. Three archers give a +2 damage bonus to each other archer.

  • NOTE: Archers turned into undead by necromancers cannot use their bow and arrows.

  • Level 2: Dexterous Movement: The player is considered to be wearing level 1 armor (stacks with battle monk, pirate dexterous movement, archer, and others). This is due to quick movement and dodging ability. This also stacks with/adds to pre-existing armor.

  • Level 3: Cultural Ability

  • Level 4: Impact Arrows - Archers may break shields. This must be called out. Once the ability is activated it stays in effect until a shield is successfully struck. The “broken” shield can be repaired by the Smith as usual.

  • Level 5:  Piercing Arrows - Archers may ignore armor. Damage along with piercing must be called out. This ability can be used on 6 arrows a day. If the arrow strike misses the target then the ability is spent. This ability can be renewed by the entertainer as usual.

  • Level 6: Cultural Ability, 

  • Level 7: Master Archer - You now gain the title and rank of Master Archer.  At the start of each event you gain 5 GP as your contract payment from local militias, governments, kingdoms, or other groups.  

  • Improved Vigor: gain +1 HP

  • Level 8: Improved Archer Skill: +2 damage with bow and arrow (this replaces Archer’s Skill)

  • Level 9: Cultural Ability

  • Level 10: Grand Archer - You now gain the title and rank of Grand Archer. At the start of each event you gain 10 GP as your contract payment from local militias, governments, kingdoms, or other groups.  

  • Magic Arrow: Your arrows are now considered magical and can ignore armor and shields.

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