Archer Build

While the bow has played an important role in warfare, the introduction of the crossbow – a weapon requiring no more skill than aiming and pulling the trigger – the value of the bowman diminished. In its place arose a precision shooter capable of unleashing deadly arrows from various ranges, directions, and styles. Requiring both patience and practice, orders of notoriety formed around the use of this weapon that attract both the young and old for specialized training, with contestants firing at ranged targets to earn awards and prizes amid the admiration and cheers of assembled crowds. Outside of these clubs, though, the competition and training is far more deadly, where Archers deal in ranged death and compete with one another for contracts and notoriety.

Build Notes

Whether standing in the back with the casters, furtively searching for a better firing position, or hiding among ruins waiting for a target to come in range, these characters deal damage from a distance. In most groups, they’re responsible for kill shots on those fleeing combat and selecting targets that elude melee allies, especially ranged foes. Among all the roles, they are usually the best at managing the battlefield. With three specialty trees, players must plan ahead to ensure they get the Expert and Master level skills they want.

Background

With the Archer role, some of the optional Background Packages work better than others, to get started, six  recommendations are listed below:

  • Aborigne
  • Adventurer
  • Fugitive
  • Gambler
  • Naturist
  • Wayfarer

Skill Trees

Ranged Combat
(10 + 4 skills = 14 points)
• Dodge
• Retreat
• Shoot
• Weapon Proficiency

Scoutcraft
(10 + 5 skill = 15 points)
• Climbing
• Hunting
• Lore
• Stealth
• Survival

Performance
(5 + 2 skills = 7 points)
• Balance
• Tumbling

Athletics
(1 skill = 1 point)
• Running

Cunning
(1 skill = 1 point)
• Observation

Vigilance
(2 skills = 2 points)
• Concentrate
• Search

Starting Gear

Archers begin play with a suit of armor and a ranged weapon with starting ammo, the quality of which is based on the starting wealth class. Because these characters will likely carry a quiver, those who begin with an Explorer Pack may substitute a Haversack for the Backpack or spread the gear across other containers. These packs do not have a specific monetary value, rather they are designed to ensure that starting characters have the basic gear they need to begin play. Substitutes for items of a roughly equal value may be made with GM approval.

These characters are scraping by, living in communal areas when they can and sleeping on the ground when they can’t, with just enough money to manage a decent meal…on most days. Their meager possessions amount to:

  • Padded Armor (Poor)
  • Ranged Weapon (Poor)
  • 3 local coins

Although hardworking, these characters have little to show for it, living in a semi-private communal area. Their careworn possessions include:

  • Padded or Leather Armor (Poor)
  • Light Helm (Poor)
  • Ranged Weapon (Poor)
  • Explorers Pack (Poor)
  • 25 local coins

Coming from a family of skilled tradespeople, low level civil servants, or lifelong military service, these characters have decent lodgings and a comfortable lifestyle. Their gear is fairly new and includes:

  • Padded or Leather Armor (Standard)
  • Light Helm (Standard)
  • Ranged Weapon (Standard)
  • Explorers Pack (Standard)
  • 100 local coins

Coming from a family of landowners, business people, or mid level civil servants, wealth and power has long been a part of how they define themselves among their peers. This attitude shows in their gear which includes:

  • Any Light Armor (Standard)
  • Light Helm (Standard)
  • Ranged Weapon (Masterwork)
  • Explorers Pack (Standard)
  • 250 local coins

Coming from a lifestyle of luxury beyond anything that most people can imagine, the very best is the only quality they will accept, which includes:

  • Any Light Armor (Masterwork)
  • Light Helm (Masterwork)
  • Ranged Weapon (Masterwork)
  • Explorers Pack (Masterwork)
  • 750 local coins
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