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1.
The ARCHER
by
Lenard Lakofka
Those who are familiar with the Errol Flynn movie Robin Hood may recall a
scene where when he kills five men-at -arms with single arrow shots, all
within one minute (I've timed some of the missle-firing scenes ). We have
all seen some movies in which the bow (usually the long bow) is
fantastically accurate and deadly. This pre-conditioning, if you will,
confuses many a new player of the D&D or AD&D game. The novice might give
up if the leader of a group of orcs shouts out to his troops, "Stand and
deliver!" because the player has a fear of the bow. On the other hand, the
party might refrain from missle fire for the opposite reason: Most monsters
met in an encounter cannot be killed by a single arrow. Are, or were,
archers really as good as they are sometimes portrayed to be? In fact, an
English longbowman could hit and kill a figure at a range of 400 yards!
This was, however, the rare shot and not the rule. That fact is based on
fire into a group of figures and rarely, if ever was such a feat achieved
by a single shot at a lone target. The maximum longbow range in the game is
21 inches, which equates to 630 feet outdoors - a mere 210 yards. How can
this apparant inequity be taken care of? Well, it cannot without
unbalancing the game. Remember that movement and spell range, say nothing
of spell casting time, is tied to selecting distances. If bow range is
tampered with, it will throw off the other numbers. However in the archer
and archer-ranger subclass (described hereafter), some increase in range
is allowed for strong characters.
A new NPC class: Archers and Archer-Rangers
The principle attributes of an archer are strength and dexterity, both of
which must be 15 or better. Intelligence, wisdom, and charisma must all be
at least 6, and constitution at least 9.Archer-rangers require even higher
intelligence, wisdom, and constitution - a minimum of 14 in each. Archers
and archer - rangers whose strength and dexterity are both 16 or better
gain 10% to earned experience.
While archers may be of any alignment, archer-rangers must be good, just
as rangers.
Archers can be human, elf, half-elf, or half-orc as well as some other
humanoid races. Humanoids are limited in level as an archer as follows:
Orcs can become 3rd level archers, gnolls can become 5th level archers,
and hobgoblins can become 4th level archers. Kobolds, goblins, dwarves,
gnomes, and halflings can not become archers. Only humans and half-elfs
can become archer-rangers. Archer-rangers can be humans or half-elf.
Archers and archer - rangers use 8 - sided dice for determination of hit
points. At first level, two 8-sided dice are thrown, just as for the
ranger class. All archers add 2 hit points per level after the 9th level.
All archers may use a wide selection of armor, but the use of plate armor
will negate an archer's "to hit" bonuses, and thus he will surely decline
to use this type of armor. A shield can be carried, but obviously it must
be set aside when arrows are fired.
Archers have a great selection of weapons available, but this selection is
not as broad as that of a fighter. They may use, in addition to their long/
composite/ great bow, the following weapons: swords of any type, dagger,
axes of any type, spear or javelin, darts or scimitar. Archers rarely use
blunt weapons like a mace, hammer , or flail. Archers do not use pole arms
except for the throwing spear. It is very rare for an archer to use a short
bow or any type of cross bow. Archers gain no bonuses to hit or damage when
using these latter missle weapons.
Archers and archer - rangers have the same saving throws as fighters. They
melee on the fighter table. All archers begin with only two weapons, a bow
and almost always some type of sword. Thereafter they may add one weapon
for every three levels attained, just as other fighter classes do. However,
their non-proficiency penalty is -3. All archers can make only one
hand-to-hand melee attack per round through the 8th level. At 9th through
15th level, they can strike three times in two rounds. They gain two
attacks per round only at 16th level and higher. At 7th level and above,
archers can fire three arrows per round instead of just two. All archers
can employ those magical items usable by all classes plus many other items
as well. A magic bow and/or magic arrow operates at +1 in an archers hands,
over and above any magical bonuses to hit and/or damage it may already
have. However, elven archers do not gain this +1 to hit with a long bow
because of their smaller than human size.
At 9th level, an archer can establish a freehold just as a fighter can
(see Players Handbook, page 22). However, archer-rangers cannot build such
a freehold (PH, page 25).
The following applies only to archer - rangers. In melee, acher - rangers
gain +1 to damage vs "giant class" creatures, just as rangers do. An archer
- ranger is as stealthy as a ranger and is able to track like a ranger
does. An archer - ranger attracks a body of 2-24 followers, just as a
ranger does. However, archer -rangers only gain druid spells, except for
some very specific magic-user spells outlined hereafter for both archer -
rangers and archers. Druid spells are gained at the 8th level and follow
the chart given for rangers. An archer - ranger does not gain any special
advantage from non-written magic items pertaining to clairaudience, ESP,
and telephathy, such as a ranger can.
All archers can learn some specific magic-user spells, but to do this
intelligence must be 9 or higher. When the spell is to be taught by a
magic-user, the archer must check to see if he can learn it, as if he were
a magic user. Failure to succeed on this check forever negates that
particular spell. Archers cannot read spells from scrolls in any case, and
neither can they pen their own spells.
Archers may use particular spells beginning at the 7th level of ability.
The number of spells usuable and the list from which the archer may choose
changes as the archers level increases:
Level # of spells
of Archer usuable Which spells possible
7th-8th 1 Magic missle, shield
9th-10th 2 Strength,mirror image plus above
11th-12th 3 Flame arrow, protection from normal missles, plus above.
13th and up 4 Enchanted weapon (bows & arrows only) plus above
At 3rd level any archer can make arrows for his bow, assuming the proper
raw material is obtained. He can craft a dozen arrows in an 8 hour day. At
5th level any archer can make a long, composite, or great bow. This process
takes 9-14 days and also assumes proper materials are at hand. A crude bow
that is -2 to hit and from which the archer gains no bonuses whatsoever can
be crafted in less than an hour.
An archers major attribute is an enhanced ability to hit and damage a
target with bow and arrow. This bonus applies only if an archer is not
wearing plate armor, as previously noted. He must be using a well-made
bow and well-crafted arrows. The bonus applies to any target of human size,
and may be further modified upward or downward depending on the target size
and relative motion of archer and target (see preceeding discussion) . The
bonuses to hit and to damage must be awarded at each level promotion the
archer. Remember also that a +1 bow is +2 in the hands of an archer, over
and above any bonus given here. The same "extra +1" is true of arrows.
Archers use the range of "point blank" in addition to the short / medium
/ long ranges for most missles. For an archer, point-blank range is from
10 to 50 feet. Other ranges remain the same. (Hereafter are given range
changes for exceptionally strong characters, which may be used for archers
at the DM's option.)
Note: the bonus to hit / damage given below do not include the -2 and -5
adjustments to armor class must always be applied at medium and long range,
respectively.
Bonus to hit / damage at the range given:
Archer Point-blank Short Medium Long
level Hit Dam. Hit Dam. Hit Dam. Hit Dam.
1 +1
2 +1 +1 +1
3 +2 +1 +1 +1
4 +2 +2 +1 +1 +1
5 +3 +2 +2 +1 +1 +1
6 +3 +3 +2 +2 +1 +1 +1
7 +4 +3 +3 +2 +2 +1 +1
8 +4 +4 +3 +3 +2 +2 +1 +1
9 +5 +4 +4 +3 +3 +2 +2 +1
10 +5 +5 +4 +4 +3 +3 +2 +2
11 +6 +5 +5 +4 +4 +3 +2 +2
12 +6 +6 +5 +5 +4 +4 +3 +2
13 +7 +6 +6 +5 +5 +4 +3 +2
14 and up +7 +7 +6 +6 +5 +5 +4 +4
No matter how well an archer is capable of shooting, a roll of 1 on the
"to hit" die is always a miss. (Normal missle-firing troops always miss
on a 1 or 2.) As an example of how to use the above chart, a 7th-level
archer with a +1 bow firing a +2 arrow at point-blank range would have
these bonuses to hit and damage: +1 for the bow and +1 more because an
archer is firing it; +2 for the arrow and +1 more because an archer is
firing it; plus +4 to hit due to skill and +3 damage due to skill at point
blank range, for an overall bonus of +9 to hit and +8 damage!
All archers, and optionally any trained figure with a long, composite, or
great bow, can also do extra damage and gain greater accuracy through use
of physical strength. This can only be accomplished by the use of specially
made bows and arrows with a greater "pull." Normal bows and arrows cannot
be used, nor can any short bows or any type of crossbow. Such a bow must
be crafted by an archer, an archer-ranger, or an elf bowmaker who is at
least 6th level as an archer or a fighter. Proper "long arrows" must be
crafted by an archer, an archer-ranger, or an elf fletcher of at least 4th
level. Ordinary fletchers can only make normal arrows.
The strength bonuses apply to point-blank range and short range only. Full
strength bonuses as given in the Players Handbook will apply; +3 to hit
and +6 to damage is the maximum bonus allowed due to strength. Girdles of
strength will not provide a further bonus for this purpose. At short
range, the bonus to hit and damage is halved from the ammount of the bonus
at point-blank range (fractions are dropped). This bonus for strength is
in addition to an archers bonus for skill.
The strength of an archer or archer-ranger may also allow for an expansion
of of the long- range end of a bow's potential. Only specially made bows
will give greater range. Only the top end of the long-range category is
expanded. Medium range distance stays the same as given in the Players
Handbook. Given below are ranges for each type of bow allowed to an archer,
archer-ranger, or strong fighter according to the strength of the
character. Remember, the bows and arrows must be special.
Point Long Long Great
Strength blank Short Medium comp. bow bow
9-15 10-50 51-210 211-420 421-630 421-630 421-630
16 421-630 421-640 421-630
17 421-640 421-650 421-640
18 (all 421-640 421-660 421-650
18/01-50 ranges 421-650 421-670 421-660
18/51-75 in 421-650 421-680 421-660
18/76-90 feet) 421-660 421-690 421-660
18/91-99 421-660 421-700 421-660
18/00 421-670 421-720 421-660
Only archers and archer rangers who reach 8th level or above can craft
arrows that can later be magicked to become arrows of slaying. The magic
must be accomplished by a magic-user the following spells: enchant an item,
wish, and trap the soul. Fresh blood from the figure type to be slain must
be available. Thus, it is virtually impossible to craft an arrow for use
against a unique character like Bahamut, Tiamat, or a deity or demi-god.
Archer or Archer-Ranger table
8-sided
dice for
Experience Experience accumulated
points level hit points Level title
0.- 2,500 1 2 Bowman
2,500.- 5,000 2 3 Master Bowman
5,000.- 11,000 3 4 Fletcher
11,001.- 22,000 4 5 Master Fletcher
22,001.- 42,500 5 6 Bowyer
42,501.- 92,500 6 7 Master Bowyer
92,501.- 162,500 7 8 Sharpshooter
162,501.- 287,500 8 9 Arrowsmith
287,501.- 512,500 9 10 Archer
512,501.- 850,000 10 10+2 Archer Esquire
850,001.- 1,187,500 11 10+4 Archer Knight
1,187,501.- 1,525,000 12 10+6 Archer Lord
1,525,001.- 1,862,500 13 10+8 Archer Master
1,862,501.- 2,200,000 14 10+10 Archer Grandmaster
340,000 experience points per level for each additional
level beyond the 14th.
Archers and archer-rangers gain 2 hit points per level after the 9th.
It is not uncommon for archer-rangers to have a double title, like
Fletcher-Scout, or Ranger-Archer. Note that the ranger class title is
given first. Any individual might only state part of his title. Note that
the experience points necessary for each level are the same for archer or
archer-ranger.
(By the way, Errol Flynn's Robin Hood was an Archer Grandmaster and not a
thief of any type. Consider Flynn's statistics as follows: Str 16, Int 17,
Wis 15, Dex 18, Con 18, Cha 17; 14th- level Archer Grandmaster; leather
armor+2 for AC 6; HP 110; long sword +2, long bow +3.)
----------------------------------------------------------------------
2.
THE ARCHER CLASS
The Archer's main attribute is enhanced 'to-hits'
and damage to distant targets with their various forms
of specialized bows.
To become an Archer, a character must have a
strength and dexterity of at least 15, a constitution of
9, and at least a 6 in intelligence, wisdom, and
charisma.
A minimum height of 5 feet 5 inches tall is
required because of the size and power of the bows
employed. If a character possesses both a 16 strength
and dexterity he/she is entitled to +10% earned
experience.
Archers may be human, half-elf, elven, or half-
orc. The height limitation may prevent most elves from
becoming Archers of this type. Non-humans are limited
to 8th level of experience; 9th level if they possess
both an 18 strength and dexterity. Elves tall enough to
fit the class who possess and 18 strength and dexterity
may progress to the 13th level of ability.
The classes which may double or multi-class with
the Archer are the Ranger, Magic-user, and illusionist.
Archers may be of any alignment, but Archer-rangers must
be of good alignment. After 5th level no more than 2
Archers will work together in the same group.
Archers use the fighter tables for 'to-hits', but
begin with only two weapons: A bow of some kind and
normally a sword. Thereafter they become proficient
with one new weapon each 3rd level. The Archer non-
proficiency penalty is -3. At 7th level Archers may
shoot 3 arrows per round, and 4 arrows per round at
15th. At 8th level Archers get 3 attacks every 2 rounds
with hand held weapons, at 15th they can attack twice in
every round in hand-to-hand combat.
Archers may use any type of armor, however
platemail negates their skill and damage bonuses. The
weapons Archers can use are: Bows, dagger, dart,
javelin, spear, any type of sword or axe. They may (if
rarely) use short-bows, crossbows, or blunt weapons. At
9th level Archers my build freeholds like fighters.
Archers may employ any magic items usable by
fighters, At 7th level they may begin to learn certain
mage spells if their intelligence is 9 or more. The
spells must be taught to the Archer by a mage or by
studying a copy. Archers cannot write scrolls nor can
they cast from them.
Archer-rangers can gain spells from the Archer
chart in place of their normal magic-user spells. The
appropriate levels of spells equaling gained Archer
specialty spells.
Double or multi-classed Archers DO NOT gain Archer
spells in addition, only in substitution for spells of
the same level that the character may have already
learned.
FLETCHER CRAFTS
THIRD LEVEL:
Archers gain the ability to make 12 arrows in 8
hours.
Archers also gain the ability to fashion any type
of bow except crossbow in 9-14 days (8+1d6).
FOURTH LEVEL:
Archers learn to fashion "long-arrows", 12 in 8
hours.
FIFTH LEVEL:
Archers learn to fashion Arch-bows. These take 26
to 35 days to make (25 + 1d10).
THIRTEENTH LEVEL:
Arch-bows created by Archers of this level can be
magicked by a mage into a strongbow. 70 days time is
required to fashion such a bow.
BOW & ARROW DESCRIPTIONS
"Long-arrows" are arrows of greater length and
larger feathering designed specifically for long range
shots. These kind of arrows are required for all Archer
LONG-RANGE shots.
Listed are the three bows most used by Archers.
LONGBOW: This is a bow of standard type utilized
by adventurers.
COMPOSITE LONGBOW: This bow is used for its
harder hitting power at short ranges and greater
accuracy.
GREATBOW: These are very large longbows which can
be fashioned to an individuals strength (personalized)
to give greater damage. A 5'8" height is required as is
a minimum strength of 16 to use these bows properly.
SPECIAL & MAGICAL ARCHER ITEMRY
THE ARCHBOW:
These are bows crafted for great range and
accuracy, and greater hitting power at short ranges.
When firing at point blank range, strength bonuses 'to-
hit' and damage are added. At short ranges, the same
pluses are halved and fractions dropped. Greatbows of
the arch-bow type can be fashioned to give strength
bonuses at point-blank and short-ranges with bonuses
being halved at medium range. A height of 5'8" and 16
strength are needed to pull a standard Archbow;
Greatbows require a height of 6'0" and a 17 strength to
pull. The maximum strength bonus applicable with these
bows is +3 'to-hit' and +6 damage.
STRONGBOWS:
These are powerful magic bows which give strength
'to-hit' and damage bonuses at ALL ranges. These bows
are the only type of bow which can give giant strength
'to-hit' and damage bonuses. A height of 6'0" and an 18
strength are required to pull a standard strongbow. A
height of 6'0" and a 20 strength (stone-giant belt) are
required to utilize a great strongbow. These bows are
reputed to combine the bonuses 'to-hit' and damage for
gauntlets of ogre power and belts of giant strength as
does a hammer of thunderbolts c.f.
MAGIC BOWS & ARROWS:
Magical bows function as a great arch-bow in an
Archers hands, adding their magical pluses 'to-hit' and
to damage at short and point-blank ranges because of an
Archers ability to make better use of the bows magic.
Magic arrows shot by an Archer have 16% better chance of
surviving unbroken. Magic arrows can be fired at long
ranges the same way a "long-arrow" can be fired.
ARCHER TABLES
ARCHER SPELL TABLES
ARCHER NO. SPELLS
LEVEL SPELLS USABLE
------ ------ -----------------------------------
7 - 8 1 Magic missile, shield
9 - 10 2 Strength, mirror image
11 - 12 3 Flame arrow, protection f missiles
13+ 4 True flight, Enchant item (bows)
------ ------- ----------------------------------
========================================================
|ARCHER LONGBOW RANGES. | |
| | |
| POINT BLANK : 10 - 50 feet | |
| SHORT : 51 - 210 | |
| MEDIUM : 211 - 420 | |
| LONG : 421+ (see ranges*) | |
========================================================
ARCHER LONG RANGES TABLE *
STRENGTH LONG COMP GREAT
-------- ---- ---- -----
15 630 630 630 FT
16 630 630 640
17 640 650 650
18 640 650 660
TO 18.50 650 660 670
TO 18.75 650 660 680
TO 18.90 660 660 690
TO 18.99 660 660 700
18/00 670 660 720
19 ** 700 690 760
20 *** 730 720 800
21 760 750 840
22 790 780 880
23 820 810 920
24 850 840 960
25 900 880 1040
-------- ---- ---- -----
* ONLY Archers using magical or arch-bows along with
'magic' or long-arrows may use this chart.
** A strongbow is required for all ranges above 19
strength.
*** A strength of 20 or gauntlets of ogre power and a
belt of hill giant strength is required to pull a great
strongbow.
ARCHER SKILL TABLE
BOW RANGES
ARCHER POINT SHORT MEDIUM LONG
LEVEL BLANK RANGE RANGE RANGE
======== ======== ======== ========
T-H DAM T-H DAM T-H DAM T-H DAM
------ --- --- --- --- --- --- --- ---
1 +1 *** *** *** *** *** *** ***
2 +1 +1 +1 *** *** *** *** ***
3 +2 +1 +1 *** *** *** *** ***
4 +2 +2 +1 +1 +1 *** *** ***
5 +3 +2 +2 +1 +1 +1 *** ***
6 +3 +3 +2 +2 +1 +1 +1 ***
7 +4 +3 +3 +2 +2 +1 +1 ***
8 +4 +4 +3 +3 +2 +2 +1 +1
9 +5 +4 +4 +3 +3 +2 +2 +1
10 +5 +5 +4 +4 +3 +3 +2 +2
11 +6 +5 +5 +4 +4 +3 +2 +2
12 +6 +6 +5 +5 +4 +4 +3 +2
13 +7 +6 +6 +5 +5 +4 +3 +2
14+ +7 +7 +6 +6 +5 +5 +3 +3
====== === === === === === === === ===
=============================================================
ARCHER ADVANCEMENT TABLE.
8-SIDED
EXPERIENCE POINTS LEVEL DICE LEVEL TITLE
0 - 2,500 1 2 BOWMAN
2,501 - 5,000 2 3 MASTER BOWMAN
5,001 - 11,000 3 4 FLETCHER
11,001 - 22,000 4 5 MASTER FLETCHER
22,001 - 42,500 5 6 BOWYER
42,501 - 92,500 6 7 MASTER BOWYER
92,501 - 162,500 7 8 SHARPSHOOTER
162,501 - 287,500 8 9 ARROWSMITH
287,501 - 512,500 9 10 ARCHER
512,501 - 850,000 10 11 ARCHER ESQUIRE
850,001 - 1,190,000 11 11+2 ARCHER KNIGHT
1,190,001 - 1,530,000 12 11+4 ARCHER LORD
1,530,001 - 1,870,000 13 11+6 MASTER ARCHER
1,870,001 - 2,210,000 14 11+8 ARCHER GRANDMASTER
2,210,001 - 2,550,000 15 11+10 ARCHER GRANDMASTER
2,550,001 - 2,890,000 16 11+12 ARCHER GRANDMASTER
2,890,001 - 3,230,000 17 11+14 ARCHER GRANDMASTER
3,230,001 - 3,570,000 18 11+16 ARCHER GRANDMASTER
3,570,001 - 3,910,000 19 11+18 ARCHER GRANDMASTER
3,910,001 - 4,250,000 20 11+20 ARCHER GRANDMASTER
4,250,001 - 4,590,000 21 11+22 ARCHER GRANDMASTER
4,590,001 - 4,930,000 22 11+24 ARCHER GRANDMASTER
4,930,001 - 5,270,000 23 11+26 ARCHER GRANDMASTER
5,270,001 - 5,610,000 24 11+28 ARCHER GRANDMASTER
5,610,001 - 5,950,000 25 11+30 ARCHER GRANDMASTER