Post by Arazlam Durai on Sept 20, 2015 16:57:44 GMT -8
ARCHER
Primary Weapon Types: Bows or Crossbows
Armor Class: Medium
Characters who choose the path of an archer may be of any birth origin or station. Every region invests in archers, so your character may hail from and serve any location you prefer. This class excels at long-range strikes and are great scouts or rangers when someone needs to send a message to another location quickly.
While there is some competition between archers and knights, both classes respect those with great esteem and talent. Many archers have found great fame in both the Fifty Year War and the War of the Lions for being impeccable with their aim and turning the tides of battles.
The Charges have been reconfigured to grant archers the ability to pull off some special aims and tricks with their weapon.
Archer's have the following firing ranges based on their character level:
Non-Combatant: 5 yards
Novice: 15 yards
Journeyman: 30 yards
Adept: 50 yards
Expert: 80 yards
Master: 115 yards
Divine: 235 yards
MAIN SKILLS
Archers may use each charge once per character level, per battle. A standard quiver holds an average of 30 arrows; a standard crossbow quiver holds 15 bolts.
- Charge +1 (Bull’s Eye): Guarantees the archer strikes true against their opponent, unless the target has an anti-arrow deflection technique to counteract it.
- Charge +2 (Rapid Fire 2): Archer is capable of firing two arrows in rapid succession.
- Charge +3 (Stealth Shot): Target cannot detect the oncoming shot, but shot does not have a guarantee to hit. This skill overrides all detection skills.
- Charge +4 (Rapid Fire 3): Rapid fire ability allows Archer to fire 3 arrows in a row for a triple succession attack. Once firing is completed, the archer must take a full round of rest for their arm.
- Charge +5 (Sniper Shot): Doubles the firing range of the shot and guarantees the archer strikes true against their opponent, unless the target has an anti-arrow deflection technique to counteract it. (Master class ONLY)
- Charge +7 (Enchanted Arrow): Allows the archer to master a firing technique that permits a caster to enchant the arrow with a spell, permitting the arrow to take on the additional damage and status effects of that spell. (Master class ONLY)
- Charge +10 (Pierce): The archer fires an arrow with a serrated head that punctures heavy armor, even armor that is considered ‘unbreakable’. (Master class ONLY)
- Charge +20 (Rapid Fire 5): Rapid fire ability allows an Archer to launch 5 arrows in a row without stopping. Once firing is completed, the archer must take two full rounds of rest for their arm. Good for placing up in high areas where the arrows will end up coming down in a shower. (Master class ONLY)
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OTHER SKILLS
- Speed Save: Allows the archer to run at the same speed as a Chocobo when they are not firing arrows. This is basically a sprinting technique that allows an archer to move great distances quickly. The archer must immediately rest afterwards to catch their breath for about 2 or 3 rounds, depending on distance ran, and cannot attack during that time.
- Arrow Guard: When a single arrow is fired at them, the archer can pluck it in mid-air just before it strikes them, reload (if compatible with their bow / crossbow) and counter-fire up to three times in a battle. (Master class ONLY)
- Equip Crossbow: Allows a character to equip and use a crossbow. For Master archers their crossbow quivers can now hold 30 bolts and now extends their firing range 1.5 times further based on their character level.
- Concentrate: Allows you to shoot while running, riding, and jumping. (Master class ONLY)
- Jump +1: Allows the Archer to jump waist-height objects with ease.