Archer Talent List
Karma Ritual |
Rank |
This talent allows characters to replenish their store of Karma Points. Each time characters perform the ritual, they can purchase a number of Karma Points equal to their rank in Karma Ritual. Each ritual must be performed at dawn, takes 30 minutes to complete and can only be performed once per day. |
Restore KARMA Points |
Self |
Permanent |
YES |
NO |
NO |
ALL |
-- |
Missile Weapons |
DEX + Rank |
A character uses the Missile Weapons talent to fire bows, crossbows and other missile weapons. The character makes a Missile Weapons Test against the Physical Defense of the target. If the result is equal to or higher than the target's Physical Defense, the attack hits. The Missile Weapons talent cannot be used with thrown weapons such as daggers and knives. |
Melee Attack |
Self |
1 Round |
YES |
NO |
NO |
Archer Ranger ALL Others as Optional Talent at Journeyman Level |
Archer |
True Shot |
DEX + Rank |
The True Shot talent allows the Archer to make a very accurate missile attack. The character makes an Attack Test using the True Shot step instead of the Missile Weapons step. The character must spend at least 1 Karma Point on the Attack Test, and may spend a total number of Karma Points equal to his rank in True Shot on the Attack Test. When using this talent, a character must continue to spend Karma Points, 1 at a time, until the Attack Test result is higher than the target's Physical Defense Rating, or until the character can spend no more points. Once the attack hits, the character cannot spend additional Karma Points to increase the success level of the test. |
Ranged Attack (Individual) |
Self |
1 Round |
YES |
YES (Varies) |
NO |
Archer |
-- |
Mystic Aim |
PER + Rank |
The Mystic Aim talent allows the Archer to draw a steady aim on a target when using a missile weapon. The Archer spends a round aiming at a target within line-of-sight. The character makes a Mystic Aim Test against the target's Spell Defense. If the test is successful, a small visible mark appears on the target and the character adds a bonus equal to his Mystic Aim Rank to his Missile Weapons step. This bonus lasts until the character fires his weapon or until the target moves out of line-of-sight. |
Ranged Attack (Individual) |
Self |
1 Round |
YES |
NO |
1 |
Archer |
-- |
Durability |
Rank |
This talent increases the Death and Unconcsciousness Ratings of a character. For each rank in Durability which characters achieve, their Death Ratings are increased by an amount equal to their Toughness step at the time. The character's Unconsciousness Rating is also increased by an amount equal to its Toughness step - 1. If the character's Toughness step later increases, it will not change the Death Rating or Unconsciousness Rating increases which the character has already received; only those increases to come. |
(+) DEATH & UNCON Rating |
Touch |
Permanent |
NO |
NO |
NO |
ALL |
-- |
Direction Arrow |
PER + Rank |
Using this talent, an Archer can locate another character or object. The character must first possess a piece of some material object directly connected to the person or object he seeks (e.g., a piece of clothing or a piece of wall from a building). The character makes a Direction Arrow Test against the Spell Defense of the person or object being sought. If the test succeeds, the arrow points in the right direction. Each success level beyond Average reduces the amount of Strain the character takes when using this talent. For example, a Good success reduces the Strain to 3 points, etc.. The person or object sought must be within a number of miles equal to the Archer's rank in Direction Arrow for the talent to work. |
INFORMATION |
(Rank) Miles |
(Rank) Minutes |
YES |
NO |
4 |
Archer |
-- |
Eagle Eye |
PER + Rank |
An Archer uses Eagle Eye to aim at distant targets. If the character makes a successful test against the Spell Defense of the target, Eagle Eye will enable him to fire at the target as if it were at close range, ignoring any range modifier penalties that would normally apply. The Eagle Eye talent only gives a character a better chance of hitting a target; it does not actually increase the range of missile weapons. |
(+) ATTACK Test Effectiveness |
Self |
1 Round |
NO |
NO |
NO |
Archer |
-- |
Flame Arrow |
Rank + WIL +3 |
The Flame Arrow talent allows a character to create a flaming arrow from a normal one, transforming his arrow into a missile of fire. This process destroys the arrow. Use the Flame Arrow step number when making the Damage Test for a successful attack with the Flame Arrow. If the Archer chooses to use Karma when using this talent, the Karma Dice is added to the Damage Test. |
(+) DAMAGE |
Self |
1 Round |
NO |
NO |
2 |
Archer |
Archer |
Threadweaving |
PER + Rank |
Characters use Thread Weaving talent to create and weave magical threads. Characters can only have a number of threads active equal to their Thread Weaving Rank. The process of weaving a thread is described in the Earthdawn Companion. This talent also gives characters a limited version of the Astral Sense talent. The astral sight provided by Thread Weaving allows characters only enough vision to see threads and patterns. |
Manipulate THREADS |
Varies |
Varies |
YES |
NO |
NO |
ALL |
-- |
Quick Shot |
DEX + Rank |
This talent allows the Archer to make a second missile attack in a round. The Archer has the option of taking a Quick Shot if he makes a successful Missile Weapons Attack against a target before he, the Archer, takes any damage that round (from any of his opponents; not just his target). If the Archer chooses to take a Quick Shot, he must attack the same target and uses his Quick Shot talent step instead of his Missile Weapons step when making the Attack Test. The Quick Shot Test is made at the end of the round. A character who fails a Quick Shot Attack Test may not attempt another Quick Shot on the following round. |
(+) # of ATTACKS / Round |
Self |
1 Round |
NO |
NO |
1 |
Archer |
-- |
Call Arrow |
PER + Rank |
This talent allows the Archer to retrieve fired arrows by spending 1 round to call back all arrows he has fired. The called arrows fly back to the Archer and drop into his quiver ready to fire again. Call Arrow only retrieves the arrows; the character cannot also tie or attach the called arrows to another object and attempt to retrieve that object. Call Arrow also extracts arrows from targets and returns them to the Archer. To use this talent, the Archer makes a Call Arrow Test; the result is the maximum number of arrows returned. If the character fired fewer arrows than that number, he or she simply gets back all the arrows she fired. |
Retrieve WEAPON |
35 Hexes |
1 Round |
YES |
NO |
NO |
Archer |
-- |
Icy Surface |
Attack= DEX + Rank Effect= WIL + Rank |
This talent allows an Archer to cover any earth or water surface with a 2 inch thick sheet of ice. To create an Icy Surface the Archer first fires an arrow at the hex which he wishes to become the center of the sheet of ice. The Archer must make a successful Attack Test vs. a number equal to the distance, in hexes, of the target hex from the Archer. For example, an Archer wishing to create an Icy Surface on and around a hex 5 hexes away from him would need to make a successful Attack Test vs. a Difficulty Number of 5. If the Archer fails to make a successful Attack Test, where the arrow lands is determined using the Scatter Rules. Wherever the Archer's missile lands, a circular sheet of ice with a radius in hexes equal to the Archer's rank in Icy Surface immediately forms. The result of the Effect Test is the Difficulty of avoiding Knockdown for anyone wishing to step on the ice (friend or foe). Any character stepping onto the Icy Surface must immediately make a Dexterity Test vs. the Difficulty Number (Creatures may use their Knockdown Step). A successful test result means the figure remains standing, but may only move at a maximum speed equal to half his normal combat movement rate. A figure which fails its test suffers the effects of Knockdown. Furthermore, if a figure moves onto the Icy Surface while traveling at speed and falls, that figure takes damage equal to the number of hexes it had traveled in that round prior to stepping onto the Icy Surface. Armor protects against this damage, but Shields do not. Finally, a character remaining on the Icy Surface must make a successful Dexterity Test each round before movement begins to avoid falling. |
Ranged Attack (Area) |
Weapon Range |
(Rank) Rounds |
YES |
NO |
1 |
Archer |
Archer |
Called Shot |
DEX + Rank |
An Archer can use Called Shot to impress onlookers with a display of targeting accuracy. The character announces his intention aloud, naming his target and roughly where the shot will strike. The character makes a standard Missile Weapons Attack Test. A successful test means the shot hit the "called" target location. Opponents who see this display of skill are suitably impressed. The number of opponents affected is equal to the character's rank in the talent. All affected opponents modify their next test by -1 step. The Archer chooses which opponent's are affected up to the maximum limit described above. Called Shot can only impress opponents and does not increase the attack's damage. Opponents must be able to understand the Archer's language for this talent to affect them. |
(-) Opponent's TEST Effectiveness |
Self |
1 Round |
NO |
NO |
2 |
Archer |
-- |
Rebel Limb |
WIL + Rank |
This talent allows the Archer to gain control over one limb of a target. The Archer must first hit the target's limb by achieving a Good Success on a Missile Weapons Attack Test. If the Archer achieves this level of success, he may then make a Rebel Limb Test vs. the target's Spell Defense in place of his normal Damage Test. If successful, the Archer can control that limb of the target as long as the target remains within sight for the duration of the talent. The controlled limb acts with any applicable physical talents or skills its owner normally possesses. The target may make one attempt per round to regain control of the affected limb. If the target makes a successful Willpower Test vs. the result of the Rebel Limb Test, the target regains control of the affected limb. An archer may not control more than one limb at a time, but may take other actions beginning on the round after successfully taking control of an opponent's limb. |
CONTROL Opponent |
Self |
(Rank) Rounds |
NO |
NO |
1 |
Archer |
Archer |
Impressive Shot |
CHA + Rank |
With Impressive Shot, a character makes opponents think twice about attacking him. The Archer first announces aloud his intended target location. The actual attack must not harm an opponent but must hit very close to the target (e.g., go through a shirt sleeve, knock a mug out of the target's hand, etc.). After achieving a Good Success on a Missile Weapon Test vs. the target's Physical Defense, the Archer makes an Impressive Shot Effect Test vs. the target's Social Defense. On an Average Success, the opponent suffers a -1 to all of his tests for the duration of the talent. A Good Success, or better, prevents the target from attacking the Archer unless attacked by the Archer or his allies. This docility lasts throughout the duration of the talent. |
(-) Opponent's TEST Effectiveness & CONTROL Opponent |
Self |
(Rank) Rounds |
YES |
NO |
1 |
Archer |
-- |
Screaming Arrow |
CHA + Rank |
The Screaming Arrow talent allows an Archer to intimidate a target by shooting a literally "screaming" arrow at him. A character makes a Screaming Arrow Test vs. the target's Social Defense. On an Average Success the target becomes Harried for the duration of the talent. A Good Success forces a target to flee at full speed for 1 round and an Excellent Success forces the target to flee for the duration of the talent. An Extraordinary Success forces the target to surrender to the Archer. |
Induce FEAR |
Self |
(Rank) Rounds |
YES |
NO |
1 |
Archer |
-- |
Revealing Arrow |
PER + Rank |
This talent allows the Archer to reveal secret doors, hidden traps or objects and concealed opponents. When using this talent, the character first fires at a target. This target can be any location within range of the Archer's weapon. The arrow automatically hits the target location, but does no damage. Instead, the Archer makes a Revealing Arrow Test. The result of this test is then compared to the Spell Defense (or concealing talent test result, whichever is higher) of any hidden object or opponent within a circular area with a radius in hexes equal to the Archer's talent rank centered on the target hex. If the Test result is equal to or higher than the object's or opponent's spell defense, the concealed object or opponent is outlined with a softly glowing green light. This light is clearly visible to the Archer, but to no one else within sight. This light remains on the target for the duration of the talent. |
REVEAL Hidden |
Self |
(Rank) Rounds |
YES |
NO |
2 |
Archer |
-- |
Blind Fire |
DEX + Rank |
An Archer uses Blind Fire with a missile weapon to hit a target that he could see during a previous round, but that is now out of his line-of-sight. When using this talent the Archer makes a Blind Fire Test instead of a Missile Weapons Test. The Archer fires the missile at the location at which the target was last seen. When the missile reaches that spot it begins to follow the exact path which the target used to move away from that point. Regardless of how many twists and turns the target may have taken while traveling outside of the adept's line-of-sight, the missile will follow the path out to the maximum range of the weapon. However, if some form of cover (e.g., a closed door) is interposed along the missile's path between the time the target passed that point and the time at which the missile arrives, the target gains the benefits of that cover. An adept may use Blind Fire if he has seen the target within a number of rounds equal to his rank in Blind Fire. |
Attack Target Outside LOS |
Self |
1 Round |
YES |
NO |
1 |
Archer |
Archer |
Shield Beater Arrow |
DEX + Rank |
This talent allows the Archer to make a Missile Weapon Attack that bypasses an opponent's shield. When using this talent, the character uses the Shield Beater Arrow step rather than his Missile Weapon step for the Attack Test. A successful attack automatically bypasses the opponent's shield. The Shield Beater Arrow talent also helps the character defeat his opponent's armor. Reduce the level of success needed for an Armor-Defeating Hit by one level when the Archer uses this talent. |
(+) DAMAGE & (+) Armor Defeating Effectiveness |
Self |
1 Round |
YES |
NO |
2 |
Archer |
-- |
Dominate Missile |
WIL + Rank |
This talent allows the Archer to control the flight path of a missile fired by an opponent. When any opponent within the Archer's line-of-sight fires a missile, the Archer may immediately make a Dominate Arrow Test vs. the opponent's Spell Defense. If the Archer's test is successful, the Archer may direct the arrow to strike any location he desires within the firing weapon's normal range. If the Archer fails the Dominate Arrow Test, he fails to control the missile, but still takes Strain. If the Archer wishes to direct the arrow to hit a new target, the result of the Dominate Arrow test must be equal to or higher than the opponent's Physical Defense for the arrow to hit. An Archer must have a higher Initiative than the opponent firing the missile the Archer wishes to Dominate, or the Archer cannot use the talent. |
Protect vs. MISSILE ATTACK |
Line-of-Sight |
1 Round |
NO |
NO |
1 |
Archer |
Archer |
Multi-Shot |
DEX + Rank |
An Archer uses Multi-Shot to fire a missile weapon more than one time in a round. Multi-Shot is used instead of Missile Weapons to make the attack(s). A character may take a number of shots equal to his Dexterity Step - 3. Each Multi-Shot attack costs one point of Strain. An Archer may make all of his available Multi-Shot attacks in a round even if one or more of them misses. |
(+) # of ATTACKS / Round |
Self |
1 Round |
YES |
NO |
Varies |
Archer Ranger |
-- |
Ethereal Arrow |
DEX + Rank |
The Ethereal Arrow talent allows the Archer to make the missiles which his weapon fires become incorporeal. These incorporeal missiles pass through physical obstacles, including armor, becoming solid as soon as they strike an animate target. However, the target must be within the Archer's line-of-sight to be struck. The Archer makes an Ethereal Missile Test for his Attack Test. If successful, the character makes a Damage Test as normal, ignoring the Physical Armor Rating of the target. Ethereal Missile can only be used against target's with physical bodies. |
(+) Armor Defeating Hit Effectiveness |
Self |
1 Round |
YES |
NO |
2 |
Archer |
-- |
Spirit Strike |
WIL + Rank |
This talent allows a character in Physical Space to strike an opponent in Astral Space. The character must first be able to detect the presence of his Astral opponent with Astral Sight or Threadweaving talent. The character makes a Spirit Strike Attack Test vs. the opponent's Spell Defense. If successful, the weapon hits the target and does normal damage. The opponent's Physical Armor Rating protects. Defensive talents like Avoid Blow and Riposte cannot be used against Spirit Strike. |
Attack ASTRAL Opponent |
Self |
1 Round |
YES |
NO |
1 |
Archer Beastmaster Guard Liberator Lancer Pathfinder Pattern Knight Purifier Ranger Sky Raider Swordmaster Warrior Weaponsmith |
-- |
Denotes a COMBAT related talent