Job Archer
The Archer
Since the first hunters invented the bow to hunt animals, it quickly became one of the most prominent weapons in the armies. Over the course of history, the bow evolved into more technologically advanced forms, such as crossbows and firearms. As time progressed and the hunters became soldiers, those who mastered the bow became Archers. Archers can range from bow-wielding infantry to rifle-wielding snipers trained to perform long-range assassinations, depending on the era. Rarely would Archers need to put their own bodies on the line as frequently as melee warriors, as they can fire and be well out of range of most conventional counterattack methods. Having such an advantage comes at a price, though: the number of attacks they can perform is limited to the amount of ammunition they are carrying.
STR | VIT | AGI | SPD | MAG | SPR |
---|---|---|---|---|---|
+15 | +10 | +15 | +10 | +5 | +5 |
HP Die: d10
MP Die: n/a
Weapons: Boomerangs, Bows, Crossbows, Rifles
Armor: Armwear, Hats, Suits, Shields
Attack Bonus: +30
Skill Points: 240
Skill Aptitude: Wilderness
SNIPE
The Archer's talent with a ranged weapon is unparalleled. With almost minimal effort, he can focus his will into a projectile, strike disabling blows, or unleash a withering barrage of fire at his opponents.
Take Aim [Level 1]
Target: Single Type: Slow Action (2)
The Archer enters a state of absolute concentration, focusing every fiber of his being on tracking the target’s movements to strike with absolute accuracy. Take Aim inflicts 100%, Armor Physical damage on the targeted combatant, striking automatically. In addition, if the Weapon being used in the attack has an Equipment Ability that allows it to inflict Status Conditions, their CoS is increased by +30. This does not affect any Immunities the target possesses.
Charge [Level 8]
Target: Single Type: Slow Action (CT varies)
By storing up chi energy as he waits for the perfect shot, an Archer can strike with greater power and force when he finally makes his attack.
The power of Charge depends both on the Archer’s Level and how long he is prepared to charge an attack for. At Level 8, the Archer can do 125%, ARM damage by charging for 4 ticks, striking automatically; at higher Levels, he gains the ability to charge longer for increased damage, but may always choose to use Charge with a shorter CT in exchange for reduced damage. The table below gives the exact breakdown.
+Table 4-1: Charge Damage
Type | Level | Damage | Charge Time |
---|---|---|---|
+1 | 8 | 125% | 4 |
+2 | 29 | 150% | 10 |
+3 | 43 | 175% | 14 |
+4 | 64 | 200% | 20 |
Leg Aim [Level 15]
Target: Single Type: Slow Action (6)
The Archer takes aim, firing a crippling shot intended to cut short the target’s movement. Leg Aim has a CoS of Dexterity, Evasion of inflicting the Status Condition Immobilize (4).
Arm Aim [Level 22]
Target: Single Type: Slow Action (8)
Drawing a bead, the Archer lets loose with a well-placed shot, aiming to cripple the target’s fighting ability. Arm Aim has a CoS of Dexterity, Evasion of inflicting the Status Condition Disable (4). Mindblow [Level 29]
Target: Single Type: Slow Action (10)
The Archer draws on his body’s chi, creating a glowing, iridescent ball of vital energy and firing it at the enemy in one swift motion. Mindblow inflicts 100% Physical damage, subtracted from the target’s MP rather than HP.
Tableturner [Level 36]
Target: Single Type: Slow Action (12)
An experienced Archer can make an enemy’s armor work against it, striking blows where they’re least expected. Tableturner inflicts 100% + Target's Armor Physical damage on the targeted combatant, strking automatically.
Arrow Guard [Level 43]
Target: Self Type: Support Ability
An Archer who has mastered the art of setting up a shot can predict where – and when – his opponents will do the same. Arrow Guard gives the Archer an Evasion bonus equal to his current Level against Ranged attacks targeting him. This only affects attacks modified by Evasion – those targeting the Party or modified by M. Evasion are resolved as normal.
Barrage [Level 50]
Target: Group Type: Slow Action (16)
By entering a state of heightened awareness and channeling chi into his motions, the Archer can open fire at an entire formation of foes, creating a devastating hail of attacks. Barrage inflicts 100%, Armor Physical damage on all eligible combatants in the targeted Group, striking automatically. Unlike other Snipe Abilities, Barrage does not override Equipment Abilities bestowed by ammunition. The Archer may choose what ammunition – if any – to use against each individual target. Any ammunition used during the Barrage is consumed as normal.
Triple Foul [Level 57]
Target: Single Type: Slow Action (18)
Calling on his chi reserves, the Archer looses three quick shots at an opponent, hoping to weaken and disorient them with one well-placed salvo. Triple Foul has a CoS of Dexterity, Evasion of inflicting the Status Conditions Confusion (6), Disable (6), and Silence (6); roll separately for each Status.
Unlimited Shot [Level 64]
Target: Group Type: Slow Action (20)
At its pinnacle, the Archer’s art allows him to channel his energy into a continuous stream of missile fire, indiscriminately peppering his foes with shot after shot. Unlimited Shot allows the Archer to make a series of increasingly inaccurate attacks, each striking a random opponent for 100%, Armor Physical Damage. The first attack has a CoS of 100; this decreases by 10 on each subsequent attack until the Archer misses a target, ending Unlimited Shot. As per the Rule of 10, the CoS will never go below 10.