HEROES FOR HIRE
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HEROES FOR HIRE

WE ARE A GROUP OF LIVE ACTION ROLEPLAYERS BASED IN PLYMOUTH WHO SPEND A FEW SUNDAYS RUNNING ROUND THE WOODS AND HAVING A GOOD LAUGH. WE GO TO PLYM WOODS, CANN WOODS, GOODAMEAVY, SHAUGH PRIOR AND BURRATOUR RESERVOIR
 
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 SKIRMISHER

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Posts : 144
Join date : 2009-07-10
Age : 48
Location : Im lost........Help

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PostSubject: SKIRMISHER   SKIRMISHER Icon_minitimeSat Aug 08, 2009 4:41 am

The Skirmisher can be the deadliest archer, the unavoidable hunter or a mixture of both. Depending on their skills you will find them at either the front or rear of the party taking out foes with hails of arrows or following the smallest tracks through enemy territory. Whilst Warriors charge in laying waste to everything around them, the Skirmisher has a more tactful approach and is well suited to taking out selected single targets rather than grand melee.

Starting Kit
Short Weapon Use

Hindrances
May Never Wear Metal Armour

Primary Skills Available

Recognise Wounds (1)
Bow / Crossbow Use (1)
Bind Wounds (2)
Recognise Plants (3)
Recognise Poisons (3)
Recognise Demon (3)
Recognise Un-dead (3)
Dexterity Training (5)

Secondary Skills Available

Marksmanship (2) or Either Handed Use (2)
Evaluate Treasure (3) or Pole-arm Use (4)
Rapid Reload (4)* or Wilderness Signs (6)
Weapon Mastery – Bow (4) or Long Weapon Use (4)
Fletching – Blunt (3) or Follow / Read Tracks (4)(1-5)
Fletching – Through (4) or Camouflage Self (6)
Fletching – Coatings (5) or Detect Traps (5) (1-5)
Fletching – Mighty Shot (6)* or Weapon Mastery (6)
Fletching – Damage (7) or Strength Training (7)
Fletching – Killing Shot (7)* or Fitness Training (7)


# Marksmanship – The player may now choose the hit locations on the opponent.

# Rapid Reload – Each use of this ability allows the player to call “Rapid Reload/Time-Freeze”. During the Time Freeze the player may reload their bow or crossbow – no other action may be taken in this time. To keep the speed of play up, players may call Rapid Reload and then if an opponent is too close to fire, merely call “Twang” and damage call.

# Wilderness Signs – This skill is used to find hidden pathways, secret equipment stashes or hidden messages. Referees will notify the player of anything useful.

# Camouflage Self – As per Wild Meld, but 1 minute duration, and only usable Once per encounter.

# Weapon Mastery – Bow – A player does +1 damage using a bow or crossbow.

# Fletching – Blunt – The player may now use the damage call of “Blunt” with their arrows.

# Fletching – Through – The player may now use the damage call of “Through” with their arrows.

# Fletching – Coatings – The player now has the skill to apply various poisons/venoms to their arrows. They either buy these items or if they have the Recognise Plants and Recognise Poisons skill, they can make them. (See referee).

# Fletching – Mighty Shot - The player may either call “Strikedown” or “Destroy Shield” with each use of this ability.

# Fletching – Damage – The player’s arrows now do an extra point of damage.

# Fletching – Killing Shot – Each use of this ability allows the player to do +5 points of damage on a single shot. Before shooting, the player must declare “Killing Shot”. If the arrow misses, the ability is wasted. If the arrow hits, the player calls the total damage including the “Killing Shot” bonus.
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