Long Bowman O.C.C.:

 

     Other than the Long Bowman’s special Archery skill, they are basically the same.  Nothing is changed; what follows will replace the special Archery skill the Long Bowman has.

 

Ranged Combat: Longbow

 

     Dedicated solely to using Longbows, these characters make the Longbow an extension of themselves.  Marksmanship and precision; speed and ability—with time a Long Bowman will attain all of these.

 

Starts with…

Superior Range (700 feet +25 feet per level), Motion Aiming (Negates: Attacker in motion penalties), Leading (Negates: Moving target penalties), Quick Draw (Fire & Draw in one attack), Bow Melee (Using the Bow as a melee weapon: 1D4 damage).

 

Level Advancements

 

1)       +1 Strike with Arrows, +1 to Parry with Bow, Leading (-1 Negated), Motion Aiming (-1 Negated).

2)       +1 Strike with Arrows, +1 to Draw an Arrow (Initiative), Motion Aiming (-2 Negated).

3)       +1 Strike with Arrows.  Gains: Twin Shot (Sling 2 arrows in one attack with full strike bonuses).  +1 Strike with Bow Melee, +1 to Dodge/Parry Projectiles.

4)       +1 to Draw an Arrow, Leading (-2 Negated).  Gains: Dou-Shot (Drawing two arrows, but firing at different targets in the same attack.  Second shot is wild). +1 to Parry with Bow Melee.

5)       +1 Strike with Arrows.  Gains: Bull’s Eye (Negates small target penalties; -6 negated).  Motion Aiming (-3 Negated).

6)       +1 to Dodge/Parry Projectiles, Bull’s Eye (-7 Negated), Dou-Shot (-1 Negated).

7)       +1 Strike with Arrows, Leading (-3 Negated), +1 to Draw an Arrow, +1 to Parry with Bow Melee.

8)       Motion Aiming (-4 Negated), Dou-Shot (-2 Negated) and Bull’s Eye (-8 Negated).

9)       +1 Strike with Arrows, +1 to Dodge/Parry Projectiles, +1 Strike with Bow Melee.  Gains: Triplet Shot (Sling 2 arrows in 1 attack with full bonuses; can’t be used with Bull’s Eye). 

10)    +1 Strike with Arrows, +1 Draw an Arrow, +1 Parry with Bow Melee, Leading (-4 Negated), Dou-Shot (-3 Negated).

11)    +1 Strike with Arrows, Bull’s Eye (-9 Negated), Motion Aiming (-5 Negated).

12)    +1 to Dodge/Parry Projectiles, Dou-Shot (-4 Negated) and Bull’s Eye (-10 Negated).

13)    +1 Strike with Arrows, +1 to Draw an Arrow, +1 to Parry with Bow Melee, Leading (-5 Negated).

14)    Dou-Shot (-5 Negated), Bull’s Eye (-12 Negated), Motion Aiming (-6 Negated).

15)    +1 Strike with Arrows, Motion Aiming (All Penalties are negated), Dou-Shot (No longer Wild Shot), +1 Dodge/Parry Projectiles, +1 to Strike/Parry with Bow Melee.

 

Some Notes on Penalties…

 

Projectile

Dodge

Parry

Catch

Arrows

-4

-6

-8

Thrown

-2

-4

-6

 

Walking

Jogging

Running

Horseback

Mvg. Target

-2 str

-4 str

-6 str

-8 str

-1 str/10 mph

 

 

 

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Cross Bowman O.C.C.:

 

     Basically the same as the Long Bowman, except, they like and favor the cross bow.  Cross Bowman tend to be a little bit more like a “seat of the pants” type character.  As where Long Bowman tend to be sniper types.  Cross Bowman use the Long Bowman O.C.C. template, but with the following modified:

 

·   Starts with W.P. Crossbow (+3 to strike at level one & +1 at levels 3, 6, 9, 12 and 15), instead of W.P. Longbow.

·   Instead of W.P. Targeting and One of Choice, they get W.P. Two of Choice.

·   Starts with Hand to Hand: Expert (instead of basic).

 

Ranged Combat: Crossbow

 

     Like the Long Bowman, the Cross Bowman considers their crossbow and extension of themselves.  However, they are not as philosophically fanatical as Long Bowmans are.  The Cross Bowman is more concerned with combat oriented skills with a crossbow, rather than a focus on bowman skill.

 

Starts with…

Imposed Defense Penalty (Additional penalty imposed on foes to defend against fire), Quick Load (Load an arrow and fire in 1 attack), Motion Aiming (Same as Long Bowman), One Hander (Can fire even two handed crossbows one handed), Coldcock (Small Crossbow: 1D4 damage; Heavy Crossbow: 1D6).

 

Level Advancements

 

1)       IDP (Add –1), Coldcock (+2 to damage), Motion Aiming (-3 Negated), Leading (-1 Negated).

2)       IDP (Add –1), Bull’s Eye (-2 Negated), +2 Draw.

3)       IDP (Add –1), Coldcock (+2 to damage), Motion Aiming (-4 Negated).

4)       IDP (Add –1), Bull’s Eye (-4 Negated), +1 Draw, Leading (-2 Negated).

5)       IDP (Add –1), Coldcock (+1 to damage), Gains: Ricochet (-1 str/-2 dmg per bank; up to two).

6)       IDP (Add –1), Bull’s Eye (-6 Negated), +1 Draw, Motion Aiming (-5 Negated).

7)       IDP (Add –1), Coldcock (+1 to damage), Leading (Negate -4).

8)       IDP (Add –1), Bull’s Eye (-8 Negated), +1 Draw.

9)       IDP (Add –1), Coldcock (+1 to damage), Motion Aiming (-6 Negated).

10)    IDP (Add –1), Bull’s Eye (-10 Negated), +1 Draw, Leading (-6 Negated).

11)    IDP (Add –1), Coldcock (+1 to damage), Gains: Snap Shot (Switch position fire and switch back in one attack).

12)    IDP (Add –1), Bull’s Eye (-12 Negated), Motion Aiming (-7 Negated), +1 Draw.

13)    IDP (Add –1), Coldcock (+1 to damage), Leading (Negate -8).

14)    IDP (Add –1), Bull’s Eye (-14 Negated), +1 Draw.

15)    IDP (Add –1), Coldcock (+1 to damage), Motion Aiming (-8 Negated), +1 Draw.