08-24-2012, 11:27 AM | #21 | |
Join Date: Mar 2006
Location: Iceland*
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Re: "Super-archer" vs. "Super-normal archer"?
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The scholar/wizard/archer in my fantasy campaign mostly uses Imbuements to extent his effective range and to cause mayhem to area targets. He likes to use spells to push his Observation skill score (tied to his Per) as near 30 as it will get, not to mention to ignore darkness or other 'weather' conditions that might limit his engagement range. What that means is that he can pick off enemies at ranges far longer than anything those enemies can threathen him with. He operates like a modern sniper with an array of scopes and NVDs in a world where warfare and security is founded in the tacit assumption that over 300 yards or so, neither missile weapons nor spells are much threats. If the PCs have enemies commanded by high-ranking military or civil leaders, he can kill those almost at will, simply by getting within line of sight. Given that he can use Imbuements to dispel protective magic and that he can also make it almost impossible to spot the arrow before it hits, few protections other than hiding exist. And a hiding leader is not actively leading, which means that any enemy formation is decapitated anyway in that case. I'd say long range is the most powerful ability of that character, or indeed any character, in my campaign. Being able to wreak havoc at ranges 0-30 yds or even 0-200 yds is pretty much dime a dozen. Plenty of spellcasters or warriors can pull that off. But being able to reach out and touch someone at ranges up to three miles, well, that's pretty much exclusively work for a super-archer.
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08-24-2012, 11:46 AM | #22 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: "Super-archer" vs. "Super-normal archer"?
Engagement range is limited by line of effect; if it's inside a dungeon, range longer than the longest straight hallway doesn't do much.
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08-24-2012, 11:50 AM | #23 | |
Join Date: Mar 2006
Location: Iceland*
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Re: "Super-archer" vs. "Super-normal archer"?
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That isn't to say that it's useless to have short-range capabilities, but at the very least, combat in enclosed spaces is usually an exception in my games, not the rule. Players can, after all, choose where they go and what they do, and very few choose to have their PCs wander about in ruins waiting to run into something dangerous.
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Za uspiekh nashevo beznadiozhnovo diela! |
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08-24-2012, 12:28 PM | #24 | |
Join Date: Aug 2012
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Re: "Super-archer" vs. "Super-normal archer"?
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As I was reading through your basic setup I started wondering (apologies for my inexperience) - if you have the imbuements, is it still necessary to stock so much on extra strength? Won't the imbuements make up for additional damage and effects? Mind you I have not yet read thoroughly through Power ups 1... |
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08-24-2012, 12:52 PM | #25 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: "Super-archer" vs. "Super-normal archer"?
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Let's take, for example, Crippling Blow/Stupefying Blow. Without Weapon Master and with ST 11+Strong Bow, your base thrust damage is 1d, +2 for a long bow. Assume DR 4 (Mail), meaning that your penetrating damage is 0, 0, 1, 2, 3, 4. If you penetrate (2/3 chance), your target will have to make an HT/Will roll at a penalty that goes from -0 to -2 to avoid at least a stun. Most foes will have at least a 50% chance of resisting. Cue in Weapon Master, ST 13, Striking ST +2, Strongbow and an Elven Longbow, for effective ST 19. Your base thrust damage is 2d-1, +4 for Weapon Master, +2 for a longbow, and quality (Materials) arrows . Against the same target, not only your total damage is sure to penetrate (2d+6), but it will impose an HT/Will penalty ranging from -2 to -7. if your target doesn't drop from the damage or for the almost inevitable major wound, he is quite likely to end up stunned. Again, like Weapon Master, in low tech games, Imbuements are an excellent ST force multiplier, making each point spent in ST much more valuable. |
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08-24-2012, 12:53 PM | #26 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: "Super-archer" vs. "Super-normal archer"?
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Innate Attack @ DX+6 [20] 4d6 Impaling Attack, increased range 2 (+20%), increased 1/2d 2 (+10%) (range 200/500), Gadget: Breakable (SM -2, -20%; DR 5, -15%; Can be Stolen, Won't Work, Contest of ST, -15%) [26] |
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08-24-2012, 12:59 PM | #27 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: "Super-archer" vs. "Super-normal archer"?
Again, IF innate attacks are allowed, then obviously they are cheaper for raw damage. Imbuements allows for loads of trick arrows in this case, whose cost would be prohibitive for the Innate Attack archer. Just Penetrating Blow will quickly set it to favor the imbuements using archer. Combine it with Crppling/Stupefying, optionally Cutting to deal with unliving/homogeneous, etc etc and you end up with a very decent setup.
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08-24-2012, 01:28 PM | #28 |
Join Date: Oct 2009
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Re: "Super-archer" vs. "Super-normal archer"?
edit: whoops, overlooked multiple pages of discussion
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08-24-2012, 01:55 PM | #29 | |
Join Date: May 2006
Location: Denmark
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Re: "Super-archer" vs. "Super-normal archer"?
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So 47 points. But here's what you don't get as parts of your innate attack package: ST 13 for grappling purposes, HP and encumbrance. ST 15 for striking with all other weapons. The ability to pick up any other bow and be only slightly reduced in efficiency. Your innate attack guy is crippled very easily. And yon mystical archer is only 13 points away from being a proper weapon-master with his melee weapon of choice too (skill+2[8] and 5 points for another weapon to master). I always felt the Qian Kun Ri Yue Dao was an excellent choice of exotic-cool and just enough semblance to the bow in appearance for Elven weapon masters. Last edited by B9anders; 08-24-2012 at 02:15 PM. |
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08-24-2012, 01:56 PM | #30 |
Join Date: May 2006
Location: Denmark
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Re: "Super-archer" vs. "Super-normal archer"?
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Tags |
250, 250 points, archer, fantasy |
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