Way of the Archer
Native Culture: unknown
Preferred Weapon: Bow, Crossbow
Note: Bows and arrow shafts may be any color and marked any way you like. They are assumed to be dyed or painted wood in play.
Preferred Material: Wood & Steel (brown and/or grey duct tape - arrowheads only)
Only a bowman with exceptional aim, a sharp eye, steady hands, and nerves of steel are taken into this secretive school. These archers never seem to miss and it is said that the masters of this school can shoot through a chink in armor to find their opponent's heart.
From all the lands, from all the races are the best archers chosen. This is the only school where you must be chosen by a Devotee of the school. Once chosen the archer is taught the finest control of their weapon and their already impressive skills are sharpened to a killing edge. It is of no small coincidence that the Assassins' Guild always tries to hire even initiates of this school.
Level 1 - Initiate
Blunt Strike (as Cold Clock, archer must carry 1 arrow with a rounded ivory head for each level in this skill & must use those arrows to deliver these blows)
Arrow's Spin (defense, non-contact, sidestep) - allows you to dodge one incoming attack of any kind
Level 2 - Apprentice
Pin Leg (successful strike pins target's leg to the ground, must specify left or right leg, one leg is pinned down indefinitly and cannot move. The caster must remain in Line of Sight for pin to hold. If the caster runs out of line of sight, or drops the spell, Pin is broken.)
Lighting Hands (missile parry: your reflexes are so quick that you can literally catch arrows/thrown weapons/etc in mid air without taking any damage, cannot be used against firearms)
Level 3 - Devotee
Dead Eye (called shot, pierces armor and shields, can be dodged or taken on skins/protectives as normal)
Tagline: "Armor Pierce" or "Shield Pierce"
Smoke Bomb (You fire into an advancing line, causing a smoke screen in a 5ft radius, Blinding any enemies for one minute. Must use White arrowhead)
Tagline: "Archer Blind"
Masters and Grand Masters (levels 4 and 5) have abilities known only to the practitioners who have obtained those levels (Find Out in Play). Possibilities may be discovered via in play information and rumors, or may be hinted at in various legends, lore, and stories told around campfires and at the bedsides of children. The truth is a closely-guarded secret, and such tales are just as likely to be hearsay and exaggeration as the actual reality. Such is, as always, the stuff of legends, and a wise Master or Grand Master will allow people to make all the assumptions they wish.