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The Perfect Archer

Twhip! Billy the Yakuza turned curiously at the strange whining sound, and caught an arrow through the throat. As he lost bladder control and crumpled to the ground, he marveled at how little the wound hurt. Billy the Yakuza died without a sound and a brainless look of mild surprise on his face. Within two seconds two other Yakuza leg breakers joined him, their blood lapping against the parked silver H2s tires like red waves on a red beach. Twhip! Twhip! Three dead friends were all it took before the gangsters realized they were under re. Tony Yoshimita dove for cover behind the Hummer, scanning the alleys rooftops, trying to spot a muzzle ash, some indication of exactly what breed of bastard was taking apart his troops. Akagi was panicking, ring wildly, spraying the alley withTwhip! Twhip! Tony caught Akagis staring eyes as he fell, two black feathered arrows sticking out of his suit jacket. Akagi died terried, and Tony resolved not to go out the same way. Hoshi shouted back towards the gangsters in the club, screaming for backup, for cover re, but the back door remained stubbornly closed. None of the gangsters inside wanted to open the door and taste whatever Billy and Akagi just got a piece of. Tony was alone, with his rapidly dwindling supply of unkies. Twhip! Tony screamed Japanese obscenities as Hoshi dropped his Uzi with a clatter, an arrow piercing the base of his spine. Hoshi spasmed and died. Han red wildly, and before his inevitable twhipping demise, Tony saw something! There, on the strip club rooftop, backlit by a neon whore, Tony saw the assassin. He was pulling up his gun, nger white-knuckling on the trigger, screaming a curse at the killer..... Tony took in every detail about the killer as he began squeezing the trigger, shock driving away fear. This kid? This 15 year old Marilyn Manson wannabe took out ve of my best guys? For gawds sake, the kid was wearing eye shadow and some kind of faggotty mesh shirt. Tony almost laughed, but the kid had some kind of crazy Olympics-worthy bow in his black gloved hands, an arrow notched, its titanium tip gleaming dully in the neon. Thisthis was the assassin? Tony had a clear bead on the kid and the he knew it. No way was the kid faster than a bullet. Tony pulled the trigger, as the kid released his bow string. Twhip! The bullet whizzed by the boys ear, rufing his jet black hair. Tonys eyes went wide, and he noticed too late the little brat was smirking. And then Tony realized there was a reason he couldnt feel his ngers anymore, and looked down to see the black feathered arrow (with a skull and crossbones painted in White-out on the shaft) jutting from his sternum. Tony started to die, never believing that some punk kid with a bow and arrow could have killed him.....

Prole of a Perfect Archer


A snipers speed and precision, an assassins dispassionate eye, and an action movie stars charisma and bravado. The Perfect Archer has it all. Hes got the strength to draw back an 80-pound test bowstring and drive an arrow through an inch of steel, to stop a speeding car by putting a berglass arrow clear through its engine block. Hes got the accuracy to take out a gunslinger by blasting the pistol out of his hands with a well placed arrow, and the skill to put an arrow through a criminals throat without even rufing the hair of the hostage. And the Perfect Archer is never shy about sharing his opinions, accomplishments or just how damn good he is with a bow and arrow. The fastest path through the Perfect Archer advanced class is through the Fast Hero basic class, though other paths are possible. Smart Heroes in particular can make excellent Archers, if they can meet the classs stringent entry requirements. These highly skilled warriors focus on crafting and modifying their weapons, and go into battle with a quiver full of trick arrows.

Requirements:

To qualify to become a Perfect Archer, a character must fulll the following criteria.

Base Attack Bonus: +3

Skills: Bluff 1 rank, Craft: mechanical 1 rank, Climb 2 ranks,

Knowledge: streetwise 4 ranks, Move Silently 8 ranks Sleight of Hand 2 ranks, Tumble 8 ranks Feats: Archaic Weapons Prociency (bow), Far Shot, Point Blank Shot, Weapon Focus (any bow) Special: A prospective Perfect Archer must have defeated an enemy or group of enemies with CR or HD equal to one and a half times his own using any bow. Perfect Archers are perpetual underdogs, but have no fear of confronting a superior foe.

Class Information

The following information pertains to the Perfect Archer advanced class.

Hit Die

The Perfect Archer gains d10 hit points per level. The characters Constitution modier applies. Perfect Bowmen are highly trained, highly motivated athletes; as their name implies, they are the peak of human perfection. And they know it too.

Action Points

The Perfect Archer gains a number of action points equal to 5 + one-half of his character level, rounded down every time he attains a new level in this class.

Class Skills

The Perfect Archers class skills are as follows. Balance (DEX), Climb (STR), Craft (mechanical) (INT), Disguise (CHA), Escape Artist (DEX), Gamble (CHA),

Level 1 2 3 4 5 6 7 8 9 10

Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7

Perfect Archer
Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Will Save Save +2 +1 +3 +2 +3 +2 +4 +2 +4 +3 +5 +3 +5 +4 +6 +4 +6 +4 +7 +5 Defense Reputation Bonus Bonus Close Quarter Archery, Versatile Quiver +1 +0 Champions Pull +1 +0 Bonus Feat +2 +1 Acrobatic Archer +2 +1 Snap Shot, Point Defense (1x daily) +3 +1 One After Another, Bonus Feat +3 +2 Uncanny Precision, Point Defense (2x daily) +4 +2 Split the Arrow +4 +2 Bonus Feat +5 +3 Archers Expertise, Point Defense (3x daily) +5 +3 There are 10 levels to this class Special
A customized bow is tuned to the Perfect Archers specication, strength and proportions, making the bow a true extension of his mind and will. Starting at second level Perfect Archer can add one half his class level (rounded down) as a bonus on attack and damage rolls with a Focused bow. Anyone else attempting to use the bow suffers a 4 penalty on attack and damage rolls with the customized weapon.

Gather Information (CHA), Handle Animal (CHA), Hide (DEX), Intimidate (CHA), Jump (STR), Knowledge (earth & life sciences, history, physical sciences, popular culture, streetwise) (INT), Move Silently (DEX), Read/Write Language, Sleight of Hand (DEX), Speak Language, Spot (WIS), Survival (WIS), Tumble (DEX)

bonus feat, which must be chosen from the following list: Acrobatic, Alertness, Archaic Weapons Prociency (any), Armor Bane, Agile Riposte, Athletic, Attentive, Beloved Bow, Combat Expertise, Dead Aim, Dodge, Drive By Attack, Elusive Target, Far Shot, Fullisade, Lightning Reexes, Mobility, Modern Manyshot, Modern Rapid Shot, Pincushion, Ranged Sabotage, Shot on the Run, Skip Shot, Sunare, Quick Draw, Quick Reload, Weapon Finesse, Weapon Focus (any bow), Whirlwind Attack

Bonus Feats: At 3rd, 6th and 9th level the Perfect Archer gains a

Close Quarter Archery (EX): The rst lesson a Perfect

Archer learns is that sniping from a distance is a very good thing, and melee combats for suckers. Still, there are times when close works unavoidable. The Perfect Archer can make a bow-shot with any bow he chosen to train with using the Weapon Focus feat while in a threatened area without provoking an attack of opportunity.

One After Another (EX): As long as you have an arrow

Acrobatic Archer (EX): Firing on the run, ring wildly as they dive for cover, and ring instinctively as they leap up from a daring tumble, Perfect Archer make impossibly acrobatic feats of archery look easy. The Perfect Archer gains the Spring Attack feat with any bow, even if they do not meet the prerequisites. In addition, the Perfect Archer launch an arrow at the climax of a charge, receiving a +2 circumstance bonus on their attack roll while doing so, as if the arrowshot was a melee attack. Archers Expertise (EX): A 10th level Perfect Archer is
one of the best archers in human history. The Perfect Archer automatically conrms any critical hit made with any bow.

left in your quiver, your bow is always ready for another target. You may reload your bow as a free action as part of drawing and ring an arrow.

Champions Pull (EX): Even a skilled mundane bowman cant match the Perfect Archers ability with the bow; most bowmen cant even draw the Perfect Archers customized compound bows. A Perfect Archer can customize any bow he has trained with using the Weapon Focus feat by making a DC 15 Craft check, which takes an hour or so of effort.

Point Defense (EX): If the Perfect Archer has an arrow notched, they have little to fear from most gunslingers. As a free action, the Perfect Archer can instinctively let y an arrow in response to any ranged attack that involves a physical projectile. The Perfect Archer makes an attack roll, and if this attack roll equals or exceeds the snipers attack roll, the arrow deects the incoming projectile harmlessly. The Perfect Archer must be aware of the attack and not atfooted to use this ability. The Perfect Archer can use this ability once per day, either for his own benet or to protect any ally within the rst range increment of his bow at 5th level. At 7th level, the Archer can use this ability twice daily, and he can use this talent three times per day starting at 10th level. Snap Shot (EX): Youve honed your reexes to the
point where youve brought up your chosen bow and red an instinctive, well aimed shot almost faster than you form the killing thought. You may make an attack of opportunity with your bow, assuming its in hand and you have an arrow handy.

are, and sometimes youre even better than you think you are. Youve just made an impossible million to one shot with your bow, so what do you do next? Do the impossible again, thats what. By spending an action point, you can duplicate an especially successful shot. You effectively draw and re a second arrow at an identical attack roll, which inicts exactly the same damage as the shot its copied. An especially deadly tactic is to copy and repeat a high-damage critical hit. You may only use this ability after you have already made a standard attack, and using this ability is considered a free action. You may only duplicate a specic shot once using this class feature.

Split the Arrow (EX): No one is as good with a bow as you

inict 1d8 points of non-lethal damage. Handcrafting a set of 12 blunted arrows has a Craft DC of 12, and requires an hour of work. A set of 12 blunted arrows has a purchase DC of 8 or 9. Bleeder Arrows: Most jurisdictions ban these arrows for hunting, but they make effective weapons for bow using assassins and crime ghters alike. The arrowhead is wickedly serrated, causing massive tissue damage and blood loss. Bleeder arrows inict 1d8 points of damage, and inict wounds that continue to bleed, costing the victim 1 hp/round until he or she receives a DC 12 Treat Injury check or magical healing. A dozen bleeder arrows have a Craft DC of 15, and require at least 2 hours to construct. If bleeder arrows are available for purchase, they have a Purchase DC of 1d6+8. Chemo-load Arrows: A drug reservoir and injector tip are tted to the arrow head, which the archer can ll with a liquid form of any ingested poison or toxin. Chemically loaded arrows deal normal damage, and in addition, any unarmored target struck by them must make a FORT save (DC based on the poisons lethality) or suffer the toxins effects. Victims receive a 4 penalty on the FORT save. Targets with natural armor or wearing heavy armor are not at risk of being poisoned. Crafting a dozen chemical load arrows requires a DC 20 Craft check, and requires at least eight hours of work. Chemical load arrows rarely come up for sale, and when they do a dozen can easily sell for Purchase DC 18. Explosive-tipped Arrows: Like ash bang arrows, explosive tipped arrows incorporate a micro-grenade and proximity fuse detonator incorporated in the arrow head. A target struck by one of these deadly weapons suffers 2d8 points of ballistic damage and 1d8 points of re damage. Crafting a set of a dozen explosive arrows requires a DC 25 Craft check, and represents at least 20 hours of work. On the rare occasion these arrows are up for sale, they have a Purchase DC of at least 22. Flash-bang Arrows: Arrows head has been replaced by a phosphorous micro-grenade, similar to those used by police forces around the world. When they strike a target, they inict no physical damage, but detonate spectacularly. Anyone within 30 ft of the detonation must make a DC 14 FORT save or be dazed for 1 round. A successful save means the target is only shaken a round after the detonation. Creating a set of 12 ash-bang arrows requires a DC 20 Craft check. In the rare occasion these arrows come up for sale, a set of 12 usually carries a Purchase DC 16. Gas-grenade Arrows: These blunted tip arrows inict no physical damage, but when they strike, they release clouds of cloying toxins or blinding smoke. The gas reservoir in the shaft can be lled with the contents of a standard smoke or teargas grenade, or can be lled with any inhalation toxin. Any victims within 20 ft of a toxin-loaded gas arrow must make a FORT Save (DC determined by the toxins lethality) or suffer that poisons effects. Creating a set of 12 gas grenade arrows requires a DC 18 Craft check, and at least 12 hours of work. A set of 12 gas arrows can sale for upwards of Purchase DC 19. Grapple Arrows: Not designed for shooting at a target, this broad-bladed arrow has fold out grapple claws made of

easier and easier for you. Anytime you make an arrow shot against an adversary you would have to roll 16 or higher on D20 to successfully attack, you receive a bonus on your ranged attack roll equal to your WIS modier. You may spend an action point before making any arrow shot to double your bows critical threat range if you wish.

Uncanny Precision (EX): Impossible shots start getting

Versatile Quiver (EX): The Perfect Archer learns how to

custom etch his own arrows and tweak his bow for optimum performance. With some time and a well equipped workshop, the Perfect Archer can develop an assortment of unique signature arrowheads and gadgets. The Perfect Archer can make a Craft: mechanical check, the DC of which is determined by the complexity of the trick arrow to create custom ammunition.

Special Arrows:
Standard Arrows: Commercially available arrows designed for hunting or competition shooting. Each inicts 1d8 points of damage, and has a purchase DC of 8 for a quiver of 12 arrows. Handcrafting standard arrows has a Craft DC of 10, and usually takes around an hour to craft a dozen. Superior Arrows: No Perfect Archer worth the title ever buys his arrows at a sporting goods shop. Instead he lovingly handcrafts masterwork arrows with his own distinctive touches that proudly mark his kills. Superior arrows inict 1d8 points of damage and grant a +1 bonus to attack and damage rolls due to their superior balance and craftsmanship. Crafting a set of 12 superior arrows has a Craft DC of 15, and takes approximately 2 hours. If they can be purchased, superior arrows have a Purchase DC of 1d6+8. Inferior Arrows: Sometimes quantity trumps quality. These quickly produced arrows inict little damage, but are often used for training, or to equip masses of semi-skilled battleeld archers. Inferior arrows inict 1d4 points of damage, and have a Craft DC of 5. A bundle of 24 arrows requires only hour to construct, and has a purchase DC of 4-6, or less. Blunted Arrows: Arrows tted with wide blunt tips or tted with spherical protective caps are used for training or bringing down adversaries without killing them. Blunted arrows

light-wieght but strong titanium. Eighty feet of high tensile line is stowed within the arrows shaft, and can hold up to 250 lbs safely. The archer can re this grappling hook to inaccessible places and quickly climb to a snipers perch. A grapple arrow requires a DC 22 Craft check and 4 hours of work to create and sales for Purchase DC 12 on the open market. Net Arrows: A polymer mesh net is stowed tightly within the arrows shaft, and as the arrow zooms towards a target, a proximity fuse blows the arrows shell apart, deploying the net. Any target struck by a net arrow with a successful ranged attack roll is temporarily incapacitated, unable to move, and loses their DEX bonus to Defense. A trapped character can cut themselves free with a light weapon as a full round action, or attempt a DC 18 Escape Artist check to free themselves. The strong, pliable net has a break DC of 22. Constructing a single net arrow requires a DC 20 craft check, and at least 4 hours of work. A net arrow sells for at least Purchase DC 16. Whistler Arrows: A series of holes and resonating chambers in the arrows shaft give whistler arrows a distinctive, eerie wail as they zip through the air. Whistler arrows deal damage as their standard counterparts, and in addition, anyone within 60 ft of a whistler arrow in ight must make a DC 16 WILL save or be shaken for 1d4 rounds. Whistler arrows are works of art, and creating one requires at least 6 hours of work and a DC 18 craft check. A single whistler arrow can sell for upwards of a Purchase DC of 14!

successful bow attack. You may add a number of bonus points of damage equal to your base attack bonus to each attack, or any smaller amount. You also receive the bonus damage points if, in a desperate situation, you are forced to use your bow or arrows as an improvised melee weapon, for example, using your bowstring as a garrote, or your arrowheads as daggers. Special: This feat applies to a specic bow; if that bow is ever broken or lost, the benets of this feat are lost until the bow is replaced or repaired. You may apply this feat to only one bow at a time, but can change which bow this feat applies to by training with the new bow or using it in battle for 40 hours or more. If your beloved bow is ever broken in battle, you receive a temporary action point which must be spent before the end of the encounter.

With one draw on your bow, you can kill multiple adversaries simultaneously. Prerequisite: Modern Manyshot Benet: When using the Modern Manyshot feat you may choose to re at multiple targets, rather than a single opponent. You may attack one enemy per arrow red. None of your opponents can be more than 30 ft from each other. Normal: When using the Modern Manyshot feat you re all the arrows at a single target.

Fullisade (General)

Modern Manyshot (General)

The Archers Eye:

Feats and Gear for Modern Bow hunters


The new feats presented below offer a bow hunter a way to compete with even the best high tech, high caliber sniper. Some of these feats are slightly modied version of archery feats originally presented in the D20 Fantasy SRD. Note that the following gun-feats from D20 Modern also apply equally well to bows: Far Shot, Dead Aim, Drive By Attack, Point Blank Shot, Precise Shot, Shot on the Run, Skip Shop.

Armor Bane (General)

Your arrows y straight and true enough to pierce tempered steel with ease. Prerequisite: STR 13, Point Blank Shot, Base Attack Bonus +3 Benet: When ring on heavily armored targets, you can ignore a number of points of the targets Hardness or Damage Resistance equal to one plus your STR modier (minimum two points).

Prerequisite: DEX 17, Point Blank Shot, Base Attack Bonus +5 Benet: As a standard action, you may re two arrows at a single opponent within 30 ft. Both arrows use the same attack roll, with a 4 circumstance penalty to determine the attacks success, and deal damage normally. For every ve points of base attack bonus you have above +5, you may add one arrow to this attack. However, each arrow inicts a further 2 penalty on attack rolls. Damage reduction applies separately for each arrow red. Special: Regardless of the number of arrows red, precision based damage only affects the rst arrow red. If you score a critical hit, only the rst arrow red inicts critical damage, all succeeding arrows inict normal damage.

target.

You can re multiple arrows simultaneously at a nearby

Modern Rapid Shot (General)

Beloved Bow (General)

You have a favorite bow that youve trained extensively with, and while there are many like her, this bow is yours. Prerequisite: Weapon Focus (a specic bow) Benet: Each day, assuming you wield your chosen bow, you receive a pool of bonus damage points equal to twice your total character level. You may add the bonus damage to any

You can knock and re arrows with blinding speed. Prerequisite: DEX 13, Point Blank Shot Benet: You can make an additional ranged attack with your bow per round, which is at your highest base attack bonus. However, all attacks made in this round suffer a 2 penalty, due to the fact you trade accuracy for speed. You must take the full attack action to use this feat.

Ranged Sabotage (General)

By targeting a machines vital components with your ranged attacks, you can cripple the vehicle. Prerequisite: Far Shot, Precise Shot, Base Attack Bonus

+6, Craft: mechanical or Repair 4 ranks Benet: You may target any non-magical vehicles vital components with highly accurate gun or arrow re. On any successful attack that beats the vehicles Defense score by 5 or more points, you may choose one of the following effects: The vehicles top speed is reduced by 25% A secondary vehicle system (such as lights, radio, a specic weapon system, etc.) ceases to function). The vehicles turn number increases by 2 squares. All Drive or Pilot checks made in the vehicle suffer a 4 penalty until it is repaired. One of the vehicles tires is destroyed. The vehicle offers one step less cover to its occupants. The vehicle cannot be used to perform Stunts until repaired.

Modern Compound Bows:


Standard Compound Bow: A modern compound bow incorporates a titanium and aluminum frame and a high tensile bow string, pulled by an ingenious pulley system that magnies the archers strength dramatically. Hunters bows can be purchased at most sporting goods stores and gun shops, or can be custom made with a DC 25 Craft (mechanical) check that requires at least 12 hours of work. Competition Bow: Built to even more exacting specications than a standard compound bow, this well balanced, heavy-pull bow can re accurately at amazing distances. These high-tech bows have a higher purchase DC, and may be custom made with a DC 30 Craft (mechanical) check that requires at least 40 hours of work. Targetmaster Bow: Targetmaster bows resemble competition bows in their construction, but are designed for pinpoint accuracy, not distance or power. These delicate, hightech bows have a higher purchase DC, and may be custom made with a DC 30 Craft (mechanical) check that requires at least 40 hours of work. Constructing a Type II Targetmaster Bow requires a DC 35 Craft (mechanical check) and at least 60 hours of work. Tactical Bow: A reinforced pulley system, set intentionally high, gives the arrows red by this bow punishing penetration power, but at the cost of reduced range. These hightech bows have a higher purchase DC, and may be custom made with a DC 25 Craft (mechanical) check that requires at least 40 hours of work.

By the end of the battle, your enemies lie dead in a pool of blood, their vital organs skewered by dozens of arrows. Prerequisite: Modern Manyshot Benet: When you use your Modern Manyshot ability against an opponent, your attacks deal cumulative damage. In effect, all the arrows you re are treated as being one attack for the purpose of overcoming Hardness or Damage Reduction. Normal: Damage reduction applies separately for each arrow red.

Pincushion (General)

Sunare (General)

You are adept at nding the most advantageous position and ring with the sun at your back, making it difcult for your targets to retaliate. Prerequisites: Spot 5 ranks, Hide 5 ranks, Base Attack Bonus +3 Benet: If the archer res from any position where hes backlit by the sun, he receives several minor tactical benets. Any ranged attacks the archer makes receive a +1 circumstance bonus, and the archer receives a +2 circumstance bonus on his Defense score. Special: This feat can only be used outdoors, on clear days when the sun is visible. The game master might rule that this feat also applies if the bow hunter is ring when backlit by any especially intense articial light.

Other Archery Gear:


Bow-scopes and laser designators: Archers can t standard and electro-optical scopes, mounted ashlights and laser sights to their bow. These pieces of gear are functionally identical to the gear presented in Chapter Four: equipment, D20 Modern campaign setting, and have the same cost. Second-gen Night Vision Goggles: Modern night vision goggles built to Special Forces specications have all but eliminated the problems of older-model NVGs, namely
Size Large Large Large Large Weight Purchase DC 3 lbs 4 lbs 5 lbs 4 lbs 10-12 Restriction

Weapon Compound Bow Competition Bow Targetmaster Bow Tactical Bow

Damage Critical 1d8 1d8+1 1d6 2d8

Damage Rate Range Type of Fire Piercing Piercing

20 19-20

1 1 1 1

40 ft 60 ft 30 ft 30 ft

16
18 (type I) 20 (typeII)

18-20 (type I) Piercing 17-20 (typeII) Piercing 20

16

monochrome vision and lack of depth perception. Colors are muted when viewed through these advanced NVGs, but can still be discerned, and the picture is much more like normal human vision. These goggles function identically to standard NVGs, but do not impose the 4 penalty on Spot or Search checks as older models do.

conjunction with a standard quiver. A slim line quiver holds 10 arrows.

Archers Armguards: Most professional archers wear specially made leather or plastic bracers to protect their forearms from the bow-string as it snaps forward as they make a shot. These smooth bracers are designed for comfort, and machined to ensure they do not snag the bow-string as it ies. Armguards can be designed with attachment points that allow the archer to carry up to two arrows per arm. In addition, a pair of armguards provides the archer with a +1 competence bonus on attack rolls made with a bow. Kevlar Bowstrings: An archer can replace his bows standard bow strings with high tension Kevlar and polymer cord, which increases his bows lethality. Replacing a set of standard strings with Kevlar strings requires a DC 10 Craft (mechanical check) and around an hour of effort. Any bow equipped with Kevlar strings inicts an additional point of damage with every arrow red.
Several brands of quivers are commonly available at hunting stores and gun shops. Most hold 12 arrows, and are designed to be worn slung over the shoulder. All quivers are designed with locking mechanisms to hold the arrows in place, even if the quiver is turned upside down, until the arrows are intentionally pulled free. Commercially available quivers are usually dark colored or camouaged when sold to hunters, but brightly colored, distinctive quivers are often sold to competition shooters and hobbyists.

Hip Quiver: A small quiver can be worn comfortably on the archers hip or strapped to his upper thigh without sacricing mobility. Combat archers often carry twin hip quivers, one on each leg. Each quiver holds 6 arrows. Combat Quiver: A combat quiver is simply a larger and heavier version of a commercially available sport hunters quiver, designed to hold more arrows. A combat quiver usually holds 36 arrows.
Fletchers Kit: This tool kit includes replacement bow strings, arrow head templates used to machine custom arrowheads, and all the tools and equipment needed to custom build arrows, upgrade bows and perform basic maintenance. Using this kit grants the archer a +4 bonus on all Craft (mechanical) checks made to build or repair bows and arrows, which stacks with the bonus granted by a standard Mechanical tool kit. -END-

Sport-hunters Quiver:

less bulky version of a standard hunters quiver. The quiver is usually worn on the back, but can also be worn from the belt, in

Slim line Quiver: A slim line quiver is a smaller,

Written by Chris A. Field Artwork by Anthony Cournoyer Published by Skortched Urf Studios

Object Second-gen NVGs Archers Armguards Kevlar Bowstrings Sport hunters Quiver Slim line Quiver Hip Quiver Combat Quiver Fletchers Kit

Size Small Small Medium Small Small Medium Medium

Weight 2.5 lbs 2 lbs per pair Negligible 4 lbs 2.5 lbs 1 lb 10 lbs 5 lbs

Purchase DC 20 13 10 10-12 10 10 15 13

Restrictions Restricted (+2) -

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Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

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