HEROES    LORE

The Bow

The Atlatl    The Mace

  • Requires: Strength    
  • Origins:  All  
  • Start with:   Aim, bow (stow back), quiver (stow belt)     

Apart from magic, the bow is the state-of-the-art ranged weapon in Tel-Kanan. Archers can learn the Aim ability to increase the weapon’s accuracy, negating part or all of its ranged attack penalty. A bow and its quiver count as separate items to stow. 

You start with the following ability:

Aim

Strength  Take -1 guard or awareness and gain a +1 bonus on your bow attack. You can increase the bonus further by expending more guard, awareness, or both, 1-for-1. However, the maximum bonus you can gain equals your Strength +1. You must declare this ability before rolling your bow attack. 

Ask the Guide:

Abilities to Learn 

.5xp new ability  |  10xp with attribute increase

Called Shot

Intellect  You make a difficult but precise shot. Choose one effect from the list below and apply its listed penalty to your bow attack. You must declare this ability and choose an effect before rolling the attack. You can Aim with your Called Shot.

Staggering Shot

-1 penalty. On a hit, your arrow inflicts -2 guard. 

Disarming Shot

-2 penalty. On a hit or block, make a disarm brace roll with maneuver advantage

Assassin's Shot

-4 penalty. On a hit, add +3 to your result, and double the lethal damage

Archer's Mark

Intellect  Take -1 awareness and roll Maneuver to shoot not where your foe is, but where they will be Success: Add the success margin to a free bow attack. Struggle: Make a free bow attack. Fail: You lose the shot and your turn (and awareness) is wasted. If you plan to Aim or make a Called Shot, you must declare those abilities before making this Maneuver roll. If you Aim, you must expend its guard or awareness cost before making this roll as well—and risk wasting them if you fail. 

The Atlatl    The Mace