Archer Squadron

Archer Squadron
Simple Monster, XP 1600 per Group (5 Archers)
Level 8 (+4)
"Ready! Aim! Hold! Hold! Hold! Hoooooooooooooooold! Fire!"
——Most common phrase heard by an Archer Squadron
A group of Human Archers who attack in unison to take down a particularly powerful enemy or serve as the first wave of assault in a battle. They are more skilled than your average Human in ranged combat and when striking together, can do a surprising amount of damage. They are typically equipped with Leather Armor, a Long Sword, and Longbow. They always seek to attack from a distance, but will engage in melee if given no other choice. An Archer Squadron is almost always employed in military ranks either as a patrolling force or as a unit for protecting an important location, such as a fort or castle.
Awareness
18
Senses
Normal
Initiative
16/1d10
Hitpoints: 8
Healing Value: 1
Resilience: +3
Morale
1
AC
17/19
Touch
15
Fort
15
Reflex
17
Will
16
Defenses
Resistances: None
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
11 / 13
DEX
16 / 18
CON
12 / 14
INT
9 / 11
WIS
13 / 15
CHA
10 / 12
REC 9
Actions (+3 AP)
Standard Attacks (2 AP)
+9P vs AC (ArN 2)
Longbow
1d8+3 Piercing damage
Range Range 250ft
+8 vs AC (ArN 0)
Long Sword
1d8 Slashing damage
Melee Reach 5ft
1d6 Bludgeoning damage
Grapple +6
Special Attacks (3 AP)
+9 vs AC
Mob Ranged Attack
For each Archer making a Ranged Attack, choose a single target. Make an attack roll for each target, gaining a +1 bonus to the attack for each Archer beyond the first. On a hit, deal 1d8+3 Piercing damage and gain a +7 Power bonus to damage for each Archer beyond the first. (Advanced)
+8 vs AC
Mob Melee Attack
Make one attack on each target within reach of one or more Archers. On a hit, deal 1d8' Slashing damage. Gain a +1 Power bonus to the Attack Roll and a +4 Power bonus to damage for each additional Archer (beyond the first) within reach of the target. If one or more Archers have advantages from flanking, apply the best bonus to this attack roll. (Basic)
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
30 ft
Sprint
50 ft
Overland Movement
30 mi/day
Qualities
  • Mob Monster: Mob Monsters do not suffer hitpoint damage in the traditional way. If damage on a Mob Monster meets or exceeds its total hitpoint value, it is killed. Otherwise, when a Mob Monster first suffers damage, regardless of the amount, it is considered Damaged. Any subsequent damage to the Damaged Mob Monster will kill it. Thus, most Mob Monsters die after the second successful attack. Additionally, many Status Effects impose more severe debilitations to Mob Monsters (as are determined by the Status Effect).
  • Human Survival: +1 racial bonus to Fortitude, Reflex, and Will. (inc)
Skills: Rank 3 Balance [+6], Rank 3 Climb [+5], Rank 1 Riding [+3], Rank 2 Stealth [+4], Rank 1 Swim [+1], Rank 1 Tumble [+3], Rank 3 Listen [+7], Rank 4 Spot [+9], Rank 4 Hunting [+10], Rank 1 Survival [+3], Rank 1 Coercion [+2], Rank 1 Deception [+2], Rank 1 Persuasion [+3], Rank 1 Bravery [+2], Rank 2 Intuition [+5], Rank 1 Suspicion [+3]
Feats: None
Philosophies: Rank 2 Mental, Rank 2 Physical, Rank 3 Martial
Combat Training: Melee 1, Ranged 1, Reflex 1
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Leather, Longbow, Longsword
Charm
0
Coercion
+2
Deception
+2
Manipulation
0
Persuasion
+3
Aloofness
0
Bravery
+2
Intuition
+5
Tolerance
+1
Suspicion
+3
Social
Composure: 12
Languages: Common
Motives: Varies
Prejudices: