Morturi: Elves

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Morturi Te Salutant: Main Page -> Morturi: Factions -> Morturi: Elves

Glade Archer

  • Class: Medium
  • Move: 5
  • Attack: Elvish Blade - Roll 4+ to deal 4 damage. Archery - see below.
  • Life Points: 6

Glade Archer Special Rules

Archery - At the start of his turn the Glade Archer may choose to reduce his Move to 0. If he does so, he gains a ranged attack option for that turn (which may be used instead of his normal melee attack). His ranged attack hits on a 3+ to deal 3 damage, and can be made at a distance of up to 6 squares. He may not use his ranged attack against enemies adjacent to him.

Fae Magic - Several of the tricks below have the Fae Magic tag. The Elf may only use ONE of these in any single turn.

Glade Archer Tricks

Novicius Gladiators have 0 tricks. Palus Gladiators select 3 tricks. Primus Palus Gladiators gain all 7 tricks.

  • Combat Control

Any enemy gladiator moving out of a square adjacent to this gladiator must spend +1 movement point for that square of movement.

  • Dragonshimmer arrow

Fae Magic. For this turn only, in place of making an Archery attack the Glade Archer can fire a Dragonshimmer arrow into the air, summoning draconic illusions to entertain the crowd. If he does so roll a D6. On a roll of 6+ his school immediately gains +1 point of Crowd's Favour.

  • Elvish Mobility

Once per turn, at any time during this Elf's turn, move 1 square for free.

  • Ghost arrow

Fae Magic. For this turn only, any Archery attack the Glade Archer ignore the normal Line of Sight rules, and can be made without Line of Sight.

  • Starfire arrow

Fae Magic. The damage of the Glade Archer's Archery attack increases by +2 for this turn only.

  • Windrider arrow

Fae Magic. The range of the Glade Archer's Archery attack increases to 12 squares for this turn only.

  • Will to Live

This Gladiator receives a +1 bonus to the dice roll on Survival checks.