The sprawling rooftops of the town stretch out in front of you as you gracefully leap from one to the next. You briefly slow your pace, honing your senses to detect the direction your quarry has taken. The unmistakable taste of your Willpower fills the air, guiding you toward the target you've marked.
Adjusting your sight, you spot them further ahead, rushing through a narrow alleyway. You come to a halt, draw your Longbow, and pull the string. A crystalline ice arrow forms as you channel your willpower into it, its feathers taking on a misty quality. Taking aim at a chimney halfway between you and your quarry, you release the arrow.
As the arrow strikes the chimney, you transform into mist, moving with the projectile. The impact propels you forward, covering the same distance again. You materialize a few meters ahead of your target.
They spot you emerging, and with a turn of tails, your quarry and four silhouettes attempt to flee. Without hesitation, you draw another arrow from thin air, this time adorned with two feathers. One reflects the inky night, mirroring the stars in the sky, while the other remains frozen solid. You release the arrow, and it transforms into a three-meter-wide icy energy beam, streaking toward your target.
The beam impacts, freezing their legs in ice. Before they can react or get any farther, you unleash a volley of arrows, each with metallic fletching. With each impact, a metallic chain shoots out, embedding itself into the ground and trapping your quarry and its associates.
As you observe the approaching city guards, a smug smile creeps onto your face. The bounty is now yours, as well as the potential for a hefty bonus for capturing them alive.
By channelling their Willpower into arrows, bullets or bolts, Arcane Weaver imbue their attacks with a wide range of powerful effects, elevating their marksmanship to a whole new level. These effects span from explosive impacts that devastate foes in an area to using freezing agents that can incapacitate adversaries with a well-placed shot. Arcane weaver bring an element of mystique and versatility to their ranged attacks, making them formidable forces on the battlefield with the ability to adapt to various situations and challenges.
Your Arcane weaver abilities can be used with any weapon with the ranged and ammunition type.
When you learn the first rank in Arcane weaver, you learn 3 Novice Arcane weave from the list.
Whenever you use the Attack action with a ranged weapon, you can choose to use an Arcane weave to empower the attack.
Your Power for Arcane Weaver abilities is determined by your Wits + Level.
You can manifest arrows, bullets and bolts with pure Willpower when using a ranged and ammunition typed weapon, eliminating the need for physical ammunition. Your attacks with these weapons now use weapon damage die one category higher and deals damage in the element of your choice between Fire, Frost, or Lightning.
You can learn 2 Arcane Weaves from the Novice or Apprentice list.
Whenever you finish a Long Rest, you can spend Willpower to create weaved ammunition, up to a number equal to your rank in Arcane weaver.
Weaved ammunition are pre-enchanted projectiles that trigger an Arcane weave when fired by anyone. You cannot use an Arcane weave on a weaved projectile.
When creating the projectile, you choose which Arcane weave it is enchanted with. It can be any you would have been able to learn (even those you have not learned). You must then pay the Willpower cost -1 when doing so. The Weaved projectiles disappear the next time you finish a Long Rest.
You can learn 2 Arcane Weaves from the Novice or Apprentice list.
You can now use Arcane weave when performing Special Attacks ranged weapons.
You can learn 2 Arcane Weaves from the Novice, Apprentice or Journeyman list.
You can now channel 2 Arcane weave into a single Attack Action.
You can learn 1 Arcane Weaves from the Novice, Apprentice, Journeyman or Master list.
Action Point: 1 // Willpower: 2
On a successful hit, the target takes additional fire damage equal to your power.
Action Point: 1 // Willpower: 2
On a successful hit, the target is electrocuted, resulting in a loss of 3 Reaction Points.
Action Point: 1 // Willpower: 3
On a hit, the target is Frozen, causing the cost of their move action to increase by 1 until your next turn.
Action Point: 1 // Willpower: 5
On a successful hit, your shot deals double damage.
Action Point: 1 // Willpower: 3
On a hit, the target is afflicted with the Poisoned status.
Action Point: 1 // Willpower: 4
On a hit, a cloud of shadow spreads within a 6-meter (20 feet) radius around the point of impact. Creatures within the cloud are blinded.
Action Point: 1 // Willpower: 4
Upon a successful hit, a metallic chain wraps around the target and attaches itself to the ground. The creature becomes rooted.
To break the chain, the target can use 3 Action Points to make a skill check and must succeed in a Strength check against your power.
The chain has Defense and Health equal to your power. It can be attacked and is destroyed if its health reaches 0.
When fired at an inanimate object, it can be used to create a climbable chain between the points of impact and the shooter. The chain cannot exceed 30 meters (100 feet).
Action Point: 1 // Willpower: 4
On a successful hit, create an illusion in a 2-meter (6 feet) cube. Enemy creatures within 12 meters (40 feet) must succeed in a Wits or Intelligence check against your Power or believe the illusion to be real for 12 seconds (2 turns).
Action Point: 1 // Willpower: 2
Upon a successful hit, the shot becomes embedded in your target. For each additional Resonating Fletching embedded in the target, it takes additional Psychic damage equal to half of your power per weapon damage die you roll.
The target can spend 2 Action to remove 1 Resonating Fletching or spend 5 Action Points to remove them all.
Action Point: 1 // Willpower: 2
On a hit, the target is marked, preventing it from going invisible and granting an advantage to anyone who attacks it for the next 24 hours.
While it is marked, you can spend 1 Willpower to sense the direction of the marked target for the next 1 hour.
Action Point: 1 // Willpower: 2
On a successful hit, you teleport symmetrically to the target, provided the destination space is unoccupied.
Action Point: 1 // Willpower: 5
On a successful hit, at the start of your next turn, an echo of yourself fires the exact same arrow at the same target from the same location. The shot is a guaranteed hit and replicates the same damage and effects as the original arrow, except for the Echo.
Action Point: 1 // Willpower: 8
When fired, the projectile transforms into a 3-meter (10 feet)wide Streaking Star, striking all creatures it passes through en route to its target. It inflicts damage equal to the attack's damage plus your power. The damage type is determined by the elements used with your Arcane forged ability.
Action Point: 1 // Willpower: 8
On a successful hit, the target's soul is propelled 36 meters (120 feet) away from its body. The body is considered stunned until the soul returns to it through physical contact. The creature controls the soul, which has a movement speed of 6 meters (20 feet) and can only take the move action while in this state. The body remains tangible, while the soul becomes immune to all effects.