Fletcher OCC
Fletcher
The fletcher is a specialty craftsman who builds and repairs bows and arrows.
Like the Blacksmith, he is a treasured member of the community because he provides it with a major source of firepower. In most places, Fletchers are the friends of hunters, but in the Shadow Coast, any Fletcher is a potential source for any archers.
Most Fletchers are themselves a good shot with a short bow or crossbow, and though they lack the specialty moves of a Long Bowman, they still can develop a good rate of fire with any bow weapon, except the long bow. Fletchers are also handy with making minor repairs and woodworking.
Given the relatively large number of Fletchers and danger from the wilderness, the Shadow Colonies have cultivated a respectable archery corps. Fletchers, like Blacksmiths, sometimes like to test their productions in live combat, and, as such, will sometimes seek out groups of adventurers or the militia to tag along with.
The Fletcher will usually hang around just long enough to give their new bow (or arrow design) a workout before returning home. In the Hinterlands, fletching is such a lucrative business, most never leave it, but there are always a few who do, lured away from a life of steady work and comfort for the uncertainty of the adventuring life. Note: Fletchers benefit from the ability to make arrows from scratch even in the wilderness, which means they rarely have an empty quiver, and are good to have along (can make four good arrows an hour).
Ordinary folk with the whittling skill can attempt to make an arrow, but their ugly and awkward creation will be -6 to strike (arrows made by Artisans will only be -2 to strike, but take twice as long to make; about two arrows an hour.) Most archers can NOT make arrows, Long Bowmen included, and must wait till they can get back to a shop to buy more.
Alignments: Any.
Attribute Requirements: I.Q. 8 and P.P. of 1 0 or higher.
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O.C.C. Skills
- Language: Native tongue at 98% plus one of choice (+10%).
- Carpentry (+10%)
- Sculpting and Whittling (+20%)
- Rope Works (+10%)
- General Repair (+5%)
- Basic Metalworking (special!): This is a very basic blacksmith ability, limited to the making of metal arrowheads only, which takes around one hour each to make. The Fletcher also knows how to use stone and bone to make arrowheads.
Skill Ratio: 25% +5% per level of experience for Artisans and Blacksmiths; +20% for Fletchers. - Archery (but not the Long Bow!)
- Hand to Hand: Basic.
This can b e changed to Hand to Hand: Expert for the cost of one "O.C .C. Related" skill or to Hand to Hand: Martial Arts or Assassin (if evil) for the cost of two "O.C.C. Realted" skills.
O.C.C. Related Skills
Select four at level one, two at level three, two at level eight and one at level twelve. All new skills start at level one proficiency.
- Communications: Any (+5%).
- Domestic: Any.
- Espionage: Sniper only.
- Horsemanship: General or Exotic only.
- Medical: Brewing or First Aid only.
- Military: Recognize Weapon Quality only, and only for missile weapons (+10%).
- Physical: Any, excluding gymnastics.
- Rogue: Palming and Card Shark only.
- Science: Mathematics skills only (+10%).
- Scholar/Technical: Any (+10%).
- Weapon Proficiencies: Blunt, Knife, Sword, Staff, Shield, Spear & Throwing weapons only.
- Wilderness: Land Navigation, Wilderness Survival, Preserve Food, and Boat Building only.
Secondary Skills
The character also gets to select four secondary skills from the previous list at level one, and two additional skills at levels 3, 7 and 11. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses.
All secondary skills start at the base skill level. Skills are limited ("any," "only," "none") as previously indicated in the list.
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Starting Equipment
One set of clothing, boots, gloves, a set of whittling knives (1D4 each), belt, bedroll, backpack, a large sack, a small sack, a water skin, and a tinder box.
Armor
Studded Leather (A.R. 1 3 , S.D.C. 3 8).
Weapons
Starts with a short bow and a crossbow, a quiver of 24 arrows, and one other weapon of choice. All are basic S.D.C. weapons of fair to good quality. Magic weapons and other equipment must be acquired later.
Money
The character starts with 270 in gold, which can be used immediately to purchase more equipment or it can be saved for later. Additional money will come from payment for jobs and/or booty.
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