Latest Posts | Zaelia - Classes: The Ranger
( = ) { x } ( = ) { x } ( = ) { x } ( = ) - Making a Ranger - ( = ) { x } ( = ) { x } ( = ) { x } ( = )
SHORT LIST TO CC & LEVELING: STARTING OFF: = HP / PP max pool of 5 = MIG / AGI / WIS max pool of 5 = Choose TWO 1st level feats under your chosen Path = Level Progression LEVEL 0 . . . = 5 XP (1 HP or 1 PP) . . . = 10 XP - . . . = 15 XP (1 HP or 1 PP) LEVEL 1 . . . = 20 XP (1 Base point AND 1 new LVL 1 feat) . . . = 25 XP - . . . = 30 XP (1 new LVL 1 feat) . . . = 35 XP (1 HP or 1 PP) LEVEL 2 . . . = 40 XP (1 Base point AND 1 new LVL 2 feat or prereq.) . . . = 45 XP (1 HP or 1 PP) . . . = 50 XP (upgrade one LVL 1 feat to LVL 2) . . . = 55 XP (1 HP or 1 PP) LEVEL 3 . . . = 60 XP (1 Base point AND 1 new LVL 3 feat or prereq.) . . . = 65 XP - . . . = 70 XP (1 new LVL 3 feat or prereq.) . . . = 75 XP (1 HP or 1 PP) LEVEL 4 . . . = 80 XP (1 new LVL 3 feat or prereq.) . . . = 85 XP (1 HP or 1 PP) . . . = 90 XP (1 new LVL 3 feat or prereq.) . . . = 95 XP (1 HP or 1 PP) LEVEL 5 . . . = 100 XP (1 Base point AND 2 new LVL 3 feats or prereqs.) ... .. . Mechanics . .. ... Rangers may tame and keep companions of animal races ONLY. These companions may be tamed using the appropriate traits, and once tamed, are bound for life unless released by that Ranger. A tamed creature has its own pool of HP, but this can be added to at the cost of the Handler's pool, to be returned to the Handler upon the Companion's death or release. Rangers may employ the following in combat or in quests: = Martial Weapons, One-handed or bows = Armor, Light = Shields, Light = Tools, Aid Kits Rangers may not employ the following in combat or in quests: = Martial Weapons, Two-handed . . . = A Ranger's prowess is truly in ranged combat. Swinging heavy hammers and swords is better meant for the meat shields. = Armor, Heavy . . . = One cannot properly fire a bow or nimbly set traps in clunky, heavy armor = Shields, Heavy . . . = A large shield that covers both wrist and hand prohibits a Ranger from use of his skills = Tools, Thieves' Kit . . . = Dexterous maneuvering of small parts is not uncommon to the Ranger, but picking locks is very rare in woods and caves. ... .. . Feats & Levels . .. ...
PATH OF THE HUNTER
= Feat Tree (Lower level feats are Prerequisites.) Natural Explorer: Affect self (passive, choose ONE with LVL 1 feat, TWO with LVL 2 feat, and THREE with LVL 3 feat) = Desert, Forest, Grassland, Tundra, Mountain, Urban. LVL 1 = Terrain Type: 1 - Enhanced travel, survival, tracking, and combat in these terrains LVL 2 = Terrain Type: 1 - Enhanced travel, survival, tracking, and combat in these terrains LVL 3 = Terrain Type: 2 - Enhanced travel, survival, tracking, and combat in these terrains Quiver: Affects Enemies LVL 1 = Field Tips: 1 - Add one die to all ranged attacks LVL 2 = Steel Tips: 2 - Add two dice to all ranged attacks LVL 3 = Razor Tips: 3 - Add three dice to all ranged attacks with chance of over penetration Wilderness Wise: Affects Allies LVL 1 = Lookout: 1 - Less chance for random encounter when outdoors LVL 2 = Scout: 2 - Less chance for random encounter when outdoors or resting LVL 3 = Vanguard: 3 - Less chance for random encounter anywhere or when resting Debilitating Shot: Affects Enemies (passive) LVL 1 = Prod: 1 - Arrows that hit have small chance of slowing enemies LVL 2 = Pierce: 2 - Arrows that hit have large chance of slowing enemies LVL 3 = Puncture: 3 - Arrows that hit have large chance of slowing enemies and giving disadvantage to their attacks LVL 4 = Cripple: 3 - Arrows that hit incapacitate enemies with chance of disarming Animal Nature: Affect Self/Companion (HP pool of Companion is 3, 5, or 7 unless buffed by Handler's own HP) LVL 1 = Minor Tamer: 1 - An unaided roll of 2 or more stars tames a low level animal LVL 2 = Medium Tamer: 2 - An unaided roll of 3 or more stars tames a medium level animal LVL 3 = Master Tamer: 3 - An unaided roll of 3 or more stars tames almost any animal Share Thoughts: Affects Companion LVL 1 = Shortrange: 1 - Send Companion on tasks within sight line LVL 2 = Midrange: 2 - Send Companion on most tasks up to a day away LVL 3 = Longrange: 3 - Send Companion to do anything for a Vision Hide in Plain Sight: Affect Self (requires access to dirt, water, and a flat surface) LVL 1 = Camouflage: 1 - Attempt to hide against a surface, losing benefit with movement or speech LVL 2 = Become Nature: 2 - Attempt to hide against a surface, losing benefit with movement LVL 3 = Vanish: 3 - Attempt to hide against a surface, with ability to perform basic attacks until failure Horde Breaker: Affect Enemies LVL 1 = Break Lines: 1 - Attack two creatures, spreading damage to both LVL 2 = Destroy Lines: 2 - Attack three creatures, spreading damage to all LVL 3 = Horde Breaker: 3 - Attack as many creatures as stars you roll, with a separate Agility roll for each
PATH OF THE TRAPPER
= Feat Tree (Lower level feats are Prerequisites.) Natural Explorer: Affect self (passive, choose ONE with LVL 1 feat, TWO with LVL 2 feat, and THREE with LVL 3 feat) = Desert, Forest, Grassland, Tundra, Mountain, Urban. LVL 1 = Terrain Type: 1 - Enhanced travel, survival, tracking, and combat in these terrains LVL 2 = Terrain Type: 1 - Enhanced travel, survival, tracking, and combat in these terrains LVL 3 = Terrain Type: 2 - Enhanced travel, survival, tracking, and combat in these terrains Animal Nature: Affect Self/Companion (HP pool of Companion is 3, 5, or 7 unless buffed by Handler's own HP) LVL 1 = Minor Tamer: 1 - An unaided roll of 2 or more stars tames a low level animal LVL 2 = Medium Tamer: 2 - An unaided roll of 3 or more stars tames a medium level animal LVL 3 = Master Tamer: 3 - An unaided roll of 3 or more stars tames almost any animal Share Thoughts: Affects Companion LVL 1 = Shortrange: 1 - Send Companion on tasks within sight line LVL 2 = Midrange: 2 - Send Companion on most tasks up to a day away LVL 3 = Longrange: 3 - Send Companion to do anything for a Vision Wilderness Wise: Affects Allies LVL 1 = Lookout: 1 - Less chance for random encounter when outdoors LVL 2 = Scout: 2 - Less chance for random encounter when outdoors or resting LVL 3 = Vanguard: 3 - Less chance for random encounter anywhere or when resting Strategic Retreat: Affect Self LVL 1 = Coax Out: 1 - Fire while running, pulling one enemy with you LVL 2 = Taunt Out: 2 - Fire twice while running, pulling up to two enemies with you LVL 3 = Gather Masses: 3 - Fire thrice while running, pulling up to three enemies with you Right Where You Want Them: Affects Terrain (ONLY used before combat. These can each be taken and leveled separately.) LVL 1 = Poison Trip: 1 - Set a poisonous tripwire to explode into a noxious cloud LVL 1 = Razor Snare: 1 - Set a ground snare that halts progress and tears flesh LVL 1 = False Ground: 1 - Dig a hole, set spikes in it, then cover it with a disguise to trap foes Turn the Tides: Affects Enemies LVL 1 = Rusty Steel: 1 - Bonus to melee attacks LVL 2 = Honed Steel: 2 - Bonus to melee attacks LVL 3 = Biting Steel: 3 - Bonus to melee attacks with an added half movement following Please log in to add a comment. |
...
..
.
Description
.
..
...
A Ranger is just as comfortable in the tavern near a roaring fire as he is under the pitch black canopy of a dense forest with a howling wind. The transition from civilization to wilderness is made seamlessly and without effort; crossing unnatural terrain, tracking and hunting quarry by use of multiple senses, and ensuring safety by use of traps. The Ranger is a survivalist first and combatant second.
Rangers generally harbor a quiet respect for the Hunt, a mutual honor among the animals they stalk vs the ones stalking them. Often, Rangers will be seen with their own companions, favoring the loyalty of animals over that of the Intelligent Races. But what sets a Ranger apart from the Expert hunters are the Prized Kills. A Ranger wearing the skin, fur, or effects of a Prized Kill gains world renown until a larger more fearsome creature of the same species is taken by another Ranger, at which point the powers will transfer to the new Kill.
The current Prized Kills include the Mane of Terror, worn by Gerrin of Leonidan, the Sapping Skins, worn by Mara of Bulund, the Hood of Respect, worn by Tevis of Dracos, the Cloak of Strength worn by Ruxton of Renth, and the Pelt of Hiding, worn by Varin of Svalbard.
...
..
.
Training & Paths
.
..
...
_____
PATH OF THE HUNTER
A master of the takedown, a Hunter can fire arrows with pinpoint accuracy into the vital organs of any prey or foe. Tracking and moving over long distances only makes taking the shot all that much sweeter. Hunters make no complaints about difficult fights or stacked odds. Rather, they stick near cover or camouflage themselves in order to do the most damage while taking the least.
Powerful longbows are the most effective weapons in the hands of practiced Hunters. With multiple shots, over-drawn shots, and sharp steel tipped arrows, a Hunter can turn even the most fearsome enemies into pin cushions in no time.
_____
PATH OF THE TRAPPER
Experienced in the ways of the woods, a Trapper will always have his hands dirty, but his enemies will find much worse on their own hands. Feigning injury, drawing out foes, or routing a battle into a corridor are all tools in a Trapper's belt as he ever nudges the fight toward his carefully laid snares.
Poison, ensnare, and cripple your enemies with unseen measures. Once caught, laugh as you chop them to pieces, just outside of their reach. A Trapper on his best day is a god among the wilderness.