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Zaelia - Classes: The Ranger

hustle Sep '16  /  edited Sep '16
( = ) { x } ( = ) { x } ( = ) { x } ( = ) { x } - The Ranger - { x } ( = ) { x } ( = ) { x } ( = ) { x } ( = )

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Description
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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.

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Training & Paths
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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.

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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.
hustle Sep '16  /  edited Sep '18
( = ) { 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.)

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Mechanics
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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.

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Feats & Levels
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hustle Sep '16  /  edited Mar '21
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
hustle Sep '16  /  edited Mar '21
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

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