Ranger: Difference between revisions

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Dipped:  Changes the damage call on the shot to "Physical Weakness".</blockquote>Level Two:<blockquote>Explosive Shot:  Adds the "critical" tag to one shot.</blockquote>Level Three:<blockquote>Pinpoint:  Pinpoint shot is a smaller arrowhead, designed to fit in between plates or through chain links.  Pinpoint arrows inflict Body damage.</blockquote>Level Four:<blockquote>Stun Shot:  Stunning arrows are blunted and not intended to hurt.  Stunning Arrows are called as "Physical Stun" Magnetic
Dipped:  Changes the damage call on the shot to "Physical Weakness".</blockquote>Level Two:<blockquote>Explosive Shot:  Adds the "critical" tag to one shot.</blockquote>Level Three:<blockquote>Pinpoint:  Pinpoint shot is a smaller arrowhead, designed to fit in between plates or through chain links.  Pinpoint arrows inflict Body damage.</blockquote>Level Four:<blockquote>Magnetic Shot:  Magnetic arrowheads attract other arrowheads; after landing a Magnetic Arrow, a Ranger can voice deliver further arrows to the victim.  Voice-delivered arrows can involve Offense skills but can't involve any other trick arrows. Magnetic Shot is called as "Magnetic Shot"; further arrows delivered to the target are called as Voice <whatever>.  (''I'm on the fence about individualizing this; magnets don't care very much about who shot them and it feels themey for one archer to connect a magnetic shot so five archers can all start calling voice effects, but I worry about the field playability of this.  For now,  you can only Voice deliver targets you yourself have tagged with Magnetic but that may change in response to field conditions.'') </blockquote>
 
Shot:  Magnetic arrowheads attract other arrowheads; after landing a Magnetic Arrow, a Ranger can voice deliver further arrows to the victim.  Voice-delivered arrows can involve Offense skills but can't involve any other trick arrows. Magnetic Shot is called as "Magnetic Shot"; further arrows delivered to the target are called as Voice <whatever>.  (''I'm on the fence about individualizing this; magnets don't care very much about who shot them and it feels themey for one archer to connect a magnetic shot so five archers can all start calling voice effects, but I worry about the field playability of this.  For now,  you can only Voice deliver targets you yourself have tagged with Magnetic but that may change in response to field conditions.'') </blockquote>


== FEv1 Rangers ==
== FEv1 Rangers ==

Revision as of 16:24, 26 March 2024

Rangers are noted for tracking, hunting, and archery. They're common in any natural environment that provides the basics for bows and arrows; desert and underground rangers carve their weapons out of treated bone, forest rangers use the wood their land provides, aquatic rangers have a variety of options.

Armor:  Rangers are trained in light armor; heavy armor is noisy and no Ranger wants any more weight on his bow arm than he can avoid.  

Weapons:  Rangers are trained by default in bows of every description, including crossbows. They are also skilled in short and medium melee weapons.

Class Feature:  Hunter's Mark: Hunter's Mark does a number of things. A Marked target is visible to the Marking Ranger until the Mark is removed; Marked targets may still hide or become invisible but this only stops other people from attacking. The Marking Ranger can fire right through stealth, concealmeant, invisibility, or any other effect that serves to deny line of sight. Also, Rangers may use this to Voice deliver one arrow at +10 damage - this is called as "Hunter's Mark - <target> <damage>.

Pursuit Predation: Rangers can walk down virtually anything in nature. Pursuit Predation allows a Ranger to follow a character who's used the Flee skill to disengage. This doesn't interrupt the Flee or force the Flee'r to stay engaged, but it does allow the Ranger to re-engage after 10 minutes of following time.

Category Skill Name Prerequisite Skills Skill Point Cost Use Cost
Damage xxxxxxxxxxxxxxxxxxxxxxxxx
Precision +2 - 15
Precision +4 Precision +2 15
Precision +6 Precision +4 15
Precision +8 Precision +6 15
Precision +10 Precision +8 15
Precision +12 Precision +10 15
Fuel
Energy (1-40) - 1
Offense
Tier 1
Pierce - 3 1
Disarm Shot - 3 1
Mob Scene - 3 1
Trick Arrow T1 - 3 1
Tier 2
Crippling Shot Tier 1 Offense 4 2
Expose Armor Tier 1 Offense 4 2
Manticore Shot Tier 1 Offense 3 2
Pindown Shot Tier 1 Offense 3 2
Trick Arrow T2 Tier 1 Offense 3 2
Tier 3
Paralyzing Shot Tier 2 Offense 5 3
Power Shot Tier 2 Offense 5 3
Trick Arrow T3 Tier 2 Offense 5 3
Tier 4
Impale Tier 3 Offense 6 4
Trick Arrow T4 Tier 3 Offense 6 4
Defense
Tier 1
Mobility - 3 1
Initiative - 3 1
Tier 2
Roll Tier 1 Defense 3 2
Tier 3
Escape Tier 2 Defense 5 3
Smoke Screen Tier 2 Defense 5 3
Teir 4
Avoidance Tier 3 Defense 6 4
Dodge Tier 3 Defense 6 4
Miscellaneous
Hide - 6 -
Move Silent - 3 1
Track - 2 -
Bowyer/Fletcher (1-4) 2 -
Terrain Adaptation - 5 Passive
Dailies
Agility 6
Hunter's Call 3
Sap 2
Snare 3
Quickness 2
Warning Signs 8

Ranger Skill Descriptions:

Bowyer/Fletcher: This is the skill involved in constructing bows and arrows. Constructing a usable bow is not monstrously difficult; constructing a weapon capable of the kind of precision a Ranger needs is a good bit more complicated. Engineers can build excellent bows but building stunt arrows requires not only good physics and ballistics skills but also a feel for how those things will be deployed and what'll work in the field as opposed to just working on paper. Also, a Fletcher can improvise materials that might not be obvious to a classically-trained engineer, allowing for rapid refits of arrowheads in the field. This list is not exhaustive; Rangers are always looking for niche ammunition and this list will be updated as enterprising fletchers succeed in circulating their tech.

Level One:

Elemental Shot - Changes the Flavor of an arrow to any of the four classical elements, or to lightning. Shadow and Spirit are beyond the purview of basic arrow physics but not untenable and do occur in places - you'll just have to ask those sources for their schematics.


Dipped: Changes the damage call on the shot to "Physical Weakness".

Level Two:

Explosive Shot: Adds the "critical" tag to one shot.

Level Three:

Pinpoint: Pinpoint shot is a smaller arrowhead, designed to fit in between plates or through chain links. Pinpoint arrows inflict Body damage.

Level Four:

Magnetic Shot: Magnetic arrowheads attract other arrowheads; after landing a Magnetic Arrow, a Ranger can voice deliver further arrows to the victim. Voice-delivered arrows can involve Offense skills but can't involve any other trick arrows. Magnetic Shot is called as "Magnetic Shot"; further arrows delivered to the target are called as Voice <whatever>. (I'm on the fence about individualizing this; magnets don't care very much about who shot them and it feels themey for one archer to connect a magnetic shot so five archers can all start calling voice effects, but I worry about the field playability of this. For now, you can only Voice deliver targets you yourself have tagged with Magnetic but that may change in response to field conditions.)

FEv1 Rangers

Ranger: Basic Skills
Skill Cost Prerequisite Techniques SP Cost Use Cost
Precision +2 15 Mobility 3 SP 1 Energy
Precision +4 15 Precision +2 Move Silent 3 SP 1 Energy
Precision +6 15 Precision +4 Pierce 3 SP 1 Energy
Precision +8 15 Precision +6 Disarm Shot 3 SP 1 Energy
Precision +10 15 Precision +8 Manticore Shot 3 SP 2 Energy
Precision +12 15 Precision +10 Pin Down 3 SP 2 Energy
Track 3 Roll 3 SP 2 Energy
Knowledge (Geography) 3 Escape 5 SP 3 Energy
Hide 6 Paralyzing Shot 5 SP 3 Energy
Power Shot 5 SP 3 Energy
Energy 1-40 1 Conceal 6 SP 4 Energy
Energy 41-80 2 15th level Dodge 6 SP 4 Energy
Energy 81-120 3 25th level Impale 6 SP 4 Energy
Ranger: Advanced Skill
Skill Cost Prerequisite Techniques SP Cost Use Cost
Agility 6 Initiative 3 SP 1 Energy
Hunter’s Call 3 Mob Scene 3 SP 1 Energy
Sap 2 want to change Crippling Strike 4 SP 2 Energy
Snare 3 Expose Armor 4 SP 2 Energy
Quickness 2 Smoke Screen 5 SP 3 Energy
Warning Signs 8 Track 5 & Smoke Screen Avoidance 6 SP 4 Energy

Everyman Skills

Everyman: Basic Skills
Skill Cost Prerequisite Skill Cost Prerequisite
Adrenaline Rush 3 Healing Arts 6 First Aid & Diagnose
Brawl 6 Knowledge (Area) 3
Brew Potion 6 Read and Write Merchant 8 Estimate Value
Chemistry 6 Read and Write Miner, Minor 3
Cook, Minor 3 Miner, Standard 4 Miner, Minor
Cook, Standard 4 Cook, Minor Read and Write 3
Craftsman 2 Resurrection 2 Knowledge (Cycle) or Spirit Magic
Diagnose 3 First Aid Scribe Rune 6 Read and Write
Disable Device 3 Smithing 6 Read and Write
Engineering 6 Read and Write Survival 3
Estimate Value 4 Theurgist, Minor 3
Farmer, Minor 3 Theurgist, Standard 4 Theurgist, Minor
Farmer, Standard 4 Farmer, Minor Track 3
First Aid 3 Underwater Combat 5
Improved Instruct 2 Read and Write
Everyman: Advanced Skills
Skill Cost Prerequisite Skill Cost Prerequisite
Brew Potion, Advanced 10 Brew Potion Rank 4 Practitioner 8 Healing Arts
Chemistry, Advanced 10 Chemistry Rank 4 Profession- 1st 3
Cook, Major 5 Cook, Standard Profession- 2nd 5
Evasion 0 Disable 10 Profession- 3rd 7
Engineering, Advanced 10 Engineering Rank 4 Ritualism 5 Knowledge Area Rank 4
Farmer, Major 5 Farmer Standard Repair Item 0 Smithing or Engineering Rank 3
Knowledge Area, Rare 3 See Skill Description Scribe Rune, Advanced 10 Scribe Rune Rank 4
Memorize Ritual 2 Ritualism Smithing, Advanced 10 Smithing Rank 4
Miner, Major 5 Miner, Standard Theurgist, Major 5 Theurgist, Standard
Racial Skills
Skill Cost Prerequisite Skill Cost Prerequisite
Resist  Impairment 3 Rok'Shen Resist Enchantment 3 Gnome
Resist Magic 6 Deep Elf Camouflage 4 Ent
Resist Toxin 4 Felis or Dwarf Resist Mind 3 High-Elf
Regeneration 3 Half-Troll