Ranger: Difference between revisions
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''Trick Arrow T3'': As Trick Arrow T1, allowing for Tier 3 trick arrows from the bowyer/fletcher skill below.</blockquote>Tier 4:<blockquote>Impale | ''Trick Arrow T3'': As Trick Arrow T1, allowing for Tier 3 trick arrows from the bowyer/fletcher skill below.</blockquote>Tier 4:<blockquote>Impale<blockquote>''Trick Arrow T4'': As Trick Arrow T1, allowing for Tier 3 trick arrows from the bowyer/fletcher skill below.</blockquote></blockquote></blockquote> | ||
T4 Trick Arrow</blockquote></blockquote> | |||
=== Defense === | === Defense === |
Revision as of 04:17, 27 April 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:
Offense
Tier 1:
Pierce: Pierce allows an arrow to take effect on a hit to a shield. This is called as "Pierce" appended to another bow attack.
Disarm Shot: This effect causes a targeted hand-held item to become unusable for five seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack MUST hit the item to be affected. For Rangers, it is packet-delivered and called as "Disarm Shot item>".
Mob Scene: This skill allows the character to bolster his allies with razor sharp tactics. When used, all allies within melee weapon reach add the Critical Modifier to their next single attack.
Trick Arrow T1: This allows a Ranger to launch a Trick Arrow created by Bowyer/Fletcher - see below for specifics.
Tier 2:
Crippling Shot: This attack is delivered with the call "Crippling Strike” and a single weapon swing hit or miss. This will cause the affected target to be unable to move faster than a walking pace, for the remainder of the encounter.
Expose Armor: This skill will reduce the targets physical armor (does not affect spells or Natural Armor) to 0 points; though this does not Breach the armor. This attack is delivered as "Voice Expose Armor". While not standard, this attack can be negated with the Weapon Ward skill.
Manticore Shot:
Pindown Shot: Pindown Shot sticks a target's right to the ground. Pindown can be ripped from with no special strength and incurs no damage when it is ripped, but ripping free from Pindown Shot is a 30-counted action not influenced by enhanced Strength. It can be escaped by the usual measures that end binding effects. This is packet-delivered and called as "Pindown Shot".
Trick Arrow T2: As Trick Arrow T1, allowing for Tier 2 trick arrows from the Bowyer/Fletcher skill below.
Tier 3:
Paralyzing Shot: The target of this effect becomes Paralyzed for the duration, 30 minutes by default. During the duration they are still aware of the world around them so long as they are also conscious, but cannot move, speak, or use active skills. This effect is Metabolic.
Power Shot:
Trick Arrow T3: As Trick Arrow T1, allowing for Tier 3 trick arrows from the bowyer/fletcher skill below.
Tier 4:
Impale
Trick Arrow T4: As Trick Arrow T1, allowing for Tier 3 trick arrows from the bowyer/fletcher skill below.
Defense
Tier 1:
Mobility: This skill allows the character to resist slowing effects, Pin and Bind effects, and Binding Strike’s up to +4 Strength. Additionally, this skill can remove any of the above effects that are currently affecting the character, as well as allow escape from other non-magical bindings on their person. Initiative: This skill allows the character to make a quick escape from combat. When used, a minor hold occurs that only involves other players engaged with the character. The character may then move up to 10 steps away, after which normal game play will resume.
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.)
Stun Shot: These are blunted arrows not intended to pierce or kill. Stun Shots are called as "Physical Stun Shot".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