Ranger
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 (1-5) | 2 | - | ||
Dailies | ||||
Agility | 6 | |||
Hunter's Call | 3 | |||
Sap | 2 | |||
Snare | 3 | |||
Quickness | 2 | |||
Warning Signs | 8 |
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.
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:
Stun Shot: Stunning arrows are blunted and not intended to hurt. Stunning Arrows are called as "Physical Stun"
Level Five:
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.
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 |