Class - Ranger: Difference between revisions

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(Created page with "{{Infobox Class|Raw Name=Ranger|Image=Placeholder crest.png|Stats=20 Agility|Armortype=Leather|Weapontypes=Daggers, Shortswords, Longswords, Shortbow, Longbow, Crossbow|Ressource=Focus|Skills=Precision}}The Ranger has specialized in the use of ranged Weapons. == General Info == === Focus === Focus is a dynamic resource that only regenerates when not moving during your turn. This includes forceful movement by enemies. If you haven't moved from the beginning of one turn...")
 
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== Subclasses ==
== Subclasses ==


=== Assassin ===
=== Forest Ranger ===
The Assassin focuses one swiftly and discretely taking down single targets before they even know what happened.
Trained to survive in the wilderness.
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|-
|-
|1
|1
|Ambush
|Forest Trainee
|If your target is not currently in active combat and not aware of your presence, your first attack against it will always be critical with Opportunity Damage, assuming you hit.
|Become skilled in Survival and Acrobatics.
|-
|-
|2
|2
|Gushing Wounds
|Camouflage
|If your target can bleed, each of your attacks will add two stacks of bleeding to it.
|Become skilled in Stealth.
|-
|-
|3
|3
|Salted Wounds
|Marked Prey
|The bleeding Damage cap of enemies hit by you is increased to 12.
|The first enemy you hit each day will automatically be marked for death, unless you choose not to.
|-
|-
|4
|4
|Muffled Knife
|Ambusher
|Your first hit on an ambushed target silences it for 3 turns, unless it succeeds a Willpower 20 check.
|When ambushing, the first attack will always be critical assuming a successful hit check.
|}
|}


=== Thief ===
=== Sniper ===
The Thief specializes on Infiltration and theft. Usually leaving no traces behind.
The Sniper has mastered his aim to be precise even at the most absurd of distances.
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|1
|1
|Make-do-Magic
|Sharpshooter
|The Thief becomes capable of using the [https://worldoftael.com/School_of_Magic_-_Illusion Illusion school of magic]. He can cast one grade 1, 2 and 3 spell each once per day. He can freely cast Prestidigitation like normal. He can use any one handed weapon as a focus.
|Increase the range of all ranged Weapon Attacks by 10 meter.
|-
|-
|2
|2
|Thief's Insight
|Iron Focus
|You become specialized in Perception and Investigation checks
|Ranged attacks are fully effective even at 1 meter distance. An enemy near you will not hinder your precision.
|-
|-
|3
|3
|Advanced Magic
|Target Aquisition
|Allows you to also gain the ability to cast one grade 4 and one grade 5 spell once per day. Additionally, "Disguise" is now considered a grade 0 spell and can be cast freely.
|When your target hasn't moved during his last turn, you can roll your hit check twice and choose the better result.
|-
|-
|4
|4
|Grand Acting
|Perfect Sniper
|Allows you to also gain the ability to cast one grade 8 spell per day.
|Increases the range of all ranged Weapon Attacks by an additional 10 meter.
|}
|}


=== Gambler ===
=== Foe Hunter ===
The Gambler is all about getting lucky, continously trying over and over again and trying to shift the odds in his favour.
The Foe Hunter has made it his mission to hunt a certain kind of Prey. This can be, for example, Voidspawns, Celestials, Dragons, Wisps, or any other equally specific group of enemies.
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|1
|1
|Pokerface
|Foe Hunter
|You become specialized in Persuasion and Deception checks
|When targeting a creature that belongs to your group of prey, you can roll your hit check twice and choose the better result.
Also become skilled in Lore checks about your group of prey.
|-
|-
|2
|2
|Double Edged Odds
|Foe's Weakness
|The number needed to roll a critical success is reduced by one. Additionally, the number needed to roll a critical fail is increased by one.
|When targeting a creature that belongs to your group of prey, you can roll your attack roll twice and choose the better result.
|-
|-
|3
|3
|Lucky hindsight
|Marked Foe
|Once per day outside of combat and once per combat, you can reroll a critical failure.
|When targeting a creature that belongs to your group of prey, you automatically mark it for death if you so choose.
|-
|-
|4
|4
|Oddly Wits
|Rival Spite
|This allows you to spend one Wits during combat to reroll a hit check or damage roll. It is instant, does not require any additional Actions, and can be done multiple times per turn. You can always choose the better result.
|While in combat with a creature that belongs to your group of prey, your Focus generation is doubled.
|}
|}


=== Manipulator ===
=== Blade Hunter ===
The Manipulator focuses on controlling the people around him to obey him without even noticing.
The Blade Hunter has specialized in using his precision to guide his Melee Weapons.
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|1
|1
|Pokerface
|Focus Blade
|You become specialized in Persuasion and Deception checks
|Your Focus abilities now also apply to your melee weapons (except for Volley). Also become skilled in two more melee Weapons of your choice.
|-
|-
|2
|2
|Pokersoul
|Moving Blade
|Even when magically charmed or forced to tell a secret, you will be able to lie.
|Moving on your own can no longer reset your Focus to zero.
|-
|-
|3
|3
|Identifying Weaknesses
|Precision Blade
|During combat, you can use your Preparation to examine the enemies weaknesses. For every Preparation you spent like this your critical hits require one less on the hit check. This effect resets when combat ends.
|When attacking with Melee Weapons, you can use your Precision Modifier instead of your Martial Combat Modifier, whatever is higher.
|-
|-
|4
|4
|Critical Miss
|Spin Attack
|When attacked by an enemy directly while next to another enemy, you can use your Preparation to redirect the attack to that enemy instead.
|Spent two points of Focus to hit every enemy in your melee range with your next melee attack.
|}
|}
{{CategoryClasses}} {{CategoryGameplay}}
{{CategoryClasses}} {{CategoryGameplay}}

Latest revision as of 07:59, 24 April 2024

Ranger
Requirements
Minimum Stats Required: 20 Agility
Base Info
Armortypes: Leather
Weapontypes: Daggers, Shortswords, Longswords, Shortbow, Longbow, Crossbow
Ressource: Focus
Additional Skills: Precision

The Ranger has specialized in the use of ranged Weapons.

General Info

Focus

Focus is a dynamic resource that only regenerates when not moving during your turn. This includes forceful movement by enemies. If you haven't moved from the beginning of one turn to the beginning of the next turn, you will gain one point of Focus. If you move more than your focus restrain distance, or are moved forcefully, you will lose all your Focus instantly. When ambushing your enemy, you start the encounter with full focus. Otherwise, you start with 0.

Name Unlock Level Focus

required

Focus

consumed

Description
Steady Aim 1 1 0 Increases your Precision by +1 per current point of Focus.
Enhance Aim 4 2 0 Increases your Ranged Weapon Damage by 1d4 per current point of Focus beyond 1.
Foe Study 7 3 0 Reduces the number required to critical hit by 1 per current point of Focus beyond 2.
Mark for Death 9 3 3 Marks your target with a magical seal that you can track indefinitely until your target dies or you place a new mark. You can always sense the direction in which the marked creature currently is and estimate its distance to you down to about plus minus 30% accuracy.

Your hit checks made against targets that are marked for death are increased by +3.

Tactical Reposition 11 2 1 Allows you for this turn only to move for half of your Movement speed without losing your focus while still gaining a new point of focus at the beginning of your next turn.
Volley 14 2 2 Consume two points of focus to shoot out a barrage of projectiles at a group of enemies. Your next normal ranged Weapon attack hits every enemy in a choosen 3 meter squared area.
Bullseye 25 Max All Fire a ranged Attack that deals maximum damage. Instead of rolling dice for the attack roll, you can use the maximum possible value. Afterward, your Focus will reset back to zero.

Leveling

Leveling a rogue allows him to gain more ways to gain and use his Wits, as well as manipulate the people around him.

Level Features Max

Focus

Focus

Restrain Distance

Bonus

Agility

1 Steady Aim 1 - -
2 - 1 1 1
3 Ranger's Subclass 1 1 1
4 Enhance Aim 2 1 2
5 Emergency Focus 2 1 2
6 - 2 2 3
7 Foe Study 3 2 3
8 Subclass Feature 2 3 2 4
9 Mark for Death 3 2 4
10 - 4 2 5
11 Tactical Reposition 4 2 5
12 Weapon Mastery 4 2 6
13 Subclass Feature 3 5 2 6
14 Volley 5 2 7
15 Planned Movement 5 3 7
16 - 6 3 8
17 Subclass Feature 4 6 3 8
18 Fully Focused 6 3 9
19 - 7 3 9
20 Critical Aim

Restrained Focus

7 3 10
21 - 8 3 10
22 - 8 3 12
23 - 9 3 12
24 - 9 3 15
25 Bullseye 10 3 15

Class Features

Feature Description
Emergency Focus Once per full rest, you can use your Preparation to not lose your Focus after being forcefully moved.
Weapon Mastery Become skilled in Recurve Bows and Heavy Crossbows.
Planned Movement Become skilled in Dodging
Fully Focused At the beginning of your turn, you can choose to do nothing (no Actions, no Moving, no Preparation available) and instantly gain one point of Focus.
Critical Aim Once per encounter, you can choose to consider a hit check of your choice as a critical hit, as long as it hit.
Restrained Focus The Ranger can no longer improve his class level unless he has at least 65 Agility and has completed at least one heroic feat.

Subclasses

Forest Ranger

Trained to survive in the wilderness.

Feature # Trait Description
1 Forest Trainee Become skilled in Survival and Acrobatics.
2 Camouflage Become skilled in Stealth.
3 Marked Prey The first enemy you hit each day will automatically be marked for death, unless you choose not to.
4 Ambusher When ambushing, the first attack will always be critical assuming a successful hit check.

Sniper

The Sniper has mastered his aim to be precise even at the most absurd of distances.

Feature # Trait Description
1 Sharpshooter Increase the range of all ranged Weapon Attacks by 10 meter.
2 Iron Focus Ranged attacks are fully effective even at 1 meter distance. An enemy near you will not hinder your precision.
3 Target Aquisition When your target hasn't moved during his last turn, you can roll your hit check twice and choose the better result.
4 Perfect Sniper Increases the range of all ranged Weapon Attacks by an additional 10 meter.

Foe Hunter

The Foe Hunter has made it his mission to hunt a certain kind of Prey. This can be, for example, Voidspawns, Celestials, Dragons, Wisps, or any other equally specific group of enemies.

Feature # Trait Description
1 Foe Hunter When targeting a creature that belongs to your group of prey, you can roll your hit check twice and choose the better result.

Also become skilled in Lore checks about your group of prey.

2 Foe's Weakness When targeting a creature that belongs to your group of prey, you can roll your attack roll twice and choose the better result.
3 Marked Foe When targeting a creature that belongs to your group of prey, you automatically mark it for death if you so choose.
4 Rival Spite While in combat with a creature that belongs to your group of prey, your Focus generation is doubled.

Blade Hunter

The Blade Hunter has specialized in using his precision to guide his Melee Weapons.

Feature # Trait Description
1 Focus Blade Your Focus abilities now also apply to your melee weapons (except for Volley). Also become skilled in two more melee Weapons of your choice.
2 Moving Blade Moving on your own can no longer reset your Focus to zero.
3 Precision Blade When attacking with Melee Weapons, you can use your Precision Modifier instead of your Martial Combat Modifier, whatever is higher.
4 Spin Attack Spent two points of Focus to hit every enemy in your melee range with your next melee attack.