RANGER
The old tracker knelt in the snow and scratched his stubbled chin. The blood splatters were still visible but becoming thinner and further apart. Wolves, this close to the settlement was not unheard of, but where were the tracks? Troubled, the man hefted his wood axe and prowled deeper into the still forest.
The Fae fired an arrow and broke from cover, his hooved feet pumping hard. Caravan guards scattered, horses whinnied in alarm. Merchants screamed. All around, his dark kin pressed the attack. An attacker loomed suddenly. The Fae stabbed an arrow into the man's eye, retracted it smoothly, nocked it as he spun on a heel and fired the arrow into the neck of a dwarf woman crouching on a wagon. Chaos reigned. It was glorious. The Fae laughed a feral laugh and did a little jig on the spot. Then he drew another arrow and killed again...
A ranger is a product of the wilderness. They feel the pulse of the wild much like a Druid does, but less urgently or spiritually. They can command nature magic, and through experience even learn to resist it, but fundamentally, they are survivors, livers off the land and outdoorsmen. As scouts, trackers, wilderness guides and ranged combat specialists, the Ranger is well equipped. A solid, no nonsense group, Rangers are pragmatic, resourceful and dependable.
Role: A primary melee class, Rangers can, but don't have to, specialise in ranged forms of combat. Less heavily armoured than some fighters, the Ranger is more of a melee opportunist. They have diversity in their being able to use spells and traps, so a clever group of Rangers can disable and eliminate foes far above and beyond their numbers.
Weapons:
Free: One-Handed Short
Lvl 0: Long One-Handed
Lvl 1: Bastard
Lvl 2: Two-Handed
Lvl 2: Thrown Weapons
Lvl 2: Dart / Shot Specialization
Lvl 3: Flight Weapons
Lvl 7: Small Polearm
Armour:
Lvl 1: Padded Armour
Lvl 3: Light
Lvl 6: Medium (+ Full Armour- Lvl 12)
Shields:
Lvl 5: Buckler
Lvl 10: Medium
Lvl 15: Large
Magic: 2 Elements (Lvl 5 & 10)
Mana Bands:
Lvl 1: Mana Band 1
Lvl 2: Mana Band 2
Lvl 3: Mana Band 3
Lvl 8: Mana Band 4
Lvl 10: Mana Band 5
Spell Level Requirements to learn (use the achievement listed in the magic section)
Lvl 5: Spell Level 1 Abilities
Lvl 10: Spell Level 2 Abilities
Lvl 15: Spell Level 3 Abilities
Lvl 20: Spell Level 4 Abilities
Suggested Races: Beast, Dwarf, Elf, Fae, Human, Tiefling, Orc
Abilities:
Lvl 2: Survivalist: Passive effect, Ranger can ignore the first DAZED, Knock Back or PRONE effect to affect them each battle.
Lvl 3, 6, 9: Ranger Traps: Allows Ranger to choose a different trap based ability:
Set/Disarm Loot Chest Trap, Snap Trap & Poison Trap. Requires lock picks/tools to perform.
Lvl 3: Dual Wield: One-handed weapons.
Lvl 5: One with Nature: Ranger can ignore the effect of the first nature element spell (Air, Earth, Fire, or Water) to affect them each battle.
Lvl 5: Nimble Footwork: Allows a Ranger to make one ‘Dodge’ call during each battle. Stacks with any similar racial ability that grants the same effect.
Lvl 7: Piercing Shot: Allows every third ranged shot a Ranger fires to become un-blockable (except Heavy Torso Armour). Red tape attached to an arrow signifies this ability. Ranger must call ‘Piercing Shot’ as missile released for this ability to work. No call, no effect.
Lvl 9: Trap Master: Allows a Ranger to affect 2 targets with each trap that they set. Targets must not be more than 6ft apart for this ability to take effect.
Lvl 12: Student of Nature: 3 mana. Once per day, the Ranger to cast any one or two mana cost Nature Element spell (Air, Earth, Fire, or Water).
Lvl 15: Kill Shot: A powerful ranged hit that will cause 5 damage to struck target instantly killing most targets. Ranger must call ‘Kill Shot’ as missile released for this ability to work. No call, no effect. Can only be used once every 10 minutes.
The old tracker knelt in the snow and scratched his stubbled chin. The blood splatters were still visible but becoming thinner and further apart. Wolves, this close to the settlement was not unheard of, but where were the tracks? Troubled, the man hefted his wood axe and prowled deeper into the still forest.
The Fae fired an arrow and broke from cover, his hooved feet pumping hard. Caravan guards scattered, horses whinnied in alarm. Merchants screamed. All around, his dark kin pressed the attack. An attacker loomed suddenly. The Fae stabbed an arrow into the man's eye, retracted it smoothly, nocked it as he spun on a heel and fired the arrow into the neck of a dwarf woman crouching on a wagon. Chaos reigned. It was glorious. The Fae laughed a feral laugh and did a little jig on the spot. Then he drew another arrow and killed again...
A ranger is a product of the wilderness. They feel the pulse of the wild much like a Druid does, but less urgently or spiritually. They can command nature magic, and through experience even learn to resist it, but fundamentally, they are survivors, livers off the land and outdoorsmen. As scouts, trackers, wilderness guides and ranged combat specialists, the Ranger is well equipped. A solid, no nonsense group, Rangers are pragmatic, resourceful and dependable.
Role: A primary melee class, Rangers can, but don't have to, specialise in ranged forms of combat. Less heavily armoured than some fighters, the Ranger is more of a melee opportunist. They have diversity in their being able to use spells and traps, so a clever group of Rangers can disable and eliminate foes far above and beyond their numbers.
Weapons:
Free: One-Handed Short
Lvl 0: Long One-Handed
Lvl 1: Bastard
Lvl 2: Two-Handed
Lvl 2: Thrown Weapons
Lvl 2: Dart / Shot Specialization
Lvl 3: Flight Weapons
Lvl 7: Small Polearm
Armour:
Lvl 1: Padded Armour
Lvl 3: Light
Lvl 6: Medium (+ Full Armour- Lvl 12)
Shields:
Lvl 5: Buckler
Lvl 10: Medium
Lvl 15: Large
Magic: 2 Elements (Lvl 5 & 10)
Mana Bands:
Lvl 1: Mana Band 1
Lvl 2: Mana Band 2
Lvl 3: Mana Band 3
Lvl 8: Mana Band 4
Lvl 10: Mana Band 5
Spell Level Requirements to learn (use the achievement listed in the magic section)
Lvl 5: Spell Level 1 Abilities
Lvl 10: Spell Level 2 Abilities
Lvl 15: Spell Level 3 Abilities
Lvl 20: Spell Level 4 Abilities
Suggested Races: Beast, Dwarf, Elf, Fae, Human, Tiefling, Orc
Abilities:
Lvl 2: Survivalist: Passive effect, Ranger can ignore the first DAZED, Knock Back or PRONE effect to affect them each battle.
Lvl 3, 6, 9: Ranger Traps: Allows Ranger to choose a different trap based ability:
Set/Disarm Loot Chest Trap, Snap Trap & Poison Trap. Requires lock picks/tools to perform.
Lvl 3: Dual Wield: One-handed weapons.
Lvl 5: One with Nature: Ranger can ignore the effect of the first nature element spell (Air, Earth, Fire, or Water) to affect them each battle.
Lvl 5: Nimble Footwork: Allows a Ranger to make one ‘Dodge’ call during each battle. Stacks with any similar racial ability that grants the same effect.
Lvl 7: Piercing Shot: Allows every third ranged shot a Ranger fires to become un-blockable (except Heavy Torso Armour). Red tape attached to an arrow signifies this ability. Ranger must call ‘Piercing Shot’ as missile released for this ability to work. No call, no effect.
Lvl 9: Trap Master: Allows a Ranger to affect 2 targets with each trap that they set. Targets must not be more than 6ft apart for this ability to take effect.
Lvl 12: Student of Nature: 3 mana. Once per day, the Ranger to cast any one or two mana cost Nature Element spell (Air, Earth, Fire, or Water).
Lvl 15: Kill Shot: A powerful ranged hit that will cause 5 damage to struck target instantly killing most targets. Ranger must call ‘Kill Shot’ as missile released for this ability to work. No call, no effect. Can only be used once every 10 minutes.