Happy, Fun Adventure Times in a Fantasy World
Link to Ranger Class Tree
Tell a Knight only a madman would go. Tell a Rogue it's too complex.
Rangers are masters of the wild and the unknown. They prefer to stay outside the city gates, watching and waiting for who knows what. Rangers are quick with an arrow and deadly with a blade. They were once survivors that roamed the wastelands and wilderness making their own luck. After The Schism, they eventually integrated back into society, taking odd jobs with the adventurer's guilds or running errands for the crown. Being the trailblazers amongst warrior classes, Rangers serve as invaluable scouts when surveying hostile and dangerous territory combining their trademark daring and ingenuity.
Armor Rating: Light to Medium Armor
Weapon Rating: Rangers main one ranged weapon, but may also use a medium melee weapon.
At level one, you gain the first two warrior class abilities and the level one Ranger class ability. From levels two through twenty, you may only choose one ability per level: the warrior ability or the Ranger ability. You may choose abilities from previous levels except on levels 5, 15 and 20.
|Level||Warrior Ability||Ranger Ability|
|1||Power Attack (active ability): When making an attack, before dice are rolled, you can exchange part of your Attack Bonus for a Damage Bonus, up to your maximum.||Pinning Shot (active ability) – The Ranger is adept at hampering her foes' movement by shooting the right locations. This shot is more precise and suffers a -2 penalty to the Attack roll, but gets a +2 bonus to Damage and reduces the target's movement speed by half until the arrow is removed. The arrow can be removed with a First Aid test at a DC of 5 + damage done by the attack. Targets affected by Pinning Shot cannot Charge or Run.|
|1||Defensive Stance (active ability): Choose a single target. Instead of making an attack, you challenge your target, enticing them to attack you on their next action. If the target attacks you, you gain +2 to your defensive roll. If the target attacks an adjacent ally instead, you get an immediate free attack against the target with a +2 bonus to Attack and Damage.|
|2||+1 Attack when outnumbering an opponent||Point Blank Shot (passive talent) – When shooting at a target within 6 squares, the Ranger gains a +2 to Attack rolls.|
|3||+2 Squares to Charge distance||Expert Tracker (passive talent) - A Ranger can track the most elusive prey through even the harshest environment. When looking for or following trails of any kind, the Ranger enjoys a +4 bonus to her Tracking roll.|
|4||+1 to Defensive Stance rolls||Reflex Shot (passive talent) – Upon a successful Dodge or Parry, the Ranger can fire her bow for her Counterattack, benefiting from Point Blank Shot (if she has it) and a +2 bonus to Damage. If she does not have an arrow nocked, she is considered to have drawn one during her Defensive roll.|
|5||Multishot (active ability) - A master of her craft, the Ranger is able to nock more than one arrow to perforate a single target. At level 5, she can nock a second arrow, making an attack against a single target at a -1 penalty. At level 10, she can nock a third arrow at a -2 penalty. At level 15, she can nock a fourth arrow at a -3 penalty. A single Attack roll is made, but roll damage for each arrow separately.|
|6||+2 to Intimidate checks||One With the Shadows (passive talent) - The Ranger can pass unseen when she wants to, granting her a +4 bonus to Stealth-related checks.|
|7||+2 to saves against poison, disease and other such physical ailments||Clear Shot (passive talent) - While most archers hesitate to fire into melee for fear of hitting an ally, the Ranger is at home in the thick of the fighting and suffers no penalties for firing into melee. If her shot misses the target, it will simply miss completely rather than striking an ally.|
|8||+2 to Attack rolls||Specialized Arrows (passive talent) - The Ranger is adept at making her own arrowheads and using them to maximum effect. Each day, she can make 10 specialized arrows, provided she has the time and materials to do so. The Ranger can create the following arrowheads: Barbed – +2 Damage Bodkin – -2 Armor Rating, -1 against Heavy Armor|
|9||+2 to Parry/Dodge rolls||Rapid Reload (passive talent) – With a stronger arm than most, the Ranger can reload and draw her bow again quickly. Reduces the reload time of bows by half.|
|10||Cleave (active ability) – Your attack carries through to a second adjacent target, using the same attack roll. Roll damage as normal for the second target. If either target is killed by this attack, you may carry through to a third adjacent target.||Fallback Strike (active ability) - Should the Ranger be caught in bad position, she can make a melee attack against an adjacent target that, if successful, launches her off their body, dealing 1d6 damage as she kicks off. She can vault a number of squares equal to her Strength modifier in any direction her target was facing. While mid-air, she can nock an arrow at fire at the same target. As the target is still reeling from being kicked in the face, they cannot Dodge or Block this attack.|
|11||+2 Attack and Damage on Charge||Sniper (passive talent) – Firing from a hidden position no longer breaks the Ranger out of stealth, provided she is fully concealed. Witnesses may be able to identify the direction of her shot, but cannot pinpoint her location without making a thorough Search.|
|12||-2 Armor penalties on actions||Achilles Heel (passive talent) – Enemies affected by Pinning Shot are rendered immobile until the arrow is removed and the DC to remove the arrow increases to 10 + damage done by the attack.|
|13||+2 Non-combat Strength checks||Wherever I May Roam (passive talent) – Where the Ranger lays her head is home. Comfortable in the wilds, she gains a +4 bonus to all tests related to Wilderness Survival.|
|14||When using Power Attack, Attack-to-Damage conversion now occurs at a 1:2 ratio. (-1 Attack becomes +2 Damage)||Counterstrike (passive talent) - A good Ranger is never caught unaware. If the Ranger has no weapon drawn when an attack is made against her and she successfully defends against said attack, she can draw a melee weapon immediately and gains a +4 to her Counterattack Damage. Additionally, she can act at the end of an enemy Surprise Round before combat begins.|
|15||Headshot (active ability) - The Ranger can take a full round to focus on making the perfect shot, provided she does not move and takes no other actions that round. If she hits, the target must make a Reflex save at a DC of 10 plus the Rangers Dexterity modifier. If they fail, they are killed outright. If they succeed, the arrow strikes them elsewhere for an extra 2d6 damage. If the target of this attack is wearing a Heavy Armor helmet, the Attack is made at a -2 penalty and the DC of the Reflex save becomes 5 plus the Rangers Dexterity modifier, as the shot must be made through the eyeholes.|
|16||When using Defensive Stance, you may now challenge multiple enemies, up to a maximum equal to your Strength modifier.||Specialized Arrows (passive talent) - The Ranger is adept at making her own arrowheads and using them to maximum effect. Each day, she can make 10 specialized arrows, provided she has the time and materials to do so. The Ranger can create the following arrowheads: Serrated: Inflicts 1d6 Bleed damage every round until removed Needle Bodkin: -4 Armor Rating, -3 against Heavy Armor|
|17||+2 Armor rating||Blade and Bow (passive talent) - Adept at close range or long distance, the Ranger gains a +2 to Attack and Damage rolls made with bows and a melee weapon of her choice. This bonus also affects Parry rolls.|
|18||+5 HP per level (retroactive)||Eagle Eye (passive talent) - An expert at long range, the Ranger reduces the Attack penalty for each range increment by 2.|
|19||+1d6 Damage on Counterattacks||Specialized Arrows (passive talent) - The Ranger is adept at making her own arrowheads and using them to maximum effect. Each day, she can make 10 specialized arrows, provided she has the time and materials to do so. The Ranger can create the following arrowheads: Toxic: Target suffers -2 to Attack and Damage rolls until treated for poison Corkscrew: 1d6 Bleed damage over 1d6 rounds when removed Specialized Arrows (passive talent) – The Ranger is adept at making her own arrowheads and using them to maximum effect. Each day, she can make 10 specialized arrows, provided she has the time and materials to do so. The Ranger can create the following arrowheads: Toxic: Target suffers -2 to Attack and Damage rolls until treated for poison Corkscrew: 1d6 Bleed damage over 1d6 rounds when removed Screaming: Inflicts Fear(DC 15) on all enemies within 3 squares of target|
|20||Twin Dragons (ultimate ability) – Once per day, the Ranger can nock two special arrows (note, these are unique and separate from her crafted, specialized arrows). These Dragonfire arrows are hollow and loaded with pitch, which she ignites on a fuse just before firing. The Ranger can fire these arrows at a single target for a +4 Attack bonus or at two separate targets for a +2 to each (rolled separately). The arrows themselves do normal damage and then explode in a 3×3 square, dealing 4d6 Fire Damage to all targets caught in the blast. Those who are affected are Dazed until the end of their next turn and catch fire as they are splattered with burning pitch, taking 2d6 Fire Damage every turn until the flames are extinguished.|