Ranger Class
A class specializing in archery, stealth, and survival.
Starting Attributes & Skills
To be a ranger you must have all these conditions met: Attributes- Cannot have more than 1 point in STR
- Cannot have more than 1 point in INT
- No more than 3 skill points in STR based skills
- No more than 3 skill points in INT based skills
- Start with +1 survival and -1 persuasion. (This does not affect your max of 3 in INT based skills nor your starting pool of skill points)
Vocations
You may choose only from the following list of vocations. If you want to make up your own please discuss this with the narrator. You may not pick the same skill if you already have that skill in another vocation. You cannot stack weapon proficiencies from other vocations, you must choose which weapon skills you want from ONE vocation. Hunter (REF)- Start with 1 free point in either Short or Long Stringed (As long as you have a point already in Hunter)
- Has access to combat skill "Short Stringed" Start with small ranged weapon with 30 arrows
- Has access to combat skill "Long Stringed" Start with large ranged weapon with 20 arrows
- Has access to combat skill "Small Weapons" Start with small weapon
- -1D6 when using any other weapon than your proficiency.
- Has access to skill "Primeval Awareness" (REF or INT). You are able to sense the existence of creatures and sometimes humanoids around you, +1 mile per skill point.
- Has access to skill "Herbal Healing" (REF or INT) When using treatment on an injury, (see Healing) you are able to cure the injury as well as remove its penalties as long as you used an herbal remedy. (Must succeed at least one assist). 2 skill points required to use bandages instead. Start with ten herbal remedies.
- Has access to skill "Tamer" (INT). You are able to tame creatures, and temporarily give them commands with some success.
- Start with 1 free point in either Medium Weapons or Long Stringed. (As long as you already have a point in Archer)
- Has access to combat skill "Medium Weapons" Start with medium weapon
- Has access to combat skill "Long Stringed" Start with large ranged weapon with 20 arrows
- -1D6 when using any other weapon than your Proficiency.
- Has access to combat skill "Recoil Shot" which can be used to apply the staggered effect on target (see Combat Modifiers) . Cannot use two rounds in a row and cannot use in Close Range unless two points are invested in this skill. 3 points unlocks prone effect on target.
- Has access to skill "Medic" (REF or INT) When using treatment with a bandage or herbal remedy the time is -10seconds per point invested in this skill. Treatment cannot be lower than 10 seconds. Start with 5 herbel remedies and 5 bandages.
- Has access to combat skill "Barrage" Which allows you to roll against 2 targets in one round at the cost of 2 arrows. Can not use in medium range unless skill has 2 points. Cannot use two rounds in a row unless skill has 2 points. If you have 3 points you are able to target 3 targets in one round for 3 arrows.
- Can only have a max of one weapon Proficiency. Starts with that weapon. (If you choose healer as one of your vocations, you MUST only choose the weapon proficiency bonuses/penalties of this vocation.)
- -1D6 when using a weapon that is not your proficiency. Start with 1 free point in any of the skills below.
- Has access to skill "Medic" (REF or INT) When using treatment with a bandage or herbal remedy the time is -10seconds per point invested in this skill. Treatment cannot be lower than 10 seconds. Start with 5 herbel remedies and 5 bandages.
- Has access to skill "Herbal Healing" (REF or INT) When using treatment on an injury, (see Healing) you are able to cure the injury as well as remove its penalties as long as you used an herbal remedy. (Must succeed at least one assist). 2 skill points required to use bandages instead. Start with ten herbal remedies.
- Has access to skill "Potion Crafting" Allows to craft potions. Start with minor healing potion recipe. Start with two minor healing potions. Each point halves crafting time.
- Has access to all weapon proficiencies.
- Has access to skill "Cooking" Allows the crafting of Destiny Meals which require 3 fresh ingredients (meat, fruit/vegetable, and a grain) and a fuel source. They take 4 hours to make and can only be eaten once a day for a temporary destiny point that must be used within 24 hours. Every skill point in "Cooking" halves the time to make meals. 3 Points in cooking give the consumer a temporary point in STR for 24 hours. Start with one destiny meal.
- Has access to the skill "Butchering" Can skin animals for meat or hide. Normal people who skin animals will always receive a crude quality hide and meat, however you start with normal quality. +2 points in butchering allows you to harvest Fine quality hide and meat and in half the time. +3 Points in butchering allows harvesting of Legendary quality hide and meat and halves the time.
- Has access to skill "Potion Crafting" Allows to craft potions. Start with minor healing potion recipe. Start with two minor healing potions. Each point halves crafting time.
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