Post by Mog Boss on Mar 21, 2019 16:19:11 GMT
Rangers are masters of just that - being at a range. Ranged weaponry comes naturally to them, and they have many abilities that can amplify the utility and usefulness of said ranged weaponry. They also have a slightly unique link to nature, allowing them to understand how to survive in the wild a bit better than most others.
Ranger (Job) - The ranger is trained to see and fire upon a selected target. They have much better eyesight than the normal person as such, perhaps better than even 20/20 vision. Rangers gain advantage on Perception checks, and +2 to hit with a bow and thrown weapons. They also start off with Dagger Slot Type for free.
+40 HP, +30 MP, +70 SP.
X Slayer (T1) - This individual has learned to study nature. In particular they have deeply studied the anatomy of monsters and deal double damage on a monster type of their choosing.
Out of Battle Effects: This individual has a deep knowledge on the monster type of their choice. They have knowledge of the creature's habits and anatomy.
Hawkeye (T2)
This individual has keen sight. They are able to see much further than a normal person, and have trained their eyes to spot living targets from almost any hiding spot. Their target has to be extremely well camouflaged in order to stay out of sight. Targets do not receive any stealth bonuses while hiding. (+1 to hit with ranged attacks.)
Camouflage (T2)
This individual has learned how to disguise themselves with the environment. They know how to use natural foliage as well as wearing the right colors in order to blend in with the environment, and therefore use it to their advantage. While stealthed, deal 2d8 extra damage for all ranged attacks as sneak attack. Also receive advantage on all stealth checks while camouflage. Camouflage only works for one type. (Leaves/ grass/ dirt/ etc) and any bonus is not received upon moving to another background. Changing camouflage takes 3 rounds of full turn actions. 1 Camouflage type may be specified and applied immediately at the start of battle.
Sniper (T3)
The individual has an impeccable aim able to hit a target from nearly any range. When they take aim time seems to slow for them allowing an almost sure fire hit. (+4 tiles to effective range with a bow)
Miseries End (T3)
This individual has learned how to deal killing blows to a weakened enemy. When targeting an enemy with less than 20% of their max health they receive advantage on attack rolls, and deal an extra 1d8 damage when using bow attacks.
Rapid Fire (T4)
The individual through repetition has mastered the movement of pulling an arrow, and is able to load, and fire their bow much faster.
(This individual attacks twice for each ranged basic attack they make.)
Animal Whisperer (T5 Unique)
Time spent in the wilderness has led to the ranger being supernaturally attuned to nature. They are able to make special calls in order to call animals of the wild to their aid. They are capable of talking to animals in a way they understand the users intention. They are able to discern the intention of the user. The user is capable of making a nature check, on advantage to calm an animal. (Note: Animals are distinct from monsters.)
Repelling Shot (E)
As a bonus action, after a successful attack, move up to 15ft away from the target.
Foot Shot (D)
The ranger takes aim at the targets foot. They then fire an arrow that pins the poor target to the ground.
(Damage: Weapon Damage | Ranged Attack Roll, On a successful hit applies Slow. -10 Mana.)
Aim (D)
As a bonus action the ranger stops in their place taking a deep breath as they focus on a target. They shut out the world around them focusing only on a single target. This allows them to track, and aim at their prey much easier although putting them at risk as their focus shifts.
(Gains +3 to hit on a single target, can keep focus on a target for 5 turns. May only be active on a single target at a time.) -10 mana.)
Arrow Rain (C)
The user puts several arrows into their bow, and pointing it upwards is able to fire them in the air where they arc, and then come down showering the target with arrows.
(Damage: 5d6+DEX piercing damage | Reflex Save, can be used within the rangers bow range, hits in a 3x3 AoE, - 30 Mana.)
Barrage (B)
The user loads up to several shots of ammo firing before out a barrage of projectiles.
(Damage: 7d6+DEX| Reflex Save, creates a 5 tile wide projectile, - 40 Mana)
Ultima Arrow (A)
The user fires a single arrow imbued with a mass of magic. The arrow travels for a short time in the air. The arrow explodes into a shower of arrows of light that barrages the area below.
(7d10+DEX force damage. Bow range. Hits in a 15ft AoE prompting a reflex saving throw. - 65 Mana)
Heart Pierce (S)
The user aims an arrow for their targets most vital spot, their heart. After letting the arrow loose it travels with grace until it shreds through the body of the unfortunate carrier, whose heart has been plucked from their chest by the passing arrow. Even if not initially fatal the damage dealt puts the target at a severely weakened state.
(Damage: 8d10+DEX | Ranged attack roll, reduces AC, MAB, PAB, and DR by 4 for 4 rounds. - 100 mana.)