Ranger

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Creation - Races - Archetypes - Maneuvers - Playing - Combat

Barbarian - Bard - Druid - Knight - Ranger - Thief - Wizard

The two main themes with the Ranger abilities, are using a bow, and mastering the magical powers of the wind. They are good at tracking and reading the lay of the land. Survivalism and camouflage are second nature to a ranger. Due to their affinity with nature, they often times will adventure with druids.

Contents

Role Models

  • Aragorn
  • Robin Hood


Abilities

First

Summon Falcon

  • Type: Talent
  • Use: Per Day
  • Call: Before Action

Summon large falcon to fight by your side.

One With Nature

  • Type: Stance
  • Use:
  • Call: Before Action

Ranger is camouflaged and harder to hit. Gives +2 bonus to nature oriented spells. Gives a bonus to tracking. This maneuver effects increase when in the appropriate setting (such as a forest, or swamp) and conversely, decrease in hostile settings (such as dungeon, or crowded street).

Aimed Shot

  • Type: Strike
  • Use:
  • Call: Before Action

Get +4 to hit with ranged bow attack.

Split Shot

  • Type: Strike
  • Use:
  • Call: Before Action

Fire 2 arrows at once instead of 1. I haven't come to any conclusions about if the Ranger can hit two different opponents? I suppose they could if the opponents were somewhat near each other in the arc of range directly in front of the Ranger. Otherwise, the effects of this ability would not be different than Double Shot.

Endure Elements

  • Type: Talent
  • Use:
  • Call: Before Action

Become resistant to the elements of nature.

Marked Man

  • Type: Talent
  • Use:
  • Call: Before Action

Call out one target to focus fire on. All ranged attacks gain +2 to hit during the next 3 rounds.

Cure Poison

  • Type: Talent
  • Use:
  • Call: Before Action

Heal one adjacent target of poison.

Swift Move

  • Type: Talent
  • Use: Per Encounter
  • Call: Before Action

Move twice the normal distance and make an attack or action if desired.

Long Shot

  • Type: Strike
  • Use: Per Encounter
  • Call: Before Action

Wind carries range bow attack half a distance farther than usual.

Second

Dual Wield

  • Type: Stance
  • Use:
  • Call: Before Action

Do not suffer penalties for wielding two weapons.

Snipe

  • Type: Strike
  • Use:
  • Call: Before Action

Successful attack is automatically considered a critical hit.

Rapid Fire

  • Type: Strike
  • Use:
  • Call: Before Action

Get 3 attacks with ranged bow attack instead of 1.

Quick Shot

  • Type: Strike
  • Use:
  • Call: After Initiative

Automatically get a 20 on initiative (plus any other initiative bonuses), but the only action the Ranger may make for the round is to make a bow ranged attack.

Wind Chill

  • Type: Spell
  • Use: Per Encounter
  • Call: Before Action

A blast of freezing wind seeks out your foe with the possibility of freezing/dazing them to the spot they are in for a few seconds.

Summon Swarm

  • Type: Spell
  • Use: Per Day
  • Call: Before Action

Summon a swarm of flying insects that surround and attack all within a nearby area of your choosing.

Wind Stride

  • Type: Spell
  • Use: Per Encounter
  • Call: Before Action

Move ten feet forward from wind beneath your feet. If attacking, gain a bonus to hit on opponent if opponent lies along path.

Third

Called Shot

  • Type: Strike
  • Use: Per Encounter
  • Call: Anytime

Player calls his shot.

Fourth

Hail of Arrows

  • Type: Strike
  • Use: Per Day
  • Call: Before Action

Player fires a deluge of arrows.

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