Post by Nifredil on Apr 10, 2017 20:50:08 GMT
Ranger
Rangers are specialized Scout Class fighters. They are usually solo fighters who travel around the outskirts of a natural setting such as a forest or Elven city and keep invaders at bay with bow and arrow.
Human rangers are often seen wearing furs and living off the land; the same can be said of Half-Orcs. Elven and Drow rangers are more organized, and usually make up the bulk of an Elven combat contingency. The lighter armor they wear allows for up to D2 on the meter. Most learn how to resist many magics, granting them a MR of 1 on the meter.
They are archers by default but are practiced at melee weapons as well. They like to travel light and move quickly through rough terrain so they normally wear leather armor or chain mail and can use any melee weapon. They tend to shy away from blunt weapons aside from the occasional staff. Any class can use a staff as their chosen weapon. They are the only class allowed to use a long bow on the bow settings.
They are well versed in the use of special arrows (such as Stun, Fire or Grapnel arrow) and the use of traps.
Common traps would be Root Trap, Snake Trap, Fire Trap and Explosive Trap.
(Damage increases per level of Ranger, as well as some only available to Ranger Lord.)
They are deeply ensconced in the natural forces and some of them have been known to dabble in forms of Druid-like religions.
Rangers can effectively follow two different paths. Ranger medics are skilled herbalists, which allows the use of the "Ranger Medic HUD". Ranger scouts travel a more survivalist path without healing, which allows them use of the alternative branch of Ranger HUDS. Once a Ranger takes this path, they will gain some abilities and lose others.
Rangers who follow the medic path can only use single-handed light melee weapons such as long swords and hand axes to offset their healing ability. Rangers who follow the scout path are allowed heavier weaponry such as two-handed swords and battle axes.
Languages. Rangers can get ONE additional language. This language is ONE of the animal types, such as Arachnid, Canine, Feline, Equine, etc.
Rangers can call a companion to aid them in much the same way as a mage calls a familiar. A companion is an animal that becomes bonded with the ranger. The ranger has a special healing ability they can use on that animal.
The animal's ability increases as the Ranger gains in levels. When first called, animal companions use Critter stats. Later they progress to Animal, and then Beast stats.
Rangers are specialized Scout Class fighters. They are usually solo fighters who travel around the outskirts of a natural setting such as a forest or Elven city and keep invaders at bay with bow and arrow.
Human rangers are often seen wearing furs and living off the land; the same can be said of Half-Orcs. Elven and Drow rangers are more organized, and usually make up the bulk of an Elven combat contingency. The lighter armor they wear allows for up to D2 on the meter. Most learn how to resist many magics, granting them a MR of 1 on the meter.
They are archers by default but are practiced at melee weapons as well. They like to travel light and move quickly through rough terrain so they normally wear leather armor or chain mail and can use any melee weapon. They tend to shy away from blunt weapons aside from the occasional staff. Any class can use a staff as their chosen weapon. They are the only class allowed to use a long bow on the bow settings.
They are well versed in the use of special arrows (such as Stun, Fire or Grapnel arrow) and the use of traps.
Common traps would be Root Trap, Snake Trap, Fire Trap and Explosive Trap.
(Damage increases per level of Ranger, as well as some only available to Ranger Lord.)
They are deeply ensconced in the natural forces and some of them have been known to dabble in forms of Druid-like religions.
Rangers can effectively follow two different paths. Ranger medics are skilled herbalists, which allows the use of the "Ranger Medic HUD". Ranger scouts travel a more survivalist path without healing, which allows them use of the alternative branch of Ranger HUDS. Once a Ranger takes this path, they will gain some abilities and lose others.
Rangers who follow the medic path can only use single-handed light melee weapons such as long swords and hand axes to offset their healing ability. Rangers who follow the scout path are allowed heavier weaponry such as two-handed swords and battle axes.
Languages. Rangers can get ONE additional language. This language is ONE of the animal types, such as Arachnid, Canine, Feline, Equine, etc.
Rangers can call a companion to aid them in much the same way as a mage calls a familiar. A companion is an animal that becomes bonded with the ranger. The ranger has a special healing ability they can use on that animal.
The animal's ability increases as the Ranger gains in levels. When first called, animal companions use Critter stats. Later they progress to Animal, and then Beast stats.