Primalozza - CLASS - Ranger

RANGER

Attribute tier 3

STR 40 AGI 40 CON 40 INT 20 WIS 30 CHA 20


spade +20%/ 40/60/80

heart +16%/32/48/64

diamond +8%/16/24/32

club +8%/16/24/32


health: 80 -100


SPADES 60 /80 (2h: AX. DW: Ax/Ax; Ax/Dagger; dagger/dagger. One-hand and buckler. Bow)

A

"Kill Box": Threaten area / target at range. Grants attack of opportunity


2 1BA+1d6

Add 1d6 endurance poison to next shot from bow

Dual-wield Passive Add off-hand damage (+1d6) when successful with base melee attack


3 1BA +2d6

Disarming shot: adds 1 damage to agi, opponent must make AGI or STR check or be disarmed.

Sickle Moon: base melee attack adds additional (x) 2 damage to blood pool for (y) 3 turns).


4 (+2 BA) (+1 BA +3d6)

Cobra Fang: fire off two arrows simultaneously.

Axe Chop: base melee attack deals additional 1d6 AGI damage

Harvest Moon: Make two basic attacks while dual wielding: If both attacks land add (2x) 6 damage to blood pool per turn for (2y) 8 turns


5+1 pb; 2BA+1d6, 1BA+4d6.

POISONED DOUBLE-SHOT: if both base attacks land deal additional 2d6 endurance damage)

AXE OVERHAND Diagonal ARC (base melee attack knocks down target and deals extra 4d6 STR damage)

Blood Moon: make 2BA, each attack adds 5 damage to blood pool for 4 turns.


6 +1 BA+ 5d6 damage, 2 BA+2d6

Unseen Weaver (bonus +10% to hit if STEALTH SHOT): Base attack adds 3d6 damage to END

Wood Split: overhead base melee attack deals additional 1d6 INT damage and does double damage to opponent in full defensive posture0

Hinder: leg and wind pipe combo: (2) basic attacks APPLY additional 1D6 agility -leg and 1D6 endurance - throat)

Late Blossom: 6(first tick)+ 5d6 heal + endurance bonus (last tick) over 5 turns. Self-heal only.


7 +2pb; 1 BA +6d6; 2 BA+ 3d6; 3 BA +1d6

Wind Tracer: Steady one's aim granting +10% accuracy on next shot. Gain extra 6 damage/ degree of success, 36.


3 BA, +1d6

2 BA +3d6

1 BA+6d6


Fangs of the Wyrm: stack two poisons 7 endurance each for 6 turns. Applies to any weapon. If END reaches zero by this poison opponent is paralyzed and takes additional 6d6 damage

Eagle Eye: gain +10 % bonus against single target opponent for 6 turns. -10% skill checks against other opponents for 6 turns. Base attack Adds +3d6 Damage against target opponent.  -1d6 damage against other targets.

Tempest On the Roof (2h, DW/snb): +3 BA,+0d6: Roundhouse high, break guard, sweep low (trip)

Fabled Hunter: +10% more accurate against chosen monster, base attacks against chosen monster deal double damage for x-turns


8: 3 BA +1d6; 2 BA +3d6; 1 BA+7d6

Willow Thorn: 3 BA, +1d6 ( make 3 basic attacks, opponent must make AGI save or be tripped. If tripped, add 4d6 damage to blood pool till end of turn).

Apex Instinct: Lunge-roundhouse (2h attack) 2 BA, each deals extra 3d6 damage.

Unseen Killer a successful shot from stealth deals +7d6 and player can attempt to re-enter stealth as a free move


Scent of Blood (DASH+ JAB+ROUNDHOUSE):1d6 1d6 1d6, enemy takes penalty up to -30% to saves against stuns over next 7 rounds. Check to track someone who is bleeding gains +10% bonus.

Alpha Trap: deals y+xd6 damage; adds (y) 8 damage to blood pool/(x)7 turns after opponent frees from trap.

Ambush (Passive): Adds 50 damage on any first strike when flanking opponent.



HEARTS 48/64


A

Block/dodge (skill checks)/ Unfazed.

One with Nature: +1 Movement when wearing Medium Armor

2

Reduce Bodily Harm

Resist KO

Red Dawn (Anticipate);

Forest Canopy (Brace+1)

Inner Voice: adds +1 to ability damage reduction

3

One with Nature: +2 movement

Bull Blood Poison DR 1

Weather-Born resist elemental magic type +1 dr for 10 turns

Medium Armor: Hide/Silent Move (+5%)

4

Water Shed: save +10% endurance saves when taking an action to block.

Gray Horizon: +10% anticipate when taking an action to dodge.

Smell of Fear: adds +10% to saves against snares, stuns

5

Tree Vein: adds +2 poison DR

One with Nature (+3 movement)

Unfamiliar Territory: dodge: successful defense check (dodge) in melee creates attack of opportunity

Weather-Worn: resist magic type (elemental magic) DR +2

Plain as Day: +10% wis checks; passively heals 5 wis damage per turn after taking WIS damage

6

Dark Horizon: as an action choose to add 15% bonus to next defense check (dodge) when waiting to counter opponent's attack/ The Steep Plateau (+3 brace)

Blood of the Mountain Spring: Resistance and Immunity to status effect (poison): adds +15% to END checks against poison.

Medium Armor: +10% Stealth



DIAMONDS 24/32

A Of the Tall Grasses (Forest Walker) +1 base move constant, +AGI bonus when in favored terrain.

2 Break-No-Leaf: Silent step adds 5% bonus to stealth (silent move) checks. 5% bonus to stealth (hide) checks

3 Can't be snared for y turns


CLUBS 24/32

A

Nature's Ally -- a loyal creature from the local environment aids for an hour, till killed, banished, or relieved of duty.

Light the Dark

Northern Lights

Detect Presence, Magic, Life

2

Chameleon -- for 10 turns adds 10% chance to hide in plain sight. Adds 30% if not observed.

Invigorate: Heal self or one other 6+wis


3 Control Plant

Heal self or other (12+wis)

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