Primalozza - CLASS - Ranger
RANGER
Attribute tier 3
STR 40 AGI 40 END 40 INT 20 PER 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% PER checks; passively heals 5 PER damage per turn after taking PER 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+PER
3 Control Plant
Heal self or other (12+PER)
Comments
Post a Comment