Post by Glenn on Apr 12, 2018 18:18:48 GMT -5
Class: Ranger
Weapons: Ranged (Bows/Crossbows/Guns)
Entire List costs 60 Exp. Traits/Abilities will be learned in order as exp is put into it.
4 - Wide Scan: (Ability) Gives +3 to perception checks when scanning for traps and targets.
8 - Accuracy Bonus I: (Passive) +1 accuracy when using a bow/crossbow/gun
12 - Dead Aim I: (Passive) +1 to damage when using a bow/crossbow/gun
16 - Piercing Shot: (Ability) A steady shot, sacrificing damage to ensure a hit whne using a ranged weapon. -3 dmg, +5 to hit. Damage reductions may be offset with TP.
20 - Camouflage: (Ability) When attempting to hide, gain +3 to your overall stealth.
24 - Wide Scan II: (Ability) An additional +3 to perception checks.
28 - Accuracy Bonus II: (Passive) Additional +2 accuracy when using a bow/crossbow/gun
32 - Dead Aim II: (Passive) Additional +2 to damage when using a bow/crossbow/gun
36 - Stealth Shot: (Ability) Uses normal weapon and modifiers for damage. If used when in a hiding position when using a ranged weapon, you will get an additional roll to see if you remain hidden. +5 to your stealth for roll. 1 TP to use.
40 - Barrage: (Ability) AOE. 2d6+str, fire off multiple arrows/bullets in a cone to injure multiple targets. 2 TP to use.
50 - Bloody Shot: (Ability) 3d5+str, will cause bleed for 1d3 damage for 2 turns. 2 TP to use.
60 - Sidewinder: (Ability) 3d5+str, a single shot with the intent to kill. Even if it doesn't, the target will certainly feel it. +5 to accuracy, +3 to damage. 3 TP to use. An additional +1 to both accuracy and damage if the shot is taken while hidden.
Weapons: Ranged (Bows/Crossbows/Guns)
Entire List costs 60 Exp. Traits/Abilities will be learned in order as exp is put into it.
4 - Wide Scan: (Ability) Gives +3 to perception checks when scanning for traps and targets.
8 - Accuracy Bonus I: (Passive) +1 accuracy when using a bow/crossbow/gun
12 - Dead Aim I: (Passive) +1 to damage when using a bow/crossbow/gun
16 - Piercing Shot: (Ability) A steady shot, sacrificing damage to ensure a hit whne using a ranged weapon. -3 dmg, +5 to hit. Damage reductions may be offset with TP.
20 - Camouflage: (Ability) When attempting to hide, gain +3 to your overall stealth.
24 - Wide Scan II: (Ability) An additional +3 to perception checks.
28 - Accuracy Bonus II: (Passive) Additional +2 accuracy when using a bow/crossbow/gun
32 - Dead Aim II: (Passive) Additional +2 to damage when using a bow/crossbow/gun
36 - Stealth Shot: (Ability) Uses normal weapon and modifiers for damage. If used when in a hiding position when using a ranged weapon, you will get an additional roll to see if you remain hidden. +5 to your stealth for roll. 1 TP to use.
40 - Barrage: (Ability) AOE. 2d6+str, fire off multiple arrows/bullets in a cone to injure multiple targets. 2 TP to use.
50 - Bloody Shot: (Ability) 3d5+str, will cause bleed for 1d3 damage for 2 turns. 2 TP to use.
60 - Sidewinder: (Ability) 3d5+str, a single shot with the intent to kill. Even if it doesn't, the target will certainly feel it. +5 to accuracy, +3 to damage. 3 TP to use. An additional +1 to both accuracy and damage if the shot is taken while hidden.