RANGER


The ranger is a wandering combatant. Rangers use mobility and positioning  to their benefit, taking control of the field of battle. They are adepts, with a well-rounded array of skills, including the possibility to learn some shape shifting. Rangers use swords, axes, polearms, scepters, bows, and firearms, and wear medium armour.


SKILLS


Beast

Requirements: 1ep, equipped scepter

Channel energy through your polearm to change your shape to a non-sapient form temporarily. When in beast form, you gain +1 protection and your movement increases to 7, but your energy doesn’t regenerate. You can only make melee attacks while in beast form.

ALTERS

Cry

Energy increase: 1ep

While in beast form, unleash a primal cry to give all chosen targets within 3m -2 accuracy until the end of their next turn. 

Ride

Energy increase: 1ep

When entering beast form, alter your form to carry allies or allow allies to mount you. When in beast form, you can force an ally to mount or dismount you with an action.

Pin

Energy increase: 1ep

When in beast form, you can make an attack that deals no damage but knocks your target down and immobilizes them until you move or sustain damage. While you have your target pinned, you are only able to attack them and they are only able to attack you.

Gut

Energy increase: 1ep

While in beast form, you can make an attack that also deals 2 persistent damage for a number of turns equal to your might.


Counter

Requirements: 2ep, equipped sword

Bear a retaliatory stance. Until the beginning of your next turn, retaliate against any attacks that target you by making a basic attack against the attacker if they are adjacent to you.

ALTERS

Trip

Energy increase: 1ep

When countering, you are now able to break your target’s guard and knock them down.

Defend

Energy increase: 1ep

You are able to negate any 1 attack made against you while you are countering.

Pushback

Energy increase: 1ep

When successfully countering, you shift all adjacent targets back 1m. They provoke attacks along the way.

Club

Energy increase: 1ep

When successfully countering, wind your target to additionally deal 2ep damage.


Dash

Requirements: 1ep, equipped sword, axe, or polearm

Shift two spaces before making an attack that has initiative.

ALTERS

Flank

Energy increase: 2ep

Make this attack more devestating when you strike from behind to deal x2 damage and inflict 2 persistent damage for a number of turns equal to half your might.

Sheath

Energy increase: 1ep

You can swap weapons at the beginning and at the end of this action.

Sever

Energy increase: 1ep

When attacking, force your target 2m backward. They provoke attacks along the way.

Leap

Energy increase: 1ep

Your dash is quicker and farther, increasing your movement to 4 metres. You also gain +2 agility until the beginning of your next turn.


Return

Requirements: 1ep, equipped polearm or axe

You can toss and return your melee weapon with a rope fastened to its handle. Make a ranged attack up to 5m away and return the weapon to your hand. This attack staggers opponents. If they don’t have a readied action, they are knocked down.

ALTERS

Hook

Energy increase: 1ep

When making this attack, you can hook onto your target and shift yourself into the nearest adjacent square.

Lure

Energy increase: 1ep

When making this attack, you can pull your target into the nearest adjacent square. They provoke attacks along the way.

Sweep

Energy increase: 2ep

This attack now has piercing and continues in a circle until it fails to hit someone or until it is returned.

Switch

Energy increase: 1ep

This attack can now be used to switch places with your target.


Snare

Requirements: 1ep, equipped any ranger weapon

Prepare a snare in a space adjacent to you. At any time, tug on the snare as a free action to knock down any one target who moves over it and immobilize them for one turn.

ALTERS

Spike Trap

Energy increase: 1ep

Set your snare with a sharpened trap to inflict damage on your target equal to half your might. This also inflicts 1 persistent damage for a number of turns equal to half your might.

Tripwire

Energy increase: 1ep

Set your snare with a tripwire to trigger over an area up to 5m across.

Lasso

Energy increase: 1ep

After triggering your snare, you can pull your target toward you up to 5m. They provoke attacks along the way.

Claw Trap

Energy increase: 1ep

When your trap is triggered, it deals damage equal to your might to your target and renders them vulnerable, increasing incoming damage by 1 until the beginning of your next turn.


Snipe

Requirements: 1ep, equipped bow or firearm

Make a ranged attack that has +3 accuracy.

ALTERS

Cripple

Energy increase: 2ep

Aim for your target’s legs to cripple them. If this attack hits, they are immobilized for one turn and their movement is halved for a number of turns equal to half your might.

Headshot

Energy increase: 2ep

Aim for your target’s head to deal a devastating wound. This attack deals 2x damage. The roll to critically hit with this attack is 1 point less.

Disable

Energy increase: 2ep

Aim for your target’s arms to stop them from activating an ability. Choose one of their skills. Until the end of their next turn, they cannot activate that skill.

Still

Energy increase: 2ep

Aim for your target’s centre of mass to stop them from regenerating energy for a number of turns equal to half your might.