Rangers rely on a keen eye, a steady hand, and the power of nature itself. Unparalleled archers, rangers are capable of bringing down foes from a distance with their bows. With loyal pets at their command, rangers can adapt to any situation.
Base Hit Points: 20 ( 5 + Con each lvl)
Armor: Medium Armor
Weapons: Minor weapons, Medium weapons, Ranged Weapons
Save Bonus: +2 Will
Save Bonus: +2 Will
1
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Quickening Zephyr
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2
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Combat Talent
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3
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Wild Link
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4
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Combat Talent
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5
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Strength of the Pack!
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6
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Combat Talent
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7
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We heal as one!
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8
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Wild Link's Second Pet
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9
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Combat Talent
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10
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Entangle
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Quickening Zephyr: For one turn in each combat encounter you have 2 attack phases.
Strength of the Pack!: You and your pets have a stacking +5 damage bonus when attacking the same foe each turn.
Wild Link: You a have a special link with an animal, this animal will obey and fight for you.
- Your pet must belong in the Wild Life beast kind.
- Your pet will always be 2 levels below yours.
- Your pet plays like another player in combat.
- On Level 8 you can have 2 active pets.
(First attack of any of you to any foe will have+5 Dmg, the second attack to that foe by any of you will have +10 Dmg.)
*This effect stacks when using Quickening Zephyr.
We heal as one!: Everything that heals you, heals your pet and vice versa. On a attack phase of your turn, you can heal 1d10 + your level.
Entangle: Snare all the enemies in a area for 2 turns. They take 3d10 damage each turn. You can use this talent once a day.