The Ranger

The Ranger                                                                                                         
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


1
Quickening Zephyr
2
Combat Talent
3
Wild Link
4
Combat Talent
5
Strength of the Pack!
6
Combat Talent
7
We heal as one!
8
Wild Link's Second Pet
9
Combat Talent
10
Entangle

Quickening Zephyr: For one turn in each combat encounter you have 2 attack phases.

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.
Strength of the Pack!: You and your pets have a stacking +5 damage bonus when attacking the same foe each turn.


(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.