Ranger
From Adventure Wiki
Master of long-range combat, the Ranger combines guile with pinpoint accuracy to hammer his foes down with a volley of accurate fire. His best work comes when he is defended, and able to hold his ground.
HP: 30
Defense: 11
Passive Ability: Sniper
Gain +1 to hit every turn that the Ranger stands still. Caps at + 4. This bonus applies for a critical hit. Bonus lost if attacked, whether hit or miss.
Attacks
Name | Type | Damage | Description |
---|---|---|---|
Shot | Ranged Attack | 1d6 | Fire an arrow at your enemy. +2 to hit. |
Point Blank | Melee Attack | 1d4 | Send an enemy flying with a blunt arrow! Target cannot use or be hit by melee attacks for 1 turn. Critical hit stuns the target. |
Bolas | Ranged Attack | 1d4 | Wrap your opponent's ankles up to make them easier to hit! Reduces target's defense by 2, stacks twice, lasts 3 turns or until the enemy passes a turn to remove it. May not work on non-humanoid enemies |
Headshot | Ranged Attack | 1d10, -4 to hit | Fire for the enemy's weakpoint! Must be standing still. Critical hit dazes the target, giving him a -4 to hit for three turns! |
Rain of Arrows | Ranged AoE Attack | 1d4 | Fire a spray of arrows upwards to rain on your enemies. Must stand still to fire. Individual hit checks required. One turn cooldown. |
Caltrops | Self Buff | N/A | Any enemy meleeing the ranger must roll 12+ or suffer 1d4 damage. Lasts until an enemy suffers damage. Does not work against floating enemies. |
Swiftness | Self Buff | N/A | The Ranger attempts to take actions multiple times in a single round. Roll 1d20, see the table below. Requires 3 turn cooldown after use. |
Piercing Arrow | Ranged Attack | 1d8 | The Ranger fires a powerful arrow that pierces through enemies to strike multiple enemies. Roll hit checks on up to 3 enemies, reduce damage by 2 after each hit. Must move to fire. [Finding the angle to line up the shot.] Two turn cooldown. |
Swiftness
Roll | Result |
---|---|
1-2 | Pulled a muscle! End this turn standing still, and lose next turn! |
3-4 | Don't have the breath for a burst! You end this turn moving, but can take no action. |
5-10 | You can't manage more effort, but can continue with an action for this turn. |
11-15 | A burst of energy! 2 actions this turn. |
16-19 | Faster than the eye can follow! 3 actions this turn. |
20 | Blinding speed! 4 actions taken this turn! |