Ranger

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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!