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Ranger Classes

Please Note: This information is currently in flux and may change in the future. Descriptions of feats and skills coming soon. 

 

Skills are separated into five rankings: primary, secondary, tertiary, quaternary, and quinary. Depending on their rank, skills will have a different cap. Look for more details on how skill caps apply to classes which will be forthcoming.

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Ranger

Rangers are unparalleled masters of the wilderness. The rangers roam the reaches of wilderness living off the land without too much trouble.

Alignment: Any

Races: Drow, Dwarf, Elf, Human

Armor Type: Light

Feats

-Hunter Stalks His Prey

-Orientation

-Animal Companion

-Animal Husbandry

-Advanced Tracking

-Big Game Hunter

-Beast Lore

-Wilderness Lore

-Forensics

Skills (primary, secondary....)

-Animal Lore

-Animal Taming

-Aim

-Camping

-Cartography

-Detect Hidden

-Fishing

-Forensic Evaluation

-Magery

-Musicianship

-Resisting Spells

-Snooping

-Stealth

-Swordsmanship

-Tactics

-Tracking

-Veterinary

-Anatomy

-Block

-Healing

-Cooking

-Dodge

-Fencing

-Lumberjacking

-Mining

-Wrestling

-Bowcraft/Fletching

-None

Spells

Heal, Protection, Cure, Arch Cure, Arch Protection, Greater Heal

Restrictions

* Rangers travel light and often live off of the land. As a result, Rangers cannot wear armor heavier than chainmail.

* While Rangers have access to a few divine spells, the mysteries of arcane magic baffle them. They cannot use scrolls or wands.

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Archer

Archers are deadly when equipped with a bow. Able to hit the bull's eye with a good bow at the range of 300', the archer can hit a man at a much longer distance.

Alignment: Any

Races: Drow, Elf, Human

Armor Type: Light

Feats

-Hunter Stalks His Prey

-Orientation

-Animal Companion

-Called Shot

-Enchanted Quiver

-Marksmanship

-Bow Specialization

-Camouflage

Skills (primary, secondary....)

-Aim

-Camping

-Detect Hidden

-Fishing

-Musicianship

-Resisting Spells

-Tactics

-Anatomy

-Dodge

-Tracking

-Arms Lore

-Block

-Cartography

-Cooking

-Healing

-Lumberjacking

-Mining

-Swordsmanship

-Bowcraft/Fletching

-Wrestling

-None

Spells

None

Restrictions

* Archers need to maximize their mobility to effectively use a bow or crossbow. As a result, Archers cannot wear armor heavier than chainmail.

* Archers have a magical ineptitude. They cannot cast any spells and cannot use wands or scrolls.

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Mage Slayer

Mage Slayers focus their minds to sense the ether around them. The Mage-Slayer is not himself a magic user, though he understands their arts. It is with this understanding that he is capable of clouding the pathways of the ether and disrupting the flow of magic.

Alignment: Any

Races: Drow, Elf, Human

Armor Type: Light

Feats

-Hunter Stalks His Prey

-Orientation

-Inscription

-Use Magic Device

-Acrobatic Combat

-Banishment

-Mind Blast

-Wyrd Sense

-Distrupting Presence

Skills (primary, secondary....)

-Aim

-Camping

-Detect Hidden

-Fishing

-Musicianship

-Resisting Spells

-Stealth

-Swordsmanship

-Tactics

-Tracking

 

-Anatomy

-Block

-Healing

-Cooking

-Dodge

-Fencing

-Lumberjacking

-Mining

-Wrestling

-Bowcraft/Fletching

-None

Spells

None

Restrictions

* Thick metal armor, such as platemail, inhibits a Mage Slayer's ability to sense the ether. As a result, Mage Slayers cannot wear armor heavier than chainmail.

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