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.

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.

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.

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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