Post by Spookypatrol [Delia] on Jun 23, 2015 14:10:36 GMT -5
Welcome, Archers! Wishing to specialize as a Ranger? Purchase a skill below and you will be locked into your new Ranger class!
NOTE: Once you choose a class specialization, you may NOT purchase skills from other specializations!
This shop is a work in progress. Please check back soon.
Tier 3: Levels 20-24
Skill; Buff:
Mark Target: The Ranger marks a target, preventing them from entering Stealth, making Surprise or Sneakstrike checks, and increases the accuracy of all allies toward the target by 15% of the Ranger's Attack stat for 2 Rounds. For each time the marked target is struck by the Ranger or any ally over this duration, the target has a 20% chance to be made Vulnerable for 2 Rounds.
7 round cooldown after the effect expires.
Special Grid Rules:
Rupee Cost: 300
Skill; Ranged; Summon:
Hornet Swarm: The Ranger communes with nature to command a swarm of Deku Hornets to attack a foe. The Ranger must pass standard accuracy to direct the swarm, after which the Hornets will automatically continue to attack the foe over the next two rounds. The summoned Deku Hornets have 1 HP, 1 Attack, 1 Defense, and inherit 80% of the Ranger's Competency.
The Hornets attack immediately upon being summoned as well as at the start of each subsequent round they are active, inflicting both Poison and Distract on their target for 1 Round. The Deku Hornets may be targeted and attacked only by the foe who they are swarming, and the swarm will disperse and end the effect early if they are successfully attacked.
6 round cooldown after the effect expires.
Special Grid Rules:
Rupee Cost: 300
Tier 3.5: Levels 25-29
Skill; Trap:
Woodsman's Trap: Places a trap on the field that lasts until it is tripped or detected. The traps deal 80% of the Ranger's standard modifiable damage.
Enemies that do not detect the trap have a 50% chance of tripping it on their action. This is increased to a 75% for large-sized or larger enemies. Airborne enemies are immune to the trap. The trap is consumed when it is tripped, however there is no cap to the number of traps that can be placed on the field at any time. The Ranger must wait 4 Rounds between placing traps.
The Ranger may choose one of two traps to place:
1. Bramble Trap: A thorny trap that Roots anyone who triggers it for 2 Rounds and causes them to Bleed. This trap has a 25% increased chance to crit.
2. Punji Trap: A pestilent trap that causes anyone who triggers it to become Sickened for 2 Rounds and causes them to become Diseased. If the target that trips the trap is already afflicted with a status condition, the infection seeps deeper and inflicts Severe Disease instead.
4 round cooldown.
Special Grid Rules:
Rupee Cost: 350
Skill; Cure; Heal:
Survivalist: The Ranger has honed their survival skills in the harshest of terrains, granting them bonuses to healing and curing. The Ranger gains a bonus +10% to First-Aid checks, and has a 25% chance of curing a poison or disease DoT applied to them every tick passively.
In addition, the Ranger may choose to apply their survivalist training to aid one of their allies or themselves, curing any poison or disease applied to a single target instantly and healing them for 5% of their maximum HP, plus an additional 5% for each instance of disease or poison that was cured from them.
6 round cooldown.
Special Grid Rules:
Rupee Cost: 350
Tier 4: Levels 30-34
Skill; Stealth:
Coverage: The Ranger slinks under cover, entering a Medium-strength Stealth and removing any Sneak penalties from equipment for up to 2 Rounds. While still under the effects of this Stealth the Ranger may choose to reactivate this skill to deliver a ferocious blow, dealing 1.2x bonus damage and imposing Disadvantage on their target's next action.
The Ranger may use other skills and abilities as usual instead if they prefer, rather than reactivating this skill. Regardless of what option they choose to use to end the Stealth, this skill goes on cooldown.
6 rounds after stealth ends.
Special Grid Rules:
Rupee Cost: 400
Skill:
Savage Followthrough: The Ranger attacks with a brutal ranged strike, dealing bonus flat damage equal to 15% of the Ranger's Attack stat and Staggers the target for 2 Rounds.
On the Ranger's next action, they may reactivate this skill and attempt to perform a follow-up attack against the same target while the target is still Staggered. If the follow-up attack hits, it deals flat bonus damage equal to 30% of the Ranger's Attack, inflicts Hemorrhage, and lowers the cooldown on this skill by 1 Round. If the second attack misses, the skill is placed on its full cooldown immediately.
6 round cooldown.
Special Grid Rules:
Rupee Cost: 400
Tier 4.5: Levels 35-39
Skill; Passive:
Pathfinder's Insight: The Ranger is a master of tracking their quarry, gaining the ability to use their Attack stat for Detect checks in place of their Competency stat. In addition, whenever a Ranger detects an enemy that is Stealthed, their next attack against the detected enemy gains Advantage. These effects are passive.
Additionally, the Ranger may choose to activate this skill to gain advantage on a single Detect check against a Stealthed or Sneaking enemy, or otherwise gain bonus accuracy equal to 10%+10% of their Attack against a target of their choice for one attack. The Ranger may make a standard action in conjunction with this skill.
5 round cooldown.
Special Grid Rules:
Rupee Cost: 450
Skill:
Opportunistic Assault: The Ranger stalks into an advantageous position before launching an attack, gaining bonuses depending on whether or not they are Stealthed.
If they are not Stealthed:
The Ranger stalks in close before attacking a single target with a debilitating strike, dealing 1.2x damage, Sundering, and Concussing the Target for 2 Rounds.
If they are Stealthed:
The Ranger sneaks up on their target, gaining +50% efficacy on this attack (i.e. if a player has 50% crit, it is boosted to 75%; if they have 20% poison, it is boosted to 30%, etc); This does not boost passive accuracy bonus, but does increase the accuracy bonus from Sneak, increasing it to 15%, and increases the damage of this attack.
6 round cooldown.
Special Grid Rules:
Rupee Cost: 450
Tier 5: Levels 40-44
Skill; Field:
Untamed Terrain: The Ranger channels their connection to nature to conjure a field of wild terrain that covers a portion of the field. A primary target and up to two adjacent targets must pass a Save check (User Attack : Enemy Defense) or they are Tripped by the wild terrain and take 25% of the Ranger's unmodified but unmitigatable Attack from falling. The terrain lasts for up to 3 Rounds, and all enemies must continuously attempt this Save check at the beginning of each subsequent Round even if they have succeeded at escaping in a previous Round.
In addition, up to three chosen allied targets gain +10% incoming healing as long as the field is in effect.
5 round cooldown after the effect expires.
Special Grid Rules:
Rupee Cost: 500
Skill:
Bushwhack: The Ranger is particularly adept at planning and enacting ambushes. The Ranger passively plans their attack at all times, and for each Round the Ranger is not targeted by an enemy they gain a single stack of Planning. This Planning bonus stacks indefinitely, but if the Ranger is targeted at any time - even if they are not hit - their Planning stacks are reset to 0.
Once the Ranger is content with their current Planning level and is ready to enact their ambush, they may activate this skill to initiate a Sneakstrike attack using any of the Ranger's active attacking abilities or items, expending all stacks of Planning to gain 10% increased success chance for each stack they had prepared. If successful, this Sneakstrike additionally gains bonus Critical Damage and Critical CC chance equal to 10% of the Ranger's Attack.
4 round cooldown.
Special Grid Rules:
Rupee Cost: 500
Tier 5.5: Levels 45-49
Skill:
Wind Rush: Fleet footed and agile in even the harshest terrain, the Ranger sprints forward with the speed of a harsh wind. When using this attack, the Ranger ignores any movement penalties and any negative effects from fields and terrain and gains critical chance and critical bonus equal to 10%+10% of the Ranger's Attack.
In addition, the Ranger's blinding speed makes it impossible for them to be directly targeted by the next enemy who attacks, although they may still be affected by AoEs.
6 round cooldown.
Special Grid Rules:
Rupee Cost: 550
Skill:
Resourcefulness: The Ranger has learned to extract fluids and toxins from flora and fauna, using them to give themselves and their team the upper hand in any situation. The Ranger may take a full action to use one of the following harvested objects:
Armoranth Extract: The Ranger consumes a prepared Armoranth leaf blend or offers it to an ally, which temporarily strengthens the consumer's skin, Clearing Sunder, boosting their Mitigation by 15%, and preventing Sunder from reapplying for 2 Rounds.
Chillfin Oil: The Ranger applies a special coating on their weapon or the weapon of an ally, granting the consumer a 50% chance to apply Frostbite to any of their attacks for 2 Rounds. If an attack made with a coated weapon applies critically, the enemy is additionally Slowed for 1 Round.
Gohma Acid: The Ranger applies a special coating on their weapon or the weapon of an ally, granting the consumer a 50% chance to apply Corrosion to any of their attacks for 2 Rounds. If an attack made with a coated weapon applies critically, the enemy is additionally made Vulnerable for 1 Round.
Each extract starts with two vials, allowing the Ranger to use them twice before needing to prepare a new batch. An expended charge is refilled after 3 Rounds, and each charge is refilled independently from each other.
Special Grid Rules:
Rupee Cost: 550
Class Mastery: Level 50
Mastery Skills coming soon!