Ranger, Planescape

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//-->RANGER“I’ ll get the one in the back. That’s one hobgoblinwho’ ll regret ever lifting a bow.”CLASS TRAITSRole:Striker. You concentrate on either ranged attacksor two-weapon melee fighting to deal a lot ofdamage to one enemy at a time. Your attacks rely onspeed and mobility, since you prefer to use hit-and-run tactics whenever possible.Power Source:Martial. Your talents depend on exten-sive training and practice, inner confidence, andnatural proficiency.Key Abilities:Strength, Dexterity, WisdomArmor Proficiencies:Cloth, leather, hideWeapon Proficiencies:Simple melee, military melee,simple ranged, military rangedBonus to Defense:+1 Fortitude, +1 ReflexHit Points at 1st Level:12 + Constitution scoreHit Points per Level Gained:5Healing Surges per Day:6 + Constitution modifierTrained Skills:Dungeoneering or Nature (your choice).From the class skills list below, choose four moretrained skills at 1st level.Class Skills:Acrobatics (Dex), Athletics (Str), Dun-geoneering (Wis), Endurance (Con), Heal (Wis),Nature (Wis), Perception (Wis), Stealth (Dex)Build Options:Archer ranger, two-blade rangerClass Features:Fighting Style, Hunter’s Quarry,Prime ShotW I L L I A M O ’ CO N N O RRangers are watchful warriors who roam past thehorizon to safeguard a region, a principle, or a way oflife. Masters of bow and blade, rangers excel at hit-and-run assaults and can quickly and silently eliminatefoes. Rangers lay superb ambushes and excel at avoid-ing danger.As a ranger, you possess almost supernaturally keensenses and a deep appreciation for untamed wilder-ness. With your knowledge of the natural world, youare able to track enemies through nearly any land-scape, using the smallest clue to set your course, evensometimes the calls and songs of beasts and birds.Your severe demeanor promises a deadly conclusion toany enemy you hunt.When you catch sight of your quarry, will the trans-gressor perish by swift bow shots from a distance, orby the twofold blades that glint and glitter in each ofyour battle-scarred hands?C H A P T ER 4 |C h arac te r C l a sses103Creating a RangerRangers depend on Strength, Dexterity, and Wisdomfor most of their powers. Constitution is also useful,since it helps them stand up to damage. The tworanger builds presented here are the archer rangerand the melee ranger.Archer RangerYou are a master of the bow (or, rarely, the crossbow,sling, or thrown weapon). You prefer ranged attackpowers, and you resort to melee only when there areno good targets left for your arrows. Most of yourattack powers use Dexterity, so Dexterity should beyour highest ability score. You find yourself in meleefrom time to time, so Strength is a good choice for yoursecond-highest score. Wisdom should be your third-best ability score. Choose powers that reflect yourpreference for ranged weapons.Suggested Feat:Agile Hunter (Human feat:Human Perseverance)Suggested Skills:Endurance, Heal, Nature, Per-ception, StealthSuggested At-Will Powers:careful attack, nimblestrikeSuggested Encounter Power:evasive strikeSuggested Daily Power:split the treepowers. Choose powers that reflect your preference forfighting with two melee weapons.Suggested Feat:Lethal Hunter (Human feat:Action Surge)Suggested Skills:Acrobatics, Dungeoneering,Endurance, Heal, PerceptionSuggested At-Will Powers:hit and run, twin strikeSuggested Encounter Power:dire wolverine strikeSuggested Daily Power:jaws of the wolfRanger Class FeaturesYour class features depend largely on the build andfighting style you choose.Fighting StyleChoose one of the following fighting styles and gain itsbenefit.Archer Fighting Style:Because of your focus onranged attacks, you gain Defensive Mobility as a bonusfeat.Two-Blade Fighting Style:Because of yourfocus on two-weapon melee attacks, you can wield aone-handed weapon in your off hand as if it were anoff-hand weapon. (Make sure to designate on yourcharacter sheet which weapon is main and which is off-hand.) In addition, you gain Toughness as a bonus feat.Two-Blade RangerYou like to get up close and rely on the ranger’s famoustwo-weapon fighting style. Naturally, you prefer meleeattack powers, and that means Strength should beyour highest ability score. For your second ability, Dex-terity is a good choice because it improves your AC.Make Wisdom your third choice, since it adds to yourWill defense and provides a bonus to many of yourHunter’s QuarryOnce per turn as a minor action, you can designate theenemy nearest to you as your quarry.Once per round, you deal extra damage to yourquarry. The extra damage is based on your level. Ifyou can make multiple attacks in a round, you decidewhich attack to apply the extra damage to after all theattacks are rolled.The hunter’s quarry effect remains active until theend of the encounter, until the quarry is defeated, oruntil you designate a different target as your quarry.You can designate one enemy as your quarry at atime.Level1st–10th11th–20th21st–30thHunter’s Quarry Extra Damage+1d6+2d6+3d6RANGER OVERVIEWCharacteristics:You combine fast, hard-hitting meleeattack power with excellent ranged attack ability, and shifteasily from melee to ranged combat. You are moderatelyresilient in battle, but you prefer hit-and-run attacks orambushes to prolonged slugging matches. Hit hard, getout; that’s the ranger’s way.Religion:Rangers favor deities of nature and of thehunt. They often revere Kord, Melora, or the Raven Queen.Evil or chaotic evil rangers usually worship Gruumsh orZehir.Races:Elves are ideal archer rangers. Humans, halflings,dragonborn, and eladrin are all sometimes drawn to thewandering life of a two-blade ranger.Prime ShotIf none of your allies are nearer to your target thanyou are, you receive a +1 bonus to ranged attack rollsagainst that target.104CH A P T ER 4 |C haracte r C lassesLevel 1 Encounter ExploitsDire Wolverine StrikeRanger Attack 1Enemies surround you—much to their chagrin, as you slash themto pieces with the ferocity of a wounded dire wolverine.Encounter�½Martial, WeaponStandard ActionCloseburst 1Requirement:You must be wielding two melee weapons.Target:Each enemy in burst you can seeAttack:Strength vs. ACHit:1[W] + Strength modifier damage.Your powers are bold exploits derived from yourrelentless training in archery and swordplay. At higherlevels, you have access to special stance powers (see“Keyword Categories,” page 55).Level 1 At-Will ExploitsCareful AttackRanger Attack 1You study the enemy, looking for a gap in his defenses. Onlywhen you find it do you strike.At-Will�½Martial, WeaponStandard ActionMeleeorRangedweaponRequirement:You must be wielding two melee weapons or aranged weapon.Target:One creatureAttack:Strength + 2 vs. AC (melee) or Dexterity + 2 vs. AC(ranged).Hit:1[W] damage (melee) or 1[W] damage (ranged).Increase damage to 2[W] (melee) or 2[W] (ranged) at 21stlevel.Evasive StrikeRanger Attack 1You confound enemies by weaving through the battlefield un-scathed as you make your attacks.Encounter�½Martial, WeaponStandard ActionMeleeorRangedweaponTarget:One creatureSpecial:You can shift a number of squares equal to 1 + yourWisdom modifier either before or after the attack.Attack:Strength vs. AC (melee) or Dexterity vs. AC (ranged)Hit:2[W] + Strength modifier damage (melee) or 2[W] +Dexterity modifier damage (ranged).Hit and RunRanger Attack 1Let the fighter stand toe to toe with the monster. You prefer tomake your attack, then withdraw to safer ground.At-Will�½Martial, WeaponStandard ActionMeleeweaponTarget:One creatureAttack:Strength vs. ACHit:1[W] + Strength modifier damageIncrease damage to 2[W] + Strength modifier at 21st level.Effect:If you move in the same turn after this attack, leavingthe first square adjacent to the target does not provoke anopportunity attack from the target.Fox’s CunningRanger Attack 1Using the momentum from your enemy’s blow to fall back or slipto one side, you make a sudden retaliatory attack as he stumblesto regain his composure.Encounter�½Martial, WeaponImmediate ReactionMeleeorRangedweaponTrigger:An enemy makes a melee attack against youAttack:You can shift 1 square, then make a basic attackagainst the enemy.Special:Gain a power bonus to your basic attack roll equalto your Wisdom modifier.Nimble StrikeRanger Attack 1You slink past your enemy’s guard to make your attack, or youmake your attack and then withdraw to a more advantageousposition.At-Will�½Martial, WeaponStandard ActionRangedweaponTarget:One creatureSpecial:Shift 1 square before or after you attackAttack:Dexterity vs. ACHit:1[W] + Dexterity modifier damage.Increase damage to 2[W] + Dexterity modifier at 21st level.Two-Fanged StrikeRanger Attack 1You sink two arrows or both of your blades into the flesh of yourenemy, causing it to howl in pain.Encounter�½Martial, WeaponStandard ActionMeleeorRangedweaponRequirement:You must be wielding two melee weapons or aranged weapon.Target:One creatureAttack:Strength vs. AC (melee; main weapon and off-handweapon) or Dexterity vs. AC (ranged), two attacksHit:1[W] + Strength modifier damage (melee) or 1[W] +Dexterity modifier damage (ranged) per attack. If bothattacks hit, you deal extra damage equal to your Wisdommodifier.Twin StrikeRanger Attack 1If the first attack doesn’t kill it, the second one might.At-Will�½Martial, WeaponStandard ActionMeleeorRangedweaponRequirement:You must be wielding two melee weapons or aranged weapon.Targets:One or two creaturesAttack:Strength vs. AC (melee; main weapon and off-handweapon) or Dexterity vs. AC (ranged), two attacksHit:1[W] damage per attack.Increase damage to 2[W] at 21st level.C H A P T ER 4 |C h arac te r C l a ssesRANGERRanger Powers105Level 1 Daily ExploitsHunter’s Bear TrapRanger Attack 1A well-placed shot to the leg leaves your enemy hobbled andbleeding.Daily�½Martial, WeaponStandard ActionMeleeorRangedweaponTarget:One creatureAttack:Strength vs. AC (melee) or Dexterity vs. AC (ranged)Hit:2[W] + Strength modifier damage (melee) or 2[W] +Dexterity modifier damage (ranged), and the target isslowed and takes ongoing 5 damage (save ends both).Miss:Half damage, no ongoing damage, and the target isslowed until the end of your next turn.Level 2 Utility ExploitsCrucial AdviceRanger Utility 2You are wise in all things. The sooner your friends realize this, thesafer and better off they’ ll be.Encounter�½MartialImmediate ReactionRanged5Trigger:An ally within range that you can see or hear makes askill check using a skill in which you’re trainedEffect:Grant the ally the ability to reroll the skill check, witha power bonus equal to your Wisdom modifier.Unbalancing ParryRanger Utility 2Jaws of the WolfRanger Attack 1You deftly block your enemy’s strike and turn his momentumagainst him, causing him to stumble to the side.Encounter�½Martial, WeaponImmediate ReactionMelee1Trigger:An enemy misses you with a melee attackEffect:Slide the enemy into a square adjacent to you andgain combat advantage against it until the end of yournext turn.You use your weapons to hedge in your foe and trick him intoexposing a weak spot, at which point you strike.Daily�½Martial, WeaponStandard ActionMeleeweaponRequirement:You must be wielding two melee weapons.Target:One creatureAttack:Strength vs. AC (main weapon and off-hand weapon),two attacksHit:2[W] + Strength modifier damage per attack.Miss:Half damage per attack.Yield GroundRanger Utility 2Even as your foe connects, you leap backward, out of the way offurther harm.Encounter�½MartialImmediate ReactionPersonalTrigger:An enemy damages you with a melee attackEffect:You can shift a number of squares equal to your Wis-dom modifier. Gain a +2 power bonus to all defenses untilthe end of your next turn.Split the TreeRanger Attack 1You fire two arrows at once, which separate in mid-flight to striketwo different targets.Daily�½Martial, WeaponStandard ActionRangedweaponTargets:Two creatures within 3 squares of each otherAttack:Dexterity vs. AC. Make two attack rolls, take thehigher result, and apply it to both targets.Hit:2[W] + Dexterity modifier damage.Level 3 Encounter ExploitsCut and RunRanger Attack 3You attack twice while maneuvering yourself into the most ad-vantageous position possible.Encounter�½Martial, WeaponStandard ActionMeleeorRangedweaponRequirement:You must be wielding two melee weapons or aranged weapon.Target:One or two creaturesAttack:Strength vs. AC (melee; main weapon and off-handweapon) or Dexterity vs. AC (ranged), two attacksSpecial:After the first or the second attack, you can shift anumber of squares equal to 1 + your Wisdom modifier.Hit:1[W] + Strength modifier damage (melee) or 1[W] +Dexterity modifier damage (ranged) per attack.Sudden StrikeRanger Attack 1You hold your weapons blade-down and slash your foe acrossthe face with one of them. As he spins away and drops hisguard, you roll to one side, spring to your feet, and plunge yourother blade into his back.Daily�½Martial, WeaponStandard ActionMeleeweaponRequirement:You must be wielding two melee weapons.Target:One creatureAttack:Strength vs. AC (off-hand weapon)Hit:1[W] damage (off-hand weapon).Effect:You shift 1 square and make a secondary attackagainst the target.Secondary Attack:Strength vs. AC (main weapon)Hit:2[W] + Strength modifier damage (main weapon), andthe target is weakened until the end of your next turn.Disruptive StrikeRanger Attack 3You thwart an enemy’s attack with a timely thrust of your bladeor a quick shot from your bow.Encounter�½Martial, WeaponImmediate Interrupt MeleeorRangedweaponTrigger:You or an ally is attacked by a creatureTarget:The attacking creatureAttack:Strength vs. AC (melee) or Dexterity vs. AC (ranged)Hit:1[W] + Strength modifier damage (melee) or 1[W] +Dexterity modifier damage (ranged). The target takes apenalty to its attack roll for the triggering attack equal to 3+ your Wisdom modifier.106CH A P T ER 4 |C haracte r C lassesShadow Wasp StrikeRanger Attack 3Splintering ShotRanger Attack 5You strike quickly, like a shadow wasp flying out of the darkness,hitting where your foe is most vulnerable.Encounter�½Martial, WeaponStandard ActionMeleeorRangedweaponTarget:One creature that is your quarryAttack:Strength vs. AC (melee) or Dexterity vs. AC (ranged)Hit:2[W] + Strength modifier damage (melee) or 2[W] +Dexterity modifier damage (ranged).Your arrow burrows into flesh and shatters, sending splinters ofwood deep into the wound.Daily�½Martial, WeaponStandard ActionRangedweaponTarget:One creatureAttack:Dexterity vs. ACHit:3[W] + Dexterity modifier damage, and the target takesa –2 penalty to attack rolls until the end of the encounter.Miss:Half damage, and the target takes a –1 penalty to attackrolls until the end of the encounter.Thundertusk Boar StrikeRanger Attack 3You attack twice, causing your foes to stagger backward.Encounter�½Martial, WeaponStandard ActionMeleeorRangedweaponRequirement:You must be wielding two melee weapons or aranged weapon.Targets:One or two creaturesAttack:Strength vs. AC (melee; main weapon and off-handweapon) or Dexterity vs. AC (ranged), two attacksHit:1[W] + Strength modifier damage (melee) or 1[W] +Dexterity modifier damage (ranged) per attack. With eachhit, you push the target 1 square. If both attacks hit thesame target, you push the target a number of squaresequal to 1 + your Wisdom modifier.Two-Wolf PounceRanger Attack 5You set upon a foe with weapons bared, then weave to the sideand deal a wound to another adversary.Daily�½Martial, WeaponStandard ActionMeleeweaponRequirement:You must be wielding two melee weapons.Special:You can shift 2 squares before making this attack.Primary Target:One creatureAttack:Strength vs. AC, two attacks (main weapon and off-hand weapon)Hit:2[W] + Strength modifier damage (main weapon) and1[W] + Strength modifier damage (off-hand weapon).Effect:After attacking the primary target, you can shift 2squares and make a secondary attack.Secondary Target:One creature other than the primarytargetSecondary Attack:Strength vs. AC (off-hand weapon)Hit:2[W] damage (off-hand weapon).Level 5 Daily ExploitsExcruciating ShotRanger Attack 5One well-placed arrow leaves your enemy hunched over andhowling in pain.Daily�½Martial, WeaponStandard ActionRangedweaponTarget:One creatureAttack:Dexterity vs. ACHit:3[W] + Dexterity modifier damage, and the target isweakened (save ends).Miss:Half damage, and the target is not weakened.Level 6 Utility ExploitsEvade AmbushRanger Utility 6You are the eyes and ears of the group, always alert for the telltalesigns of an ambush.Daily�½MartialNo ActionRangedsightEffect:At the start of a surprise round in which any alliesare surprised, use this power to allow a number of alliesequal to your Wisdom modifier to avoid being surprised.Frenzied SkirmishRanger Attack 5You leap into the fray and unleash a torrent of steel upon yourunsuspecting foes, staggering them with the ferocity of yourattacks.Daily�½Martial, WeaponStandard ActionMeleeweaponRequirement:You must be wielding two melee weapons.Targets:One or two creaturesAttack:Strength vs. AC (main weapon and off-hand weapon),two attacksSpecial:Before or after these attacks, you can move yourspeed without provoking opportunity attacks.Hit:1[W] + Strength modifier damage per attack. If anattack hits, the target is dazed until the end of your nextturn. If both attacks hit the same target, it is dazed andslowed until the end of your next turn.Skilled CompanionRanger Utility 6Your allies benefit from the things that you have learned.Daily�½MartialMinor ActionRanged10Target:One allyEffect:Any ally within 10 squares of you who attempts anuntrained check with a skill in which you are trained gainsa power bonus to checks with a single skill of your choiceequal to your Wisdom modifier. The ally must be able tosee or hear you to gain this bonus. The benefit lasts untilthe end of the encounter or for 5 minutes.C H A P T ER 4 |C h arac te r C l a ssesRANGER107 [ Pobierz całość w formacie PDF ]

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