Solaris RPG
Class Name:
Ranger
Energy Potency:
0.80
Available Armors:
Cloth, Light, Medium
Class Type:
Hybrid
Elemental Potency:
1.05
Available Weapons:
Light, Medium, Ranged
Of all the classes of fighter available in the Solaria Realm, rangers have always been the undisputed master of the bow. No one can shoot better, faster, or truer than the Nomaverse’s first and greatest marksman. And if that were not bad enough, they are also the most capable wranglers and trainers of beasts. There are no stories given of great rangers that fail to mention their closest companion.
Level 1 Ability:
Arrow Mastery - When a ranger attacks with an arrow or bolt fired from a bow or crossbow, the projectile cannot be blocked or parried (unleass they have a job class capability or other ability that specifically says they can). (Passive Ability)
Level 5 Ability:
Elemental Arrows - A ranger increases his Base Physical Damage by his Base Elemental Damage when making projectile attacks with a bow or crossbow. If a ranger deals damage with this bonus, he cannot deal this bonus damage for his next two turns. (Passive Ability)
Level 10 Ability:
Loyal Companion - A ranger may gain a companion at this level which is earlier than other job classes. Additionally, a ranger’s companion is treated as being 1.5 times the ranger’s level (instead of equal to its master’s level). (Passive Ability)
Level 20 Ability:
Force of Habit - If an enemy starts outside of melee range, but moves into melee range and makes a melee strike against the ranger during his turn, the ranger has an opportunity for a reactive counter. If he successfully dodges the attack that is made in this fashion (parries do not count), he may make a defensive dash back out of melee range as part of his dodge and any physical ranged or elemental attack done during the turn of this dodge gains a 20% bonus to damage. (Reaction Ability)
Level 30 Ability:
Advanced Tracking - Rangers are trained hunters and they are capable of tracking their prey over great distances, even long after the trail would have gone cold to others. This also helps during battles, allowing them to keep track of targets even when they are out of sight. Rangers ignore all penalties associated with being blinded, having reduced visibility, or even firing at an opponent who is partially concealed. This does not give rangers the ability to detect or track ninjas under the effects of Stealth. (Passive Ability)
Level 50 Ability:
Sniper - If a ranger has not taken a step since his last attack, he deals a bonus 30% damage with any type of attack. (Passive Ability)
Level 75 Ability:
Charged Arrows - Any time that a ranger deals physical damage with a bow or crossbow, he may choose that the damage is mitigated by the enemy’s Elemental Damage Reduction rather than his Physical Damage Reduction. (Passive Ability)
Level 90 Ability:
Trick Shot - Once per battle a ranger may enchant a ranged attack or projectile to have supernatural accuracy. The ranger can control this attack with telekinesis, commanding it to dip, twist, and turn on its way to the intended target. Even knocking the projectile aside or into the ground will not stop this dedicated attack. For the purposes of game play mechanics, this attack does not carry a bonus to its hit value, but the attack can be made to redirect and continue if it is dodged over and over again. If the ranger makes two simultaneous attacks, one being an attack during his turn and one being a redirected Trick Shot, a successful strike will deal damage as if it were an attack made while dual-wielding; only the greater of the two damages apply. (Action Ability)
© 1996-2012 Solaris RPG. All rights reserved.