Rangers

The class of rangers is composed of those who have made the forest their home, learning and adapting the ways of nature to their own needs. Relying on their own considerable fighting prowess and their ability to survive in flourish in almost any sort of terrain, rangers often work to both protect their home as well as use it for their own ends.

                Ranger Skills                     Notes From the Legends

Skills

       Ordinary Skills                     Ranger Specific Skills
1: axe
Axes are a primarily offense weapon, most favored by the barbarians for its sheer ferocity. Axes come in many varieties (both one handed and two), but most all consist of a short shaft topped by either one or two wedge-like blades, occasionally topped with a spike. Axes usually slash, slice, cleave or chop in their attacks.

1 dagger
Daggers are short bladed weapons, most commonly used by the rogueish classes and those of scholarly bent who lack the time to learn more complicated weapons. Dagger attacks usually involve quick thrusting, piercing or stabbing attacks. Daggers offer very little in the way of parrying, but their quick speed makes them hard to dodge.

1 flail
Flails are a rather uncommon class of weapon, used by and large by gladiators. Similar to a whip, a flail also consists of a handle and a cord. Unlike the whip, however, the cord is not a single lash - it instead links a series of objects together. These objects are typically balls of metal, usually with with some sort of spikes or other sharp protrusions designed to inflict damage.

1 mace
A mace is a blunt weapon, consisting of a block of metal attached to a shaft, occasionally covered with spikes or edges to do more damage.Maces usually attack with crushes or pounds, and are often employed by barbarians, who are known for using their ferocious bludgeoning attacks. Maces are also occasionally employed by footman, or the occasional scholar or templar.

1 staff
The staff is the most common two-handed weapon, most typically made from wood into a long pole. The staff is typically used to pound, strike, or crush an opponent. Its long shaft allows for easy parrying of blows, for which the staff is not primarily as a defensive weapon. Due to its focus on defending against blows, the staff is often a favorite weapon among scholars.

1 sword
Swords are perhaps the most common of weapons in Avendar, known and used by all professions save those of the scholars and druids. A sword typically consists of a hilt (place to hold the sword), a crossbar, and a blade. Blade lengths can be anywhere from 2' to 8', with the very largest swords usable only by the giant races. Blades on swords can either be one or two-sided, curved, straight, or even barbed to inflict more lasting damage. Usually, a sword will inflict stabbing, slashing, chopping, cutting, piercing, or cleaving damage. Swords have traditionally been the weapon of choice for enchantments and other such magics.

1 whip
A whip consists of a flexible cord attached to a handle. The cord can be made from any number of materials, but is most commonly leather. Oft times, other sharp materials (such as glass or bits of metal) may be embedded in the cord to inflict more damage. Whips are most commonly used by gladiators (who are known for their exotic lashing and disarming techniques), but also see some usage among some templars and scholars.

1 enhanced damage
This skill allows you to strike at your enemies with harder blows.

1 parry
Parry is a skill learned for deflecting attacks, and is succesful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both his and his opponent's weapon type.

1 recall
RECALL prays to the gods for miraculous transportation from where you are back to the appropriate temple of your hometown.

4 trip
The trip command attempts to bring an opponent down by knocking their feet from under them. Tripping is most successfully practiced by the quick and nimble, and fails on opponents who are flying or otherwise not tied to the ground. Trip can either be used to start a fight, or in combat.

5 second attack
The second attack skill allows one to make two attacks per round. Possessing this skill does not ensure two attacks will be attempted, but it does increase the liklihood of this occuring.

6 hand to hand
The ability to use one's bare hands to inflict more damage than normal is a skill known to adventurers in Avendar. The skill is automatically attempted whenever no weapons are being used, and will cause these blows to inflict more damage than normal.

6 fast healing
This skill allows you to regenerate hit points faster.

7 hunt
In wild regions, rangers may attempt to hunt to supply themselves with food. Higher ranked rangers can produce higher quantities and quality of food.

8 shield block
Shield block is the art of parrying with a shield. Characters with no shield block skill will not be able to defend themselves well with a shield.

8 dodge
The dodge skill exploits a character's natural agility to the point where many blows will miss the target. The chance of dodging is also affected by the dexterity of the attacker and the target.

8 kick
The kick skill is an extra attack performed in combat, used for extra damage. Kick can be attempted each round if desired.

9 swim
Rangers, with their long exposure to all varieties of natural terrain, are trained in the ability to swim in water of all types, even encumbered by armor and other equipment.

10 camouflage
Rangers, with their long experiences roaming the outdoors, can attempt to camouflage themselves in the surrounding foliage. Unseen by those without SHARP VISION, they may attempt to AMBUSH a foe while camouflaged. Camouflage may only be attempted in the woods.

11 sharp vision
Rangers, well-versed in the lore of the forest, are capable of detecting those who have used CAMOUFLAGE to hide themselves in the forest.

12 dual wield
The ability to dual wield is a skill which classes with at least some devotion to fighting may master. As its name it implies, it allows the user to attempt to wield two weapons at once. In order for this two occur, the following must be true: You must be wielding a weapon in your "main hand", and have your other hand free (not carrying a held item. etc.). You then must attempt the second weapon. If the weapons are compatible, the second weapon will automatically go into your off hand. If the weapons or not compatible, the second weapon will replace the first. Compatiblity depends on a number of factors, but a good rule is that to ensure the proper balance, the second weapon must be two-thirds the weight of the first. Certain small weapons, such as daggers, are an exception to this rule. Giant sized races, such as the alatharya, may be able to dual some two-handed weapons due to their enormous sizes. Your skill at dual wield will determine how often you are successfully able to use your second weapon to hit.

12 third attack
The third attack skill allows one to make three attacks per round. Possessing this skill does not ensure three attacks will be attempted, but it does increase the likelihood of this occuring.

12 ambush
Striking from camoflauge or while hiding, a ranger may attempt to ambush his prey. This ambush does more damage than normal, as well as having a chance to stun the ranger's target.

12 endurance
Calling upon their robust natural health and stamina, a ranger learns to recover from the exahaustion of movement more rapidly than other classes.

13 poultice
Using their training in herb lore and survival medicine, a ranger may attempt to prepare a healing poultice. The poultice may be used in an attempt to draw out poison, or to cure plague. Poultices may only be prepared in the forest.

14 haggle
The haggle skills allows you to bargain with merchants, lowering their prices.

14 find water
Skilled rangers may attempt to find naturally occuring springs in wild areas, providing water for themselves and their companions.

15 tan
Rangers possess the ability to tan the hides from corpses they find. These hides may be worn as armor, and serve the ranger in various capacities. The quality of the armor depends on the ranger's level, as well as the strength of the creature from whose corpse it was made. Tanned hides deteriorate upon death.

16 set snare
Rangers can attempt to set a snare, allowing them to trap victims who come near the ranger, thereby setting off the snare. Rangers will be able to avoid all such snares.

17 tame
Rangers, with their long experience of dealing with dangerous beasts, have the ability to calm down some aggressive monsters. Tame is not always successful, nor can all monsters be tamed. It is known that the undead and extraplanar beings are immune to tame.

18 track
A ranger can track within the forests, finding out which way a given person went.

19 wildcraft
Skilled in a wide variety of natural settings, a ranger can take advantage of the cover in a forest, or the elevation in mountains, to enhance his battle prowess.

19 encamp
Spending most of their time outdoors, rangers have become accustomed to encamping for rest and recuperation in wild areas. While encamped, a ranger will heal more quickly, and can take leave of the realms from his camp site.

20 lore
The lore skill is not currently implemented. Expect it soon, but don't ask, as we've got bigger things to worry about.

21 creature lore
Rangers may attempt to learn the behavior and mannerisms of their prey, using their skill as hunters to good advantage. The creature lore skill is a reflection of that, and allows them to take advantage of this knowledge when fighting creatures the ranger has learned about.

22 forest sense
In tune with the forest around them, skilled rangers can detect the changes in the tempo of life in the forest whenever a person enters the woods. Consequently, while in forest areas, rangers with this ability have a chance of noticing intrustions into theforest.

23 archery
Rangers, with their mastery of hunting and woodcraft, have long been versed in craft of archery. Their skill in archery reflects their ability to use bows, as well as their accuracy in hitting targets and the damage inflicted.

24 meditation
The ability to meditate is a skill which allows for swifter than normal recovery of mana through various mentaltechniques.

24 call animal
Drawing upon their closeness with nature, rangers may call upon an animal for aid. The type of animal summoned will depend on the terrain in which the ranger makes the call. Different creatures have different abilities, which the ranger will learn more of astime progresses.

25 wilderness movement
Rangers may attempt to move silently through the wilderness, maintaining their camouflage as they move.

27 carve
Rangers, who live and die by their skills as woodsmen, have also come to learn the basic crafts of carving their own weapons from wood. Rangers can carve bows, staves, or arrows of the various basic types.

30 camouflage blind
Rangers, with their experience in hiding their progress in the wilderness, may construct a blind in forests, so that they and their group are not visible to those who look to see people present in an area, and to avoid various scanning techniques. The blind will fall if one of the group members leaves the immediate vicinity.

30 conceal passage
Through the use of their wilderness skill, a ranger may hide the traces of their passage through an outdoor area.

32 befriend
Rangers may use their skill in dealing with animals to befriend them, winning the animal's loyalty. Only animals may be befriended, and animals with a magical origin may resist attempts to win their loyalty. The number and strength of animals that a ranger may befriend at a given time is a function of the ranger's own knowledge of his craft.

To the top of the page

Notes From the Legends

To the top of the page