Ranger
Use Special Shots to weaken the enemy
Use Special Shots to weaken the enemy
The Ranger's 6 character skills are:
Acrobatics (Dex),
Climb (Str),
Demolitions (Int),
Disable Device (Dex)
Perception (Wis),
Weapon Arts(Str)
1: React to direct fire
2: Core: Sharpshooter
3: Mag Bauble
4: Mystic Shot I
5: Prone Supported
6: Duck and Cover
7: Reflected Shot
8: Mystic Shot II
9: Mag Bauble
10: Stalk
11: Bonus Talent
12: Mystic Shot III
13: Mag Bauble
14: Blind Shot
15: Hundred Guns
16: Mystic Shot IV
17: Combat Specialization
18: W/S/A Proficiency
19: Mag Bauble
20: Gun-as-hand
A Ranger's reactions become fine tuned with training.
Whenever a Ranger is damaged by an attack, she may make an attack of opportunity at -2 penalty against her attacker at the cost of 6 Control.
The Ranger can spend 5 control points to increase an Firearm's damage roll by 1d4, he may spend an additional 5 control points
to make it +2d4 to Damage instead, this is a core ability of the Ranger, it must be your starter class to possess it.
Mystical Shots: Shells and Bullets
Applies special effects to basic attacks, requires a move action to load the weapon.
Bullets - Used by Assault Rifles, Spread needles, TMGs, and Sniper Rifles, Gunblades
Shells - Shotguns, Launchers, Buster Piles, and Siege Weapons, Gunslashes
The Ranger may use a move action to drop flat to the ground. All normal rules for being Prone apply, but any ranged weapon may be used freely with no penalty. When prone, a Ranger may double their DEX Bonus when applied to ranged attacks with rifles, and when using a rapid or burst fire weapon, they only incur a -1 cumulative penalty for each extra attack made.
The Ranger learns quickly to use any cover to his advantage. The Ranger may increase a piece of covers bonus to Defense by one step. For example, if a Ranger were hiding behind a wall to gain 1/4 cover, he is treated as having 1/2 cover. This requires a full defense action to perform, and the Ranger may take no offensive actions that turn.
Loading Mystic shots is not considered an offensive action.
As the Ranger grows in skill, she learns that a bullet can go anywhere she wants, if she fires it correctly.
At Level 7, the Ranger can fire a single bullet from a non-launcher weapon so that it bounces off objects, negating her targets cover.
This requires a move equivalent action to aim and fire. Cost: 10 CP
At 9th level a Ranger may expend 5 control points to gain +4 to hide and +4 to Move silently for 100 rounds (10 minutes) +d6 damage on first attack after coming out of 'stalk' representing a precision surgical strike to the enemies weakness, this ability will stack with sneak attack if the character possesses it.
At level 14, the Ranger's reflexes and senses become so finely developed that she doesn't even need to see where she is shooting to hit. A Ranger with Blind Shot may use a move-equivalent action to clear her mind's eye, allowing her to ignore darkness and other sensory penalties when attacking. Cost: 5 CP
At this level of ability, a Ranger becomes a walking arsenal. Personal firearms no longer count towards her weight and encumbrance limit.
As a Ranger becomes more attuned to her guns, she learns how to execute a single special shot with high speed.
One of the Rangers existing Abilities (Reflected, Blind), becomes 'Improved' which allows the Ranger as to activate as a normal attack action, no longer requiring a move-equivalent action to initiate.
[Other upgrades will be added to this list in the future]
After Combat specialization is gained a Ranger may use Combat or general feat slots to buy the upgrades not taken if they so choose.
At this point, the Ranger's hand-eye coordination becomes superhuman. It's as though her gun is a simple extension of her body.
The Ranger gains a +2 Damage bonus with all ranged weapons.