Re: Ranger (not a range discussion)
Stalker
This tech tree will follow three branches: Herbalist, Shadows. Weapon Master.
Herbalist
1: Apothecary - Through his expenditure of time outdoors and his disdain for visiting town the Ranger become versed in herbs and natural remedies.
- The Ranger uses or shares a natural salve to heal wounds of himself or a party members.
2: Brewmaster - Further studies of herbs and plants has provided recipes for drinks that invigorate the Rangers mental facilities and adrenaline rushes.
- The Ranger uses or shares a natural brew that restores the mana pool of himself or a party member
3: Alchemist - Through greater studies of the Ranger has created three infuses. The creation of these infuses however exhausts his mental facilities for a period of time. All infuses have negative health benefits but provide increased stamina, fortitude, and strength. Note: Not more then one should be taken at any give time.
- Yellow Infuse: Increases the Ranger natural speed. Negative 5% HP
- Blue Infuse: Increases the Ranger agility (Dodge). Negative 10% HP
- Red Infuse: Increases the Ranger attack speed, accuracy and damage. Negative 25% HP
- Cannot be recast till all Infuses are used.
4: Dark Studies - Through his many experiments the Ranger has often made himself sick. He has pursued these studies and has created multiple poisons that can be coated to any bladed or piercing weapon.
- Coats blades and ranged weapons with poison that lasts for X amount of time.
Shadows
1: Hide in Shadows - As Woodsmen are misanthropic they have learned to hide away in shadows and in foliage.
- Cloaks and is only revealed when he attacks or runs.
2: Stealth - As time passes the Ranger becomes more skillful in in his movements and can easily track prey more quickly without giving away his position.
- Increases movement speed while cloaked - Passive
3: Shadow Strike - While Ranger are quite honorable in battle there are times of desperation or times when they are simply outclassed and strike their enemies from the shadows. With practice they can return to the shadows after attacking.
- Attack bonus when attacking / Returning to shadows depends on weapon use (Range or Melee) Hide in Shadows, Stealth, and Shadow Strike expenditure.
4: Explosive Powder - In his extensive herbology studies the Ranger discovered combinations with explosive potential. He has discovered that often times explosive powders can provide useful for startling enemies and with practice can make him truly invisible.
- Crowd Clearer at lower levels, with improvement the Ranger can walk through dispersed crowds.
Weapon Master
1: Sword and Shield - Is quite a popular weapons training among Woodsmen. Shields prove quite useful in the event that the Ranger's lurking is detected.
- Increased defensive block - Shields smash.
2: Single Sword - Some Woodsmen spend their free time studying Kenjitsu, or the art of the sword. They only wield one sword as a point of honor. They make very precise strikes with great force often taking limbs so they may better focus on more imminent threats.
- Increased attack damage - Dismembers enemies (disarm).
3: Sword And Dagger - Some Woodsmen train using a sword and a long dagger for quick kills, increased attack speed, and versatility. Throwing their dagger when outnumbered is is a common practice to even the odds.
- Increased attack speed - Throw dagger instant kill or damage cap
4: Cloak and Shadow: Woodsmen use flamboyancy and their agility movements to distract and disorient their enemies often becoming akin to a ghost in their enemies eyes.
- Increased dodge attack - Phantasm (enemies attack each other)
Beastmaster
This tech tree will follow four branches: Summons, Commands, Druid Consultation, Sacrifice
Summoner
1: Unkindness - The first animals that Rangers tend to befriend are the birds. They prove to be quite useful intelligence gathering and distracting the enemy when the beast-master needs to escape or cause a diversion.
-Summons 8 independently controlled Ravens.
2: Pack - Wolves and other wild dogs usually prove to be fairly easy to appease and prove to be quite loyal to the Ranger often seeing him as an alpha male of a pack.
- Summons 4 independently controlled Wolves
3: Sleuth - Bears are usually only called upon by the most experienced Rangers. They are quite unpredictable but will loyally serve what they perceive to be a symbiotic relationship.
-Summons 2 independently controlled Bears
Commands
1: Front line - This is the most common position for the summoner to call his familiars into. It is simply a wall formation intended to pin enemies into a position.
2: Encompass - When the druid begins to see that he is over-stretched he can command his summons to encircle him and to fall into a defensive position.
- Summons circle around the Ranger protecting him from melee attacks
3: Circumscribe - As the lower class minions of greater demonic forces are gradually annihilated there usually comes a point of justice where the greatest evil in the general vicinity is destroyed. At this point the Ranger usually commands his summons to encircle that target and to slowly approach it before tearing the enemy to pieces.
- Summons circle around a single target until the target is destroyed
Druid Consultation
1: Undergrowth - Rangers has been taught words of power from the druid clans and has learned to command nature itself to bind enemies.
- Roots and vines entangle and bind enemies in place.
2: Thunderclap - The Ranger is taught briefly how to command the weather and can call upon lightning to strike his enemies with
- Summons a a lighting strike upon selected enemies.
3: Terra - After strict tutelage and instruction from the druids the Ranger is taught how to summon an elemental.
- Summons 1 independently controlled Elemental
Sacrifice
1: Shelter - The summoned ravens can be stirred into protective cyclone that surrounds the ranger sacrificing their life to protect his.
- Ranged protection (based upon the number of ravens)
2: Stampede - If the bears the Ranger has befriend become to unwieldy he will often drive them away which often does not bode well for creatures in their wake.
- The bears charge a group of enemies causing damage but do not return.
3: Earthquake - In a last ditch desperation the Druid can command a Terra elemental to unleash it’s final furry. Before being dismissed the Terra Elemental will sink half way into the earth and start pounding the ground with his fists causing an earthquake that devastates the enemy. For their own protection the Ranger dismisses all befriended animals except for his ravens.
-An Earthquake spell that kills and disorients the enemies at the cost of ground summons.