Jump to content

[Work in progress] Frontiersman - a new ranger kit.


Recommended Posts

One more thing - I think that only humans, elves and half-elves should be able to use the kit.

Well, last time I checked, only humans, elves, and half-elves can be rangers in the first place, so that racial restriction won't change anything.

Link to comment

Nope, sorry.

 

I still have a lot of work to do I'm afraid.

The basic concept is there, it just needs fleshing out. I'm currently quite busy with other stuff, but fear not - I'm working on it in free time :)

 

Here are some new ideas :

 

1) Horns!

 

The frontiersman's job is to alert the nearby settlements about incoming hostiles. How would he do that? Horns would do the trick, I reckon.

Essentialy, this would function just like any special ability, but with added sound and graphics (area of effect type of ability).

 

List of possible effects :

 

- dispells fear

- gives combat bonuses to the team

- stuns enemies

 

2) Retreat!

 

Party gains speed, armour class and evasion bonuses but cannot attack while it's in effect.

Link to comment

I think I'll be splitting the horn abilites in two "schools" - support and offense .

 

It's subject to change, naturally :

 

Support :

 

1st level : -1 to AC, +1 to saving throws

2nd level : break fear, morale bonuses

3rd level : ?

Final : haste

 

Offense :

 

1st level : -1 to saving throws and thac0

2nd level : fear

3rd level : silence

Final : stun

Link to comment

Progress report :

 

So, this is the current version :

 

ADVANTAGES

 

1) Advantaged when fighting in the wilderness.

+3 thac0, +20% stealth, +1 speed

 

2) Can put three stars in halberd, spear and longbow proficiency.

 

3) Starts with two stars in two handed weapons fighting style.

 

4) +1 to hit/damage every 6 levels.

 

DISADVANTAGES

 

1) Disadvantaged when fighting in the cities.

-3 thac0, -20% stealth, -1 speed, -1 to saving throws.

 

2) Cannot wear armour heavier than chainmail. Cannot use shields.

 

3) Has no access to spells. Cannot use charm animal ability.

 

4) Can put only one star in other weapon proficiencies.

 

5) Starts with a low reputation. Penalty to Charisma score (-2).

 

ABILITIES

With upgraded versions.

 

BOW

 

1) Winding shot

1. Fatigue on target, weapon damage+1.

2. Entangle on target, weapon damage +3.

3. Harder saves, opponent receives -2 to saving throws, weapon damage +5.

4. Even harder saves, -3 to saving throws, weapon damage +6

 

2. Barrage

Five arrows released when the ability is used. Each consecutive arrow has a lower chance to hit (75 % second arrow, 50 % third, 25 % fourth, 5% for the last one). Possibly affecting multiple enemies.

 

HALBERD/SPEAR

 

1) Hamstring

1. +1 to weapon damage, bleeding damage (1 for 10 rounds).

2. +2 weapon damamge, increased bleeding (15).

3. Slowing effect, +3 to weapon damage.

 

2) Second H/S ability - this time it'll be defensive. No idea what it'll be, though.

 

HORNS

 

1) Support

1. -1 to AC, +1 to saving throws.

2. Break fear, morale bonuses.

3. ?

4. Haste.

 

2) Offense

1. -1 to saving throws and thac0.

2. Fear.

3. Silence.

4. Stun.

 

MISCELLANEOUS

 

1) Some form of stealth detection.

 

2) Possibly some kind of survival skill.

 

 

What you see here is still subject to change.

 

Feedback would be most welcome!

Link to comment

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...