This class skill tree has been completed by Tocharaeh, with slight modifications by me. Please be aware this is draft 1 and is a work in progress. We will release a draft 2 and further class skill trees after feedback.
General Overview
This is a draft and the numbers will need major tinkering.
The first main branch requires only one prac to gain one rank. The second branch requires 3 pracs for each rank. The third branch requires 5 pracs, etc.
There are a maximum of 20 ranks per skill. Each rank will increase that particular skill's effect.
Once rank 20 is reached, a player can quest for mastery of that skill, thereby attaining rank 21 for that skill and gaining a special bonus on that rank.
(R) Means Ranger favored skill/spell
Melee --> bash
--> kick
--> slashing profiency --> sword specialisation --> Bladedance
--> blunt profiency --> (R)staff spec --> Flurry attack
--> piercing profiency --> (R)dagger spec --> lunge attack
--> Expose Armor
--> advanced melee --> longarm
--> Dual wield
--> Berserk
--> (R)Bows --> Arrow Craft
--> Strafe
--> Sniper
Nature --> ranger craft
(make ranger staff/bow)
--> nature creation --> Entangle
--> call of the wild --> Greater CoW --> Beast Form
--> Pass Without Trace --> Camoflague --> Forest Walk
def man --> evasion --> dodge
--> parry --> disarm
mounted --> Riding --> Advanced Riding
--> Horseback Archery
DESCRIPTION
Melee
With familiarity through use and training, a ranger has a greater chance of striking their opponents with this skill. With every two ranks, their innate
hitroll increases by 1. Mastery of this skill gains an additional hitroll of +5. NOTE: This replaces the current thac0 system.
Bash
A successful bash will send the victim sprawling, making him unable to fight back until he stands up. If it fails, the ranger will be the one sprawled to the ground. Increasing ranks will improve the chance of a successful bash, and with every five ranks, the ranger is able to bash a larger victim. Mastery of bash will give the ranger a chance to remain upright if the bash fails.
Kick
Improving ranks with kick will improve the chances of a successful kick. Also, for every five ranks, the damage multiplier increases.
Slashing/Piercing/Blunt Profiencies
When using a class of weapons (for eg, slashing - longsword, shortsword), the ranger's training helps improve their innate hitroll by 1 for every rank. This bonus is in addition to the melee bonus the ranger may have.
Weapon Specialisation (Sword, staff, etc)
The ultimate in weapon mastery, the ranger is so attuned to his weapon that he is able to deal extra damage over and above what his weapon would normally do.
Damage bonus will increase by +3 for every rank gained! In addition, at rank 10, the ranger gain a bonus +1 damage multiplier, and at rank 20, another +1
damage multiplier. Weapon specialisation is very specific to the type of weapon used, and the bonus is in addition to weapon proficiencies and melee bonuses.
A ranger must gain mastery in each weapon specialisation before they are able to train in weapon special attacks.
Weapon Special Attacks (bladedance, flurry, Lung attack, expose)
Only masters in their weapon classes can even attempt these special attacks. Because of their difficulty in delivering these attacks, bonuses from Weapon Specialisation and Proficiencies do not stack up.
Bows
Increasing ranks will increase the innate hitroll of rangers by 1 for every rank when using a bow.
Strafe:
Allows ranger to hit multiple targets in the same room. Will spend arrows very quickly. Loss of accuracy is incurred through rapid fire.
Sniper:
Allows ranger to hit targets up to 3 rooms away. Loss in accuracy is incurred for every room the arrow passes. Mastery level of this skill causes no penalty but instead gains accuracy bonus.
Pass Without Trace/Camo/Hole in
For every rank increase, increased the chance of being able to walk and remain hidden in FOREST/WILDERNESS/TUNDRA/MOUNTAIN?FIELD/DESERT/Nature zones. Camoflague is a surprise attack akin to backstab, and requires perfect stillness. Forest walk is the combined group of the two skills above. With each increase in rank, the success of the skill climbs. If successful, while in ature rooms, ranger can move slinetly (req sense life to spot him/her), and can backstab with increased efficiancy.
Nature Creation:
Create Spring= make water. Forage = Create food. herbal = A skill allowing for the ability to find roots in nature zones (yellow root = heal, green root = vitilize, red root = cure poison (strenth is random), purple root = poison (strength is random). Create rose = make a pretty rose. Create tree = Creates a tree to craft ranger staffs and bows/arrow from. Separate tree types make better/worse bows/staffs/arrows than others.
Defensive Manoeuvres
This skill allows your body to instinctively turn defensively to deflect the full impact of an attack. Each rank increases the rangers natural armor class.
Entangle: Advanced nature ability allowing a ranger to trap his/her opponent.
Call of the Wild (CoW)
With every 5 ranks invested into this skill, ranger has a better chance of calling an animal mob (be it normal animal or exotic) of equal level/tier (max t2) as s/he. Failure will cause animal to attack, and possibly call for help of its own.
Advanced (CoW) Call: advanced form of above, allow for the ability to call T4 animals to assist you.
Beast Form: The master of CoW allows you to truly become an animal yourself. basic choices of an animal to switch to are wolf, bear, mountain can, lion, panther, jaguar, dire wolf, snake, and gorilla.
Ranger Craft:
Ranger craft allows the ranger to create his own weapons. With every +2 ranks invested in R.C., the ability to create better more powerful weapons of his own increases by 1. Ranger staff is a statless staff (same for bows), which can be later enhanced by other classes (mage/gypsy). upon mastery of ranger craft, max dam dice is 11D10, with perfect balance. Rangers gain a bonus when using his own crafted weapons. Bonus to be determined later.
Arrow craft:
Allows rangers to create their own arrows to be placed in a quiver (new eq slot/item). The following arrows can be crafted as skill increases: Fire Arrow
(Like burning hands, but on single target, Ice Arrow (possible freeze effect), (sectional, default is torso) Armor Piercing, (Poison 3) Poison Arrow, Blasting Arrow (acts like fireball).
Bladedance
gain 2 extra attacks in a given turn for set duration. Lower casting time for nature spells.
Flurry Attack
Send a barrage of attacks of lower dmg to lower the defense of the opponent, and confuse them.
Expose Armor
Sectional attack tat will target an area specific (expose arm), and lower targets armor with 10. Duration to be decided later.