name

cost

what it does

note

forage

100 turns, reduces with clevel (min of 50)

lvl 10 satisfy hunger

only usable in wilderness

lvl 25 starts healing character

amount randomly based on clevel maybe 1 to 4*clevel

lvl 40 cures black breath

pathfinding

none

speed in wilderness is increased with clevel

lvl 5 tree-walking

lvl 30 climbing

ranger's blade

10 mana

temporarily imbues weapon with slays

lvl 10 slay animal

lvl 15 poison

lvl 20 slay orc

lvl 25 slay winged

lvl 30 slay troll

lvl 35 slay aquatic

ShoOb: sorry, I can only think of these right now... I think rangers should be powerful in the wilderness/open dungeons and against natural creatures, but somewhat hindered indoors. of course some of the slays are only valid for 3.0.0. Feel free to add something if you feel it should be here.

Derakon: I'd encourage you to try to think of abilities that significantly change the class's tactics. Things like the existing piercing and ricocheting shots are good examples. Innate boosts will make the class more powerful, but not necessarily more interesting to play.

Derakon: Okay, here's some ideas. These are more geared towards archery in general than to rangers in specific. || Name || Prerequisites || Description ||

Multishot

Archery 15

Activatable ability, no cost. Fires S@10 ammo from the quiver in a spread pattern at the indicated target, distributed evenly over a "cone" area

True Strike

Archery 30

Activatable ability, no cost. Fires a guaranteed critical hit, but requires twice as much time as a normal shot.

Trick Shot

Archery 40

Activatable ability, no cost. Fires an arrow at the given target, ignoring all creatures in the way (like a radius-zero ball effect, but dealing normal archery damage). Requires twice as much time as a normal shot.

Overdrive

Archery 50

Activatable ability, costs 50HP. Fires all ammo in quiver, or 10 units, whichever is less, at the target. Ammo has a significantly increased chance of breaking (5x, perhaps?).

Repair Ammo

Create Ammo, Archery 30

Can use existing ammo to create new ammo of the same type, though not necessarily the same quality. Some quantity is lost in the process, though (e.g. 30 arrows are re-rolled to 15 arrows).

Sirrocco: I'm going to have to go with a great big "huh?" on Repair Ammo. It looks like you're looking for a way to turn random ammo into crafted (and thus better) ammo, but I don't have any idea what that has to do with repairing.

Random thoughts - Terrain Step. Basically, it represents an ability to hide in terrain features - trees, mountains, water, and lava. Deep gives you a signifiant stealth advantage, while shallow gives you a moderate one As you increase skill, the stealth bonus improves, more terrains are opened up (first water stops drowning you, then you get treewalking, then lava stops burning (so long as you have at least fire resistance. Without resistance just works as fire resistance vs lava) and then you get mountain climbing. Attacking an unaware victim from shallow terrain (short trees, shallow lava, shallow water) gives you some bonus to hit and damage. Attacking from deep terrain gives more. If you are firing an arrow, there is a chance that the creature will not realize where it came from, leaving the creatuer effectively unaware for the next shot.

IdeaArchive/Player/More love for rangers (last edited 2007-10-24 04:30:20 by c-67-160-122-107)