Ranger

Rangers are the skilled woodspeople of Ohr. Through cunning and precision, Rangers can survive in the harshest of climates.

Basic Passive - Power Shot - The Ranger can empower his or her attacks with one of the following at no cost.

Breaker Shot - Deal + ( Spell Effect x 0.25 ) Damage on attack. Applies 1 stack of Breaker on target. At 3 stacks, all are consumed and the target is completely Sundered until your next turn.

Explosive Shot - +3m Splash Effect on attack, and +3m Knockback on attack. ( Hits all affected )

Incindiary Shot - Attack will ignite target if you roll above a 10 on 1d20. Ignited targets take 1d4 damage per turn and can't heal.

Repeater Shot - Attack restores +1d10 AP to self. Can only be used once per turn, but cools down when you get a Critical Hit.

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Ultimate Ability - Volley - Upon use, gain a number of free attacks equal to the number of enemies within 10m of target location within weapon range.

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Basic Spell - Tether Shot - 3 AP - 3 MP - Tether all enemies within 5m of target location within weapon range together. Those units become bound, and are forced to move when the others move. Those units also have +50% to their AP Costs while bound. Binding lasts 1d4 turns. OC makes the bind last indefinitely. OC: 17.

Basic Spell - Grapple Shot - 2 AP - 1 MP - Shoot a Grappling Hook up to ( Weapon Range ) in target direction, then shoot to that location on your next turn. OC shoots you there instantly. OC: 16.

Basic Passive - Lock and Load - Whenever you attack, you gain 1 Readiness. Crits gain you 3. You have a maximum of 10 Readiness. Consume 5 to gain a free attack.