More WoW class wankery. Up this time, the Hunter:
Hunter
PETS
Hunters tame the beasts of the wild, and those beasts serve in return by assaulting their enemies and shielding them from harm.
You start with one of the following pets:
Turtle: Ferocity +1, Cunning +2, 2 Armor, Instinct +1
Choose 1: Burly, huge, calm, tireless, intimidating, stealthy
Choose 2: Search, scout, guard, labor, travel
Choose 1: Slow, frightening, forgetful, stubborn, lame
Gorilla: Ferocity +2, Cunning +2, 1 Armor, Instinct +1
Choose 2: Fast, burly, huge, adaptable, quick reflexes, ferocious, intimidating, keen senses
Choose 2: Hunt, scout, fight, perform, labor
Choose 1: Savage, broken, frightening, lame
Tiger: Ferocity +3, Cunning +1, 1 Armor, Instinct +2
Choose 3: Fast, calm, quick reflexes, tireless, camouflage, ferocious, keen senses, stealthy
Choose 1: Hunt, scout, fight, travel
Choose 2: Flighty, savage, frightening, stubborn, lame
SOLO PETS
Thanks to a Hunter’s amazing connection to her pet she can send her pet out on it’s own to get things done.
When you set your pet to guard a person, place, or thing roll + WIS * on a 7+, your pet manages to guard successfully. *On a 10+ none of your pet’s Instincts cause trouble.
When you send your pet to find a person, place, or thing roll + WIS * on a 7+, your pet manages to find it successfully. *On a 10+ none of your pet’s Instincts cause trouble.
When you send your pet on a supply run roll + WIS * on a 7+, your pet manages to find supplies successfully. *On a 10+ none of your pet’s Instincts cause trouble.
RANGED DAMAGE
Whether wielding bows, guns, or crossbows, hunters are deadly with ranged weapons. They are capable of dishing out consistently high damage.
Choose bows, guns, or crossbows, as long as you are using your chosen weapon you roll your damage die twice keeping the higher result.
Each time you kill with your chosen weapon while your pet is with you, you heal your damage die.
TRAPS
Hunters are consummate survivalists, able to set traps to burn, freeze, and disable potential prey.
When you set a trap before a fight with the intent to hurt your target roll + DEX *On a 7+ hold 1 to deal your damage to an opponent of your choice. *On a 10+ hold 1 more.
When you set a trap before a fight with the intent to slow your target down roll + DEX *On a 10+ hold 3. *On a 7-9 hold 1. You may use your hold 1-for-1 to halve the damage you take from an opponent.
When you set a trap before a fight with the intent to disable your foes roll + DEX *On a 7+ one of the foes is captured and cannot move or attack. *On a 10+ you may choose which opponent is captured.
and the ranger cries…
Well yes but this is to replace the core classes for a WoW focused game.
Yes. I am really interested in this. The trap moves especially are really cool and surely will be revisted in Ranger Week.
Yeah, I feel like there is a lot more that can be done with traps. I was working off the fluff in the Hunter description for these but I could see traps that add tags and such.