Ranger

## Description

Rangers are a blend of Warrior and Druid, when they find themselves in a difficult position they may call upon different Aspects of the wild to aid them.

*NOTE: A ranger must never harm an animal unless it is necessary for their survival, killing for sport will cut off the Ranger from it's Aspect and force them to take the Warrior class unable to ever regain the Ranger Class.*

## Base Abilities

* **Spread Shot**: Fire four arrows-- one for each target within 12 tiles!
* **Aspect of the Wolf**: You gain some of the natural aspect's of a wolf. Increasing your Armor Class, Attack Bonus, and Perception Check for one hour.
* **Aspect of the Tiger**: You take on the Aspect of the Tiger to lunge a great distance and strike your foe. Even if the attack misses you will still land adjacent to your target.
* **Crescent Strike**: Snares up to three targets in one tile radius, reducing their movement by 1 Tile to no less than 1 Tile for 2 Turns. (Special: Critical hit snares for 4 turns instead of 2.)
* **Crowned**: You may use this attack immediately to interrupt their spell causing the spell to not go off. This does not set the foe's spell on Cooldown but halts it from being cast until a future turn. (Special: This ability cannot crit, this ability can only be used when you are within 1 Tile of a foe that is casting a spell.)
* **Precise Shot**: Fire a precise shot at a target within five tile distance. (Special: Has zero cooldown and uses Perception instead of Attack Bonus)

## Kindred

The Kindred's Aspects are far stronger on this Path allowing them to gain even greater boons from their animal allies.

* **Aspect of the Kindred**: You can call upon your inner beast to enhance your physical attributes for a brief time.
* **Bull Rush**: You charge into an enemy within 8 tiles of you dealing them damage and knocking them prone.
* **Rend**: Basic Attack
* **Iconic Ability**: **Aspect of the Ash'Kuhl**: After rushing the enemy in shifted form, take on the aspect of the legendary wendigo Ash'Kuhl. You gain haste on your next turn and any enemy you deal damage to while in this ability is active are snared.
* *Special: Only usable while effected by the ability Aspect of the Kindred.*
* *Special: Only usable after landing a blow with the Bull Rush ability.*

## Marksman

Your talents with the bow are unmatched able to pin down your foes beneath blankets of arrows and pick off high priority targets from long range.

* **Pinning Shot**: A targeted shot to your foe's leg or wing dealing damage and causing them to remain in their current tile  for one turn. If the target is in flight they must return to the ground.
* **Quick Shot**: Basic Attack. *Special: This attack has lower base damage but can strike a foe up to eight tiles away.*
* **Snipe**: A very long range attack that deals substantial damage to your foe.
* **Iconic Ability**: **From the Tower, Hell will Rain**: A marksman's eyes are among the most powerful weapon on any battlefield. For the duration of this effect you gain the use of a new ability called Slaying Shot. Your sight cannot be hindered by any means and the damage from Slaying Shot cannot be redirected, prevented, or avoided.
* *Special: Must have hit a target with Snipe.*
* *Special: Can be activated the turn you hit a foe with Snipe.*

## Stalker

No quarry can escape the Stalker, they are relentless in their hunt once on the trail of their prey and gain bonuses to bring them down once they have them in their sights

* **Deft Strike**: You attack your foe with calculated stabs dealing damage and hindering their physical prowess.
* **Guise of the Hunter**: You become a relentless adversary for your quarry, able to hunt them across long distances as the thrill of the hunt pushes your body past it's normal limits.
* **Slash**: Basic Attack
* **Iconic Power**: **Master of the Hunt**: Gather information of your surroundings, calculating all variables that might hinder you. For the duration of this effect you are immune to movement penalties based on weather or the environment, always pass any Reflex Save, increased movement, and any successful attack will remove any beneficial movement buffs from the target.