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			Preq: Starter class
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		Preq: Starter class; unlocked at the start.
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1: Rogues automatically gain a +2 bonus on sneaking checks, and begin with the ability to disable devices. At level 3, this progresses to where they can attempt disarming magical devices. At level 6, they can attempt disabling constructs such as golems.
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Rangers are those who rely on the hunt, they track their, await in the fringes of nature, and strike.
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2: Rogues gain the ability to learn how to craft their disabled devices; even magical ones. If a rogue gains a successful disable device check, she may attempt to study how the device works so she gains the knowledge of how to create the device. This means at level 3 and 6, they have a chance of learning how to create constructs and arcane traps.
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1: The ranger may select from a category of creatures he/she likes to hunt. This category can be: Aberration, Animals, Constructs, Dragons, Humanoids, Fey, Magical Beasts, Monstrous humanoids, Oozes, Plants, Undead, or Vermin. Rangers take a +2 bonus on all attacks against creatures of that category. Outsiders and extraplanar creatures are immune to this effect. They may select a second favored animal at level 5, and a third at level 10.
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3: Evasion. The rogue takes no damage instead of just half when dodging an attack for a reflex save. Additionally, they can chain any attack to their dodge.
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2: Rangers gain an ability: Point blank, as well as aim. Spending a round aiming at a target will grant a +2 bonus on the Ranger’s first attack in the next round. Additionally, rangers gain a +1 bonus to ranged attacks against targets within 30 feet of them. 
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4: Sneak attack/Back stab. When the rogue flanks or sneaks up on a foe, add +2 to the attack modifier. Additionally, they gain the ability, backstab. When sneaking behind a foe, they can automatically deal double damage if he/she is unaware; alternatively, they can chain this attack in response to dodging a foe's attack. (Backstab CD: 2) These effects fail against enemies with no discernible feature.
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3: At third level, a Ranger’s aim becomes more precise,  and they take no penalty to their ranged attack rolls against a target engaged in melee combat.
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5: Cripple. A sneak attack done by the rogue may cripple the foe, hampering their speed by -20 and weakening them substantially. If the speed decrease would decrease the foe to 0, the foe’s speed becomes 5 feet per round. (CD: 4) Enemies with no discernible feature is immune to this.
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4: Wild empathy, the ranger can settle an animal down due to training in handling such creatures. The creature must be of the animal category, and non-intelligent for this ability to work. Rangers can attempt less intelligent magical beasts, but take a -4 penalty when attempting to do so. Creatures who are successfully charmed become neutral until attacked again. A second check can be made on a neutralized animal to attempt charming it once; with a 50% chance of success. The first animal neutralized immediately becomes the animal companion of the ranger, and can learn unique abilities later on. An animal companion that dies will stay dead, and the ranger will be unable to get a new animal companion until he/she takes a new level in the ranger class.
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6: Improved dodging. While wearing light armor, the rogue, if able, can dodge the attack immediately without a defense roll. (CD: 6)
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5: Rapid fire; the Ranger can now let loose a second ranged attack in addition to their first. Crossbows are treated as a power attack instead, and gain +2 to their attack roll. (CD: 2
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7: The rogue’s reflexes have been honed incredibly. As a result, she can no longer take extra damage from flanking or be snuck up upon. Dodges can be performed even if taken by surprise.
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6: The ranger gains a new ability: Multishot. The ranger can now knock a second arrow and fire at the cost of a cumulative -2 penalty per additional arrow. An additional arrow can be knocked every two levels after this. Reaching 4 at 10th level, and a penalty of -8. (CD: 4)
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8: Oppurtunist. The rogue can chain an additional attack as soon as a nearby ally attacks the enemy. The rogue can attack one additional time when using this ability.
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7: The Ranger now takes no penalties when firing their bow on the run. This allows them to effectively retreat and attack without error. They may also chain special attacks with their ranged weapons whilst retreating. They also ignore the normal -4 penalty when stabbing with a projectile.
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9: Hide in plain sight. The rogue can use stealth even while being observed, at no penalty.
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8: Deadly precision. The ranger learns how to strike a truly vital area, as a result, he may chain vital shot towards the target. A successful attack is automatically confirmed in the heavy damage category, while threatening and confirming a critical hit at 16-20. (CD: 4)
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10: Assassinate. The rogue’s backstab will always have a small (10%) chance to automatically kill the enemy. Additionally, the rogue can automatically confirm an instant death effect on an enemy. (CD: 10). The DC for the save is 20. Enemies with no discernable features are immune.