At-Will Powers - Barbarian (Ranger)

 

At-Will Powers - Barbarian (Ranger)

A lot of these are techniques turned into advantages.

Also it's a bit late but I'm creating a Power Modifier: At-Wills. At-Wills cannot work with other At-wills, even if theoretically they could be combined, like two techniques or two follow-up attacks. At-Will is worth (-5%). I've gone and adjusted all the other powers I've posted previously to have this. 99% of the time the cost won't change anyway.

 

If you're playing Dungeon Fantasy, these At-Wills are for the Barbarian, because the DF Barbarian is closer to the D&D ranger than the DF Scout. That said, the Scout can a most of these as well; specifically: Hunter's Quarry, Twin Strike, Hit and Run, and Warning Shot.

 

Hunter's Quarry [20]

With a concentrate, you may designate a target you can see as a Quarry. You gain +1 to attack rolls and +1d6 follow-up damage against that target. You may have only one Quarry at a time.

Affliction [10]; Easy Target (+10%); Double Aspected: Cannot be used while one is still active, and Only works for the caster (-40%); Fixed Duration (+0%); Reduced Duration 1/10 (-20%); Cosmic: No Rolls Required (+100%)

Easy Target is Obscure Vision 1 [2]; Anti-Targeting (-20%), Reversed (+0%),  No area effect (-50%); Power Modifier: High Command (-10%); 1*0.2=0.2

100+10-40-20=50 

10+(10*50%)=15

Innate Attack crushing 1d6 [5]; Follow-up Universal (+50%); Aspected: Only against a specified Quarry (-20%); no Blunt Trauma (-10%), no Knockback (-10%);

50-20-10-10=10

5+(5*10%)=5.5 

5.5+15=20.5 

 

Twin Strike [12 or 3]

You make two attacks, but both attacks deal -1 damage. If you have Trained by a Master or Weapon Master, the cost of this power is reduced.

Wildcard Technique Twin Strike (+2 from -1 dmg, -3/-6 rapid strike) bought up to default.

 

Nimble Strike [10]

Before or after you attack, you can take one extra step.

Movement +10 (50); Doubly Aspected: only for stepping and only after an attack; Reduced Duration 1/100 (-40%); Maximum Duration 1min (-65%); Actual time is for one attack only (-5%); At-Will (-5%);

-40-65-5-5=-115 

50+(50*-80%)=10

 

Hit and Run [24]

After you attack, you can move your full move.

Wildcard Technique Hit and Run (-4 move and attack, -3 to remove all extra penalties from move and attack, -1 so you can move after the attack instead of before); At-Will (-5%)

 

Marauder's Rush [5]

After you make a Move and Attack or All-Out Attack maneuver where you move at least 3 yards, deal thrust crushing based on willpower.

Natural attack crushing [5]; Follow-Up: Universal (+50%); Nuisance effect: cannot be used with other follow-ups (-5%); Aspected: Only in combat and only in a move and attack or All-Out Attack (-40%); Based on different attribute (+0%); At-Will (-5%);

50-5-40+0-5=0 

5+(5*0%)=5 

 

Warning Shot [9]

After you make a ranged attack, select a spot you can see next to the target. If any creature moves to that spot and you have a ready ranged weapon, you may attack that creature.

Extra Attack [25]; Doubly Aspected: Only for the Wait Maneuver and only with a movement trigger for the wait (-40%); At-Will (-5%); Accessibility: ranged Attacks Only (-20%);

25+(25*(-40%-20%-5%))=8.75

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