A fighter who controls the battlefield using throwable weapons, bows, crossbows and rifles.They arenít very tough, but have the advantage of fighting at a distance.They are true masters of battlefield control, able to direct the flow of battle and inflict devastating conditions.Its main stats are dependent on the weapon that chose to specialize: Earth for throwing weapons, Air for archery and Fire for rifles and crossbows.
Spoiler: Sharpshooter (level 1)
Sharpshooter:Core Ability acquired at level 1. You can equip medium armor and the following weapons: Claws / Gloves;Bows;Rifle / Crossbow;and Throwing Weapons.Your HP bonus is 4x level, and increases by 1x level at levels 15, 30 and 60. Your bonus MP is zero, and increases by 1x level at level 30. Specialties:
Precise Shot:Requires Fire level 3.Whenever you attack with a rifle or crossbow, all reactions to your attack use Fire as a Defensive Stat instead of the original Defensive Stat.
Quick Throw:*Requires Earth level 5.*Whenever you attack with a Throwing Weapon, you may re-roll the attack.
Point Blank:Requires Water level 3.You gain the Quick action !Point Blank.Shooting at close range, you attack with your weapon, dealing normal damage and causing all equipment effects. This ability may achieve critical hits, causing double damage.Your weapon is not Ranged during this attack.
Spoiler: Charge (level 1)
Charge:Core Ability acquired at level 1. You gain the Slow (3) action!Charge. You aim long enough for an accurate shot. Attack with your weapon, dealing 150% weapon damage if successful.The Specialties are:
Ambush: Requires Water level 7. Until the end of the first round of each combat, your Stats count as two levels higher for damage calculation.
Ungarmax: Requires Air and Fire level 8. You gain the Slow (7) action !Great Charge. Elite hunters learn to wait for the perfect moment to shoot. This action succeeds if you hit your target with a weapon attack, causing 250% weapon damage.
Reflex Shot: Requires Earth level 7 and Water level 9. You gain the reaction !Reflex Shot. It may be used when you are targeted by an attack while preparing a Slow action. Attack with your weapon, causing normal damage and applying all equipment effects. . This ability may achieve critical hits, causing double damage. Instead of using a current phase initiative dice, you may spend any initiative dice to use this reaction.
Spoiler: Nutcracker (level 15)
Nutcracker: Core Ability acquired at level 15. You gain the Slow (3) action !Vitals Aim. Aiming at your opponentís weak points, attack with your weapon, dealing normal damage but ignoring the target's Armor. Specialties:
Arm Aim: Requires Earth level 8 and Water level 6. You gain the Slow (2) action !Arm Aim. You may use it to disable the targetís upper members. Attack with your weapon, difficulty 80. If successful, inflict the Disable status on the target until the end of the next round.
Legs Aim: Requires Earth level 5 and Air level 9. You gain the Slow (2) action !Leg Aim. You may use it to disable the targetís lower members. Attack with your weapon, difficulty 80. If successful, inflict the Immobilize status on the target until the end of the next round.
Head Aim: Requires Air level 7 and Fire level 9. You gain the Slow (2) action !Head Aim. With it, you do a glancing shot on the head that causes disorientation and dizziness on target. Attack with your weapon, difficulty 80. If successful, inflict the Slow status on the target until the end of the next round.
Eye Aim: Requires Earth level 8 and Fire level 5. You gain the Slow (2) action !Eye Aim. You may use it to attack the targetís eyes. Attack with your weapon, difficulty 80. If successful, inflict the Blind status on the target until the end of the next round.
Spoiler: Mind Strike (level 24)
Mind Strike: Core Ability acquired at level 24. You gain Quick action !Mindblow, a mystic shot that drains the targetís energy. Attack with your weapon, causing normal damage, but decreasing the targetís MP instead of HP. The Specialties are:
Patience Shot: Requires Air and Fire level 10. When using an action neither a Spell neither the !Charge or !Great Charge actions, you can make it Slow (4), rather than Quick, or increase your charge time by 4, if it is already Slow, to increase the damage dealt to 150% weapon damage.
Marked Quarry: Requires Water level 13. Once per round, when you hit a single target attack, reduce the difficulty of the next attack targeting the same character by 30, to a minimum of 0.
Wing Aim: Requires Earth level 6 and Air level 10 .You gain the Slow (1) action !Wing Aim. Using it, you shot the targetís wings. Attack with your weapon, difficulty 80. If successful, the target loses the Float and Flight statuses, if any, and can not gain them until the end of the next round.
Spoiler: Danger Sense (level 42)
Danger Sense: Core Ability acquired at level 42. You're always under the effects of Strengthen (Speed) status. Specialties:
Deadly Precision:Requires Earth, Air and Fire level 10. Your !Arm Aim,!Leg Aim,!Head Aim, !Eye Aim, !Wing Aim and !Triple Foul actions deal damage equal to 75% weapon damage in addition to its effects.
Toolbox: Requires Water level 8. You gain one of the following
Specialties: Arm Aim, Leg Aim, Head Aim, Eye Aim or Aim Wing, even if you havenít met the requirements and even if you already chose a Specialty for Nutcracker and/or Mind Strike.
Colossus Slayer: Requires Earth level 15. When you use the action !Vitals Aim, rather than ignore the target's Armor, you add the target's Armor to the damage dealt instead of subtracting it.
Spoiler: Always Prepared (level 60)
Always Prepared: Core Ability acquired at level 60. Choose any Specialty from any other Archer Ability. You gain this Specialty, even if you have chosen another Specialty for this Ability, and even if you havenít met the requirements. This abilityís Specialties are:
Barrage: Requires Air level 20. You gain the physical Slow (5) action !Barrage. Using it, attack against difficulty 10 against a random enemy. This attack does considers neither your neither the targetís Stats. If you hit, inflict weapon damage and you may repeat the attack against a random enemy, this time with difficulty 20. As long as you keep hitting, you can repeat the attack, always adding 10, cumulatively, to the difficulty until the difficulty becomes 100 or you miss an attack. This action canít be used to start Marked Quarry or benefit from it.
Crippling Shot: Requires Fire level 20. You gain the Slow (3) action !Triple Foul. This action is a weapon attack, with difficulty 80. If successful, you inflict all the statuses you could inflict the following actions: !Arm Aim, !Leg Aim, !Head Aim, !Eye Aim, !Wing Aim, as if you had used them. You only inflict the statuses based on the Abilities you have.
Projectile Rain: Requires Earth level 20. Whenever your action or reaction reduce target to 0 HP, you gain an extra initiative dice with a value equal to the current phase plus one. You canít gain initiative die with value 11 or greater.