||Artful Dodger: The Artful Dodger talent requires you to be Unburdened (ENC less than STRx2), and wearing nothing more restrictive than light armour. You possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.
Combat Proficiency: Being a master of armed and unarmed combat, rangers gain a further +5% to their Combat Style.
Bow/Light Crossbow Specialisation: The normally imparted rules for aiming in Mythras are modified as follows. When attacking a target at the weapon’s Close range, Aiming requires 1 Turn steadying the weapon instead of a full Round, and makes the following attack 1 grade easier. Attacks made beyond Close range follow the normal rules for aiming set forth in Mythras in Chapter 7 under Ranged Combat. Additional rounds spend aiming grant no further
advantage. Finally, when aiming your Critical chance is equal to 1/20th your final modified skill instead of the normal 1/10th. T
Species Enemy: At Rank 1, and every rank thereafter, the ranger may choose a Species Enemy. Each additional species chosen after the first requires the expenditure of 2 Experience Rolls and 1 month of training.
You have dedicated yourself to fighting against a chosen enemy and know their habits, tactics, culture, and right where to hit them to cause maximum effect. You may simulate this by adding 20% of your oath to all skills that involve the designated species. This can include your Combat Style when both attacking and defending, as well as skills such as Track, if attempting to follow a trail; Perception, for spotting an ambush; or Lore, if attempting discern a specific piece of information.
Ambushing bow of cunning +2 with barbed arrows.1st is coated in giant wasp venom.
(If the wielder spends at least 1 minute preparing a hiding place or when she uses the sniping rules, she adds the weapon’s enhancement bonus x5 as a bonus on Stealth rolls. An ambushing weapon deals an additional 1d6 points of damage on a successful hit during a surprise round or against a creature that is unaware of the wielder’s presence. Finally it allows the use of the kill silently special effect.
Allows a weapon to find chinks in a foe's defences using the wielder's knowledge of the target. Whenever the weapon's attack is a critical, the wielder gains a 'free' bypass armour if she makes an appropriate lore skill roll that is related to the target's creature type (such as undead lore for vampire opponent).