Ranger

"The wilderness gives me solace as I continue my grim purpose: to slay that which would threaten the natural order." - Grim, monster slayer
You grew up on the fringes of your settlement, spending more time in the wilderness beyond than in the safety of your own homestead. In your youth you came to love the serenity of rugged nature over the clamor of frivolous settled life. You are more at home with the wolves and the elk than with nobles and debutantes. In your early adulthood you made the decision to leave civilization completely in exchange for a life in the wilds. Now, you defend your heartland from supernatural monstrosities that threaten to upset the balance of nature, and from the cruelties of careless hunters or loggers who regard the natural cycle of life with disrespectful indifference.
As you are more at home in the wilderness than in civilization, you must determine how you intend to survive on your own merits. Do you hone your physical prowess until you can go toe to toe with the strongest warrior? Do you sharpen your senses and your survival skills, stalking prey through rugged wilds with more finesse than any cat or bird? Maybe you tap into the Primal Source, using magic to enhance your physical capabilities and to speak with the animals whose home you share.
Ranger Tracks
Bravery. You tap into your instinct to fight, flee, or freeze in the face of danger, channeling this into fighting prowess.
Hunter. You are an unparalleled hunter of creatures both natural and otherworldly, mastering both blade and bow.
Instinct. Your fighting instinct is sharper than the finest steel and keener than an eagle’s eye.
Survivor. You know the natural world like the back of your hand. Wherever you end up, you know how to survive.
Wilderness Warden. You learn primal magic and enhance some of your primal spells as you gain skill as a magical ranger.
Vampire Hunter. Harker's Guide to Vampire Hunting. Dedicated to hunting down and eradicating the risen and all their ilk, these rangers learn to craft an array of unique weapons, equipped to handle the foul powers brought to bear against them.
Core Subclass Tracks
Ranger Entry Talent
After gaining the Ranger Entry Talent, you can take talents from any of the Ranger tracks. After gaining the Ranger Entry Talent, you can also gain Primal Aspect Talents.
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Ranger Entry | Character Level 2 | When you take this entry talent, you gain the following benefits.
Primal Rapport. Gain the Primal Aspect specialization talent. Skilled. Gain +4 Skill Points that you can spend on any skills with the observation or survival tags. Fighting Instinct. Gain the Fighting Instinct ability.
|
Ranger, Class Entry |
| Aspect | Ability |
|---|---|
| A’rl’ng | You may spend 1 AP to magically double all movement you take for this turn. (1/Catch Breath) |
| Al’An | You cannot be Surprised and creatures cannot gain TA against you from being Unseen. |
| Heq | You gain +2 to your attack roll when attempting one of these Maneuvers: Shove, Grapple, or Trip. |
| Leshy | You can always find food and shelter in the wild for yourself and six other individuals if given at least 4 hours to prepare. If you do not have 4 hours to prepare, you instead gain +2 on all skill checks with the survival or observation tags made to find food and shelter. |
| Porov | Gain +6 to Smithing and Masonry checks. |
| Sekh | You may spend 1 AP to leap 10 ft in a line towards an enemy you can see provided that this movement places them within reach of a melee weapon you are holding. Then make an attack with that weapon, targeting their REF. On a hit, you do not deal damage, but they fall Prone. |
| Stoll | Commune with the body of a deceased humanoid, briefly gaining a connection with its soul. You gain surface level insights into its state of emotions and wellbeing from the 4 hours leading up to its death, but not exact thoughts or words. (1/Catch Breath) |
| Tamat | For 10 minutes, gain awareness of nearby magic: If a creature or object is within 30 ft of you and you can see it, you know if it is magical or under the effects of magic. You learn the Source and function of that magical effect. (1/Recoup) |
| Vele | You may spend 1 AP to grant creatures within 5 ft of you Shield HP equal to your character level. While they have this Shield HP, attacks against them suffer 1 TD. (1/Catch Breath) |
| Woden | Gain +6 to Vehicles* [water] and Navigation checks. |
Bravery Track

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Bravery | Ranger Entry | Gain Resist Frightened +2. | Ranger, Bravery |
| Courage | Bravery | Gain the Courage ability.
|
Ranger, Bravery |
| Bravery II | Courage | Your Resist ability from Bravery increases by +1 and applies to Demoralized. | Ranger, Bravery |
| Courage II | Bravery II | When you use Courage, and you are Bloodied, regain HP equal to your AWR. | Ranger, Bravery |
| Fight | Courage II
Incompatible: Flight, Freeze |
When you use Courage, deal +1d6 damage against the source of the condition for its duration. | Ranger, Bravery |
| Flight | Courage II
Incompatible: Fight, Freeze |
When you use Courage, gain +5 ft speed when you use AP to move. This lasts for the condition’s duration. | Ranger, Bravery |
| Freeze | Courage II
Incompatible: Flight, Flight |
When you use Courage, you suffer 1 TD on attacks and gain the Chilled condition, but all of your defenses increase by +3. This lasts for the condition’s duration. | Ranger, Bravery |
| Bravery III | Bravery 5 | Your Resist ability from Bravery increases by +1, and applies to Broken. | Ranger, Bravery |
| Drive to Survive | Bravery III | Gain the Drive to Survive ability.
|
Ranger, Bravery |
| Bravery IV | Drive to Survive | Gain +2 Skill Points in any one skill with the observation tag.
Your Resist ability from Bravery increases by +1. |
Ranger, Bravery |
| Courage III | Bravery IV | Gain +2 Skill Points that you can spend on any skills with the stamina tag.
When you use Courage, regain HP equal to your AWR (regardless of whether you are Bloodied). |
Ranger, Bravery |
| Fight II | Courage III, Fight | Gain +4 Skill Points that you can spend on any skills with the athleticism tag.
Your damage from the Fight talent becomes 1d8. |
Ranger, Bravery |
| Flight II | Courage III, Flight | Gain +4 Skill Points that you can spend on any skills with the acrobatics tag.
You ignore Difficult Terrain while Courage is active. |
Ranger, Bravery |
| Freeze II | Courage III, Freeze | Gain +4 Skill Points that you can spend on any skills with the stamina tag.
You no longer suffer the Chilled condition when you use Courage. |
Ranger, Bravery |
| Drive to Survive II | Bravery 10 | Drive to Survive becomes AWR/Rest. | Ranger, Bravery |
| Courage IV | Drive to Survive II | Gain +2 Skill Points that you can spend on any skills with the stamina tag.
Courage becomes AWR/Recoup. |
Ranger, Bravery |
| Fight III | Courage IV, Fight II | The damage from the Fight talent becomes 1d12. | Ranger, Bravery |
| Flight III | Courage IV, Flight II | The extra speed from the Flight talent becomes +10 ft. | Ranger, Bravery |
| Freeze III | Courage IV, Freeze II | Gain +4 Skill Points that you can spend on any skills with the stamina tag.
The Freeze talent now increases your defenses by +5. |
Ranger, Bravery |
| Undaunted | Bravery 13 | The Shaken condition only reduces your d20 rolls by 1. | Ranger, Bravery |
| Fear Itself | Undaunted | It is said that in the face of fear you rise above or you crumble. However, those who know you have seen you strike fear in the hearts of those who would typically terrify others.
Gain the Fear Itself ability.
|
Ranger, Bravery, Capstone |
Hunter Track

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Hunter | Ranger Entry | When you have been tracking a creature for at least 1 hour using AWR/Tracking, when you start Initiative in combat against it, you deal +2 damage against it for the first minute. | Ranger, Hunter |
| Corner Quarry | Hunter
Incompatible: Outnumbered |
When you are Flanking a creature, gain +1 TA against it. | Ranger, Hunter |
| Corner Quarry II | Corner Quarry
Incompatible: Outnumbered II |
Gain the Corner Quarry ability.
|
Ranger, Hunter |
| Outnumbered | Hunter
Incompatible: Corner Quarry |
When you are Flanked, you gain +1 TA. | Ranger, Hunter |
| Outnumbered II | Outnumbered
Incompatible: Corner Quarry II |
Outnumbered becomes: When two or more hostile creatures are adjacent to you, gain +1 TA. | Ranger, Hunter |
| Deadeye | Hunter
Incompatible: Volley |
When you make a ranged attack against a creature with no Cover and none of its allies are adjacent, gain +1 TA. | Ranger, Hunter |
| Deadeye II | Deadeye
Incompatible: Rain of Arrows |
Gain the Takedown Shot ability.
|
Ranger, Hunter |
| Volley | Hunter
Incompatible: Deadeye |
Gain the Volley ability.
|
Ranger, Hunter |
| Rain of Arrows | Volley
Incompatible: Deadeye II |
Gain the Rain of Arrows ability. You may only use this ability when wielding a bow.
|
Ranger, Hunter |
| Hunter's Quarry | Hunter 3 | Learn the Hunter’s Quarry spell if you do not already know it. Gain the Primal Quarry ability.
|
Ranger, Hunter |
| Hunter II | Hunter’s Quarry | Gain +4 Skill Points that you can spend on any skills with the acrobatics or survival tag.
Pick one of the following creature tags: arcane, avadri, celestial, divine, eldritch, elemental, fae, fiend, giant, monstrosity, occult, primal, psionic, or undead. Gain the Target Prey ability.
|
Ranger, Hunter |
| Hew | Hunter II, Corner Quarry II | Gain the Hew ability.
|
Ranger, Hunter |
| Hew II | Hew | Your crit range increases by +1 against creatures that have no adjacent allies. | Ranger, Hunter |
| Hordesbane | Hunter II, Outnumbered II | Gain the Hordesbane ability.
|
Ranger, Hunter |
| Hordesbane II | Hordesbane | Gain the Whirling Blades ability.
|
Ranger, Hunter |
| Eagle Eye | Hunter II, Deadeye II | When making a ranged attack, you do not suffer any penalty for targeting a Concealed enemy. | Ranger, Hunter |
| Eagle Eye II | Eagle Eye | When making a ranged attack, you do not suffer any penalty for targeting an enemy in Darkness, provided that you know the enemy’s location. | Ranger, Hunter |
| Volley II | Hunter II, Rain of Arrows | Volley becomes DEX/Recoup and works on hostile creatures within 15 ft of each other. | Ranger, Hunter |
| Rain of Arrows II | Volley II | Rain of Arrows becomes 1⁄2 AWR/Rest and does three times your normal damage dice. | Ranger, Hunter |
| Hunter III | Hunter 7 | Choose two additional creature tags from Hunter II to use with Target Prey. | Ranger, Hunter |
| Hunter IV | Hunter III | Gain the Mark ability.
|
Ranger, Hunter |
| One with the Land | Hunter IV | Pick one of the 11 environments: Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic. While you are in that environment, you and up to AWR allies can move stealthily at a normal pace and remain alert to danger as though traveling cautiously. | Ranger, Hunter |
| Primeval Speed | Hunter 10 | Gain +5 ft speed when you can see your Target Prey. | Ranger, Hunter |
| Fletcher | Hunter IV | Gain the Fletcher ability.
|
Ranger, Hunter |
| Shroud | Hunter 10 | When you are Concealed, creatures that attack you suffer 1 additional TD. | Ranger, Hunter |
| Quickdraw | Hunter IV | You can draw/stow weapons without spending AP any number of times on your turn. | Ranger, Hunter |
| Calculating | Hunter 10 | Gain the Calculating ability.
|
Ranger, Hunter |
| Ruthless Hunter | Primeval Speed, Shroud, or Calculating | Gain two of the following Hunter track talents: Cornered Quarry, Outnumbered, Deadeye, or Volley. Ignore any incompatibilities for these selections. | Ranger, Hunter |
| Cornered Quarry III | Ruthless Hunter, Hew II | Gain +2 Skill Points that you can spend on any skills with the athleticism or stamina tag.
Cornered Quarry becomes END/Recoup. |
Ranger, Hunter |
| Hew III | Cornered Quarry III | When you use Hew against a target and it does not die, gain +3 AP that turn. | Ranger, Hunter |
| Hordesbane III | Ruthless Hunter, Hordesbane II | Whirling Blades becomes END/Rest. | Ranger, Hunter |
| Horde Breaker | Hordesbane III | Gain the Horde Breaker ability.
|
Ranger, Hunter |
| Deadeye III | Ruthless Hunter, Eagle Eye II | When using Deadeye, increase your crit range by +1.
Takedown Shot becomes AWR/Recoup. |
Ranger, Hunter |
| Rapid Takedown | Deadeye III | When you use Takedown Shot against a target and it does not die, +3 AP that turn. | Ranger, Hunter |
| Volley III | Ruthless Hunter, Rain of Arrows II | Volley works on creatures within 30 ft of each other.
When you use Volley on a creature that was adjacent to your first target, it does not expend a use of Volley. |
Ranger, Hunter |
| Arrow Storm | Volley III | Gain the Arrow Storm ability.
|
Ranger, Hunter |
| Peerless Hunter | Hew III, Horde Breaker, Rapid Takedown, or Arrow Storm | Those in the know recognize that you are a peerless hunter and might task you with felling great monsters for equally great rewards.
When you roll Initiative and you have no Target Prey, choose one enemy to be your Target Prey. Gain the Peerless Hunter ability.
|
Ranger, Hunter, Capstone |
Instinct Track

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Survival Instinct | Ranger Entry | Gain the Preternatural Dodge ability.
|
Ranger, Instinct |
| Fighting Instinct II | Survival Instinct | Fighting Instinct lasts until the end of your next turn. | Ranger, Instinct |
| Survival Instinct II | Fighting Instinct II | Gain the Size Up ability.
|
Ranger, Instinct |
| Fighting Instinct III | Survival Instinct II | Gain +4 Skill Points that you can spend on any skills with the athleticism tag.
Your Fighting Instinct now grants you a +1 to all damage rolls. |
Ranger, Instinct |
| Vigilant | Fighting Instinct III | Gain the Vigilant ability.
|
Ranger, Instinct |
| Survival Instinct III | Vigilant | Your ANT increases by +1. Choose REF or FORT to also increase by +1. | Ranger, Instinct |
| Vigilant II | Survival Instinct III | Vigilant becomes: If you roll lower than 10 on an AWR check, treat that roll as your ANT instead. | Ranger, Instinct |
| Survival Instinct IV | Vigilant II | Gain +4 Skill Points that you can spend on any skills with the observation tag.
Gain +4 to Initiative. |
Ranger, Instinct |
| Fighting Instinct IV | Survival Instinct IV | Gain the Pounce ability.
|
Ranger, Instinct |
| Vigilant III | Fighting Instinct IV | Gain +4 Skill Points that you can spend on any skills with the survival tag.
Vigilant is AWR/Recoup. |
Ranger, Instinct |
| Survival Instinct V | Vigilant III | Gain a +4 bonus to Initiative.
Preternatural Dodge is AWR/Recoup. |
Ranger, Instinct |
| Vigilant IV | Survival Instinct V | Gain +4 Skill Points that you can spend on any skills with the observation tag.
Vigilant is AWR/Catch Breath. |
Ranger, Instinct |
| Fighting Instinct V | Vigilant IV | Pounce grants you 4 AP.
If you roll Initiative with no Fighting Instinct, regain one use of Fighting Instinct. |
Ranger, Instinct |
| Vigilant V | Fighting Instinct V | Vigilant is always active. | Ranger, Instinct |
| Cornered Animal | Vigilant V | Your base animal instinct to fight and live is overwhelming. Fighting Instinct becomes AWR/Catch Breath.
Gain the Cornered Animal ability.
|
Ranger, Instinct, Capstone |
Survivor Track

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Natural Habitat | Ranger Entry | Gain +4 Skill Points that you can spend on any skills with the survival or stamina tag.
Pick one of the 11 environments: Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic. This is your Natural Habitat. While in that environment, you can always find enough food for a number of creatures equal to your AWR. |
Ranger, Survivor |
| Primeval Senses | Natural Habitat | Gain the Primeval Sense ability.
|
Ranger, Survivor |
| Natural Habitat II | Primeval Senses | Gain the Wilderness Mastery ability.
|
Ranger, Survivor |
| Primeval Senses II | Natural Habitat II | When you use Primeval Senses, you can use Primal Identification.
|
Ranger, Survivor |
| Nature Stride | Primeval Senses II | Gain +4 Skill Points that you can assign to any skills with the acrobatics tag.
Ignore Difficult Terrain while in your Natural Habitat. |
Ranger, Survivor |
| Survivor | Nature Stride | Gain the Primal Aspect talent.
Pick one: Extreme Heat, Extreme Cold, or Forced Marching. You can no longer gain Fatigue from that selection. |
Ranger, Survivor |
| Primeval Senses III | Survivor | You cannot become lost, except through the use of magic.
Primeval Senses becomes AWR/Recoup. |
Ranger, Survivor |
| Natural Habitat III | Primeval Senses III | Gain +4 Skill Points that you can spend on any skills with the acrobatics or athleticism tag.
Pick a second environment to be your Natural Habitat. |
Ranger, Survivor |
| Survivor II | Natural Habitat III | Gain Immune Common Poison and Immune Common Disease. | Ranger, Survivor |
| Nature Stride II | Survivor II | Ignore Hazardous Terrain that is not liquid while in your Natural Habitat. | Ranger, Survivor |
| Primeval Senses IV | Nature Stride II | Gain +4 Skill Points that you can spend on any skills with the observation tag.
Primeval Identification can be used on a number of targets equal to 1⁄2 AWR. |
Ranger, Survivor |
| Natural Habitat IV | Primeval Senses IV | Pick a third environment to be your Natural Habitat. Wilderness Mastery becomes AWR/Recoup. | Ranger, Survivor |
| Nature Stride III | Natural Habitat IV | Always ignore Difficult Terrain. Ignore all Hazardous Terrain that is caused by natural phenomena unless it is liquid. | Ranger, Survivor |
| Primeval Senses V | Nature Stride III | You have unlimited uses of your Primeval Senses ability. | Ranger, Survivor |
| Unrivaled Explorer | Primeval Senses V | You are known as a person truly in tune with the untamed, uncharted wilderness in all its splendor, and are commonly sought out as a guide for high-profile travelers. You may embrace this or you may hide from civilization to avoid the recognition and to just spend time in the wild, where your heart truly lies.
You can never become lost, even by magical means. You have +1 TA when you are in one of your Natural Habitats. When you Take a Rest in a type of environment that is not one of your Natural Habitats, you may replace one of your old Natural Habitats with this new environment.
|
Ranger, Survivor, Capstone |
Wilderness Warden Track

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Primal Warden | Ranger Entry | Gain the Warden of the Primal talent if you did not already have it. If you did already have it, gain a talent from the Primal Magic stack.
Each time you level up and spend your talent point on a talent in the Wilderness Warden track, you gain +5 SP and +1 Primal Power. AWR is your magic attribute. |
Ranger, Wilderness Warden |
| Environmentalist | Primal Warden | Pick one of the 11 Environments: Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic. While you are in that environment and not within 1 mile of a settled area, you regain 1 SP when you Recoup. | Ranger, Wilderness Warden |
| Ranger's Invocation | Environmentalist or Planar Protector | Learn one invocation.
Pick an invocation that you know that has no tier prerequisites. You can cast that invocation one time per day without expending an invocation use. |
Ranger, Wilderness Warden |
| Empower Chant | Ranger’s Invocation or Intrinsic Boon | Pick one chant that you know, that does not deal damage. While more than 1 mile from a settled area, you can cast that chant as if it were 1 Tier stronger (e.g., if you normally cast chants at Primal Tier 2, cast this chant at Primal Tier 3). | Ranger, Wilderness Warden |
| Planar Protector | Primal Warden | Pick one creature tag: arcane, avadri, celestial, divine, eldritch, elemental, fae, fiend, giant, occult, primal, psionic, or undead.
Your magic attack rolls against those creatures increases by +1. |
Ranger, Wilderness Warden |
| Intrinsic Boon | Environmentalist or Planar Protector | Learn one chant, one invocation, and one spell that all have the intrinsic tag. | Ranger, Wilderness Warden |
| Ranger's Spells | Ranger’s Invocation or Intrinsic Boon | Pick two intrinsic spells that you know. They cost 1 fewer SP (min 1 SP). | Ranger, Wilderness Warden |
| Primal Warden II | Empower Chant or Ranger’s Spells | Gain +4 Skill Points that you can spend on any skills with the observation or survival tag.
Gain a talent from the Primal Magic stack. |
Ranger, Wilderness Warden |
| Environmentalist II | Primal Warden II, Environmentalist | Learn a new Primal Aspect.
The environment you picked for Environmentalist now restores 2 SP per Recoup. |
Ranger, Wilderness Warden |
| Wanderer's Invocation | Environmentalist II or Planar Protector II | Learn one invocation.
Pick an invocation that you know that has no tier prerequisites. You can cast that invocation one time per day without expending an invocation use. |
Ranger, Wilderness Warden |
| Furious Chant | Wanderer’s Invocation or Intrinsic Boon II | Pick one chant that you did not select with Empowered Chant. While more than 1 mile from a settled area, you can cast that chant as if it were 1 Tier stronger. | Ranger, Wilderness Warden |
| Planar Protector II | Primal Warden II, Planar Protector | Select a second creature tag for your Planar Protector talent. | Ranger, Wilderness Warden |
| Intrinsic Boon II | Environmentalist II or Planar Protector II; Intrinsic Boon | Learn one chant, one invocation, and one spell that all have the intrinsic tag. | Ranger, Wilderness Warden |
| Wanderer's Spells | Wanderer’s Invocation or Intrinsic Boon II | Pick two spells with the nature tag that you know and that you have not selected for your Ranger’s Spells talent. They cost 1 fewer SP (min 1 SP). | Ranger, Wilderness Warden |
| Primal Warden III | Furious Chant or Wanderer’s Spells | You cannot become lost except through the use of magic.
Gain a talent from the Primal Magic stack. |
Ranger, Wilderness Warden |
| Primal Warden IV | Primal Warden III | Gain +4 Skill Points that you can spend on any skills with the observation or survival tags.
Gain a talent from the Primal Magic stack. |
Ranger, Wilderness Warden |
| Environmentalist III | Primal Warden IV, Environmentalist II | The environment you picked now restores 3 SP per Recoup.
All other environments now restore 1 SP per Recoup. |
Ranger, Wilderness Warden |
| Primeval Invocation | Environmentalist III or Planar Protector III | Learn one invocation.
Pick an invocation that you know up to Tier 3. You can cast that invocation one time per day without expending an invocation slot. |
Ranger, Wilderness Warden |
| Chant of the Wild Heart | Primeval Invocation or Intrinsic Boon III | Gain the Wild Heart ability.
When you reach Primal Tier 6, gain +12 Skill Points that you can spend on any skills with the athleticism, acrobatics, stamina, observation, or survival tag. |
Ranger, Wilderness Warden |
| Planar Protector III | Primal Warden IV, Planar Protector II | Choose one of the tags you selected for Planar Protector.
Gain an additional +1 on magic attacks against creatures with that tag. |
Ranger, Wilderness Warden |
| Intrinsic Boon III | Environmentalist III or Planar Protector III; Intrinsic Boon II | Gain +4 Skill Points that you can spend on any skills with the survival tag.
Learn 1 chant, 1 invocation, and 1 spell that all have the intrinsic tag. |
Ranger, Wilderness Warden |
| Primeval Spells | Primeval Invocation or Intrinsic Boon III | Pick 3 intrinsic spells that have benefitted either from Ranger’s Spells or Wanderer’s Spells. They cost 1 fewer SP (min 1 SP). | Ranger, Wilderness Warden |
| Primal Warden V | Chant of the Wild Heart or Primeval Spells | Gain +4 Skill Points that you can spend on any skills with the observation or survival tags.
Gain a talent from the Primal Magic stack. |
Ranger, Wilderness Warden |
| Primal Exemplar | Primal Warden V | Your heart, soul, and body are intertwined with the wellbeing of the natural world. Fae generally see you as a great friend and will usually go out of their way to cooperate with you.
You can never become lost, even by magical means. When you Take a Rest and you are not within 1 mile of a settled area, you may reassign all of your Ranger Talent Points, assigning them to other Ranger talents.
|
Ranger, Wilderness Warden, Capstone |
*Updated to v1.2
Additional Subclass Tracks

Vampire Hunter Track
Source: Harker's Guide to Vampire Hunting
The ultimate specialist, the Vampire Hunter excels in their mastery of undead, or rather, their ability to dispatch them. Dedicated to hunting down and eradicating the risen and all their ilk, these rangers learn to craft an array of unique weapons, equipped to handle the foul powers brought to bear against them. Vampire Hunters come from all walks of life: sacred orders tasked with the eradication of the profane, warriors plagued by a vampire’s devastation, or even those that seek to keep the wilds free of undead influence, all of them united by a singular philosophy: the dead should remain buried.
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Apprentice Hunter | Ranger Entry | Repeatable. Gain +4 Skill Points that you can spend on any skill with the observation or survival tag.
Choose a single tool from the list of Hunter’s Tools. Whenever you Take a Rest, you may craft this tool for free using available resources you have on hand. Hunter’s Tools can be used up to 1⁄2 AWR/Rest, at which point they break or are exhausted, and must be remade. Taking this talent again grants you access to a new tool. You can also pick a single tool you already possess, now regaining +1 use of that tool when you Recoup. This may stack, but cannot surpass your maximum limit on uses, 1⁄2 AWR/Rest. List of Tools
|
Ranger, Vampire Hunter, Repeatable |
| Profane Hunt | Apprentice Hunter | Gain the Profane Hunt ability.
|
Ranger, Vampire Hunter |
| Profane Hunt II | Profane Hunt | You no longer need to see a creature to start a Profane Hunt. So long as you have a possession that belonged to the target, or evidence of its passing (such as a corpse slain by the creature, or obvious foot prints), you may use Profane Hunt as if that creature was in your Line of Sight. If you have successfully used Profane Hunt on this creature before, you may roll 2d20 for the attack and take the higher of the two rolls. | Ranger, Vampire Hunter |
| Indiscriminate Hunter | Profane Hunt II | Choose the beast, humanoid, monstrosity, plant, celestial, eldritch, elemental, or fae tag. You may now apply the effects of Profane Hunt to these creatures. | Ranger, Vampire Hunter, Repeatable |
| Profane Hunt III | Indiscriminate Hunter | Should you, or an ally, reduce a creature affected by your Profane Hunt to 0 HP you immediately regain +1 use of the ability and you gain the Rallied condition for 1 minute. | Ranger, Vampire Hunter |
| Profane Hunt IV | Profane Hunt III | The number of creatures you are able to target with your Profane Hunt becomes 1⁄2 your AWR. | Ranger, Vampire Hunter |
| Enduring Hunter | Profane Hunt | Gain Resist Occult 3 and +4 Skill Points that you can spend on any skill with the stamina or survival tag. | Ranger, Vampire Hunter |
| Enduring Hunter II | Enduring Hunter | You reduce any necrotic damage you take by 5 (min 0) and cannot be Charmed by any creatures under the effects of Profane Hunt. | Ranger, Vampire Hunter |
| Enduring Hunter III | Enduring Hunter II | You’ve turned your body into a temple against the profane. Whenever a creature within 5 ft of you under the effects of Profane Hunt hits you, you may spend 1 Reactive AP to deal 1d4 + 1⁄2 your END radiant damage to them. Should a vampire, or other creature with the undead tag, drink your blood, they take 1d10 + your END radiant damage and gain the Shaken condition for 1 minute. Such a creature may make an AWR/Perceiving check to notice your blood is “tainted” before they drink, with a DC equal to 10 + your AWR. | Ranger, Vampire Hunter |
| Throwing Crucifix Expert | Apprentice Hunter, Throwing Crucifix Tool | Gain the Penetrating Throw ability.
|
Ranger, Vampire Hunter |
| Throwing Crucifix Expert II | Throwing Crucifix Expert | You may target +1 creature within 5 ft of your target with your Throwing Crucifix and you gain +1 TA against any creature under the effects of Profane Hunt with your Throwing Crucifix. | Ranger, Vampire Hunter |
| Throwing Crucifix Expert III | Throwing Crucifix Expert II | You regain +1 use of your Throwing Crucifix when you Recoup.
Gain the Scything Crucifix ability.
|
Ranger, Vampire Hunter |
| Throwing Crucifix Master | Throwing Crucifix Expert III, Vampire Hunter 7 | Gain the Devastating Throw ability.
|
Ranger, Vampire Hunter |
| Trap Expert | Apprentice Hunter, Combat Trap Tool | You may now choose to have your traps deal fire or corrosive damage instead of sharp. The creature suffers an additional effect based on what you choose when setting the trap:
|
Ranger, Vampire Hunter |
| Trap Expert II | Trap Expert | Add 1⁄2 your AWR to damage dealt by your combat traps. Creatures under the effects of Profane Hunt take your full AWR in damage. | Ranger, Vampire Hunter |
| Trap Expert III | Trap Expert II | Regain +1 use of your Combat Traps when you Recoup.
Gain the Trap Expert ability.
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Ranger, Vampire Hunter |
| Trap Master | Trap Expert III, Vampire Hunter 7 | All of your traps gain a new effect depending on their damage type:
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Ranger, Vampire Hunter |
| Crossbow Expert | Apprentice, Repeating Crossbow Tool | You no longer receive a penalty for firing your crossbow in melee and you gain +1 TA to attacks with your crossbow against creatures under the effects of Profane Hunt. | Ranger, Vampire Hunter |
| Crossbow Expert II | Crossbow Expert | You may apply special alterations to bolts used with your crossbow. When firing, you may choose to deal normal damage, fire, or corrosive. If you possess the Holy Water Expert talent, you may expend +1 use of Holy Water to deal radiant damage instead. | Ranger, Vampire Hunter |
| Crossbow Expert III | Crossbow Expert II | You regain +2 uses of your crossbow when you Recoup. | Ranger, Vampire Hunter |
| Crossbow Master | Crossbow Expert III, Vampire Hunter 7 | Gain the Crossbow Master attack.
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Ranger, Vampire Hunter |
| Spark Expert | Apprentice Hunter, Scatter Spark Tool | Gain the Flashbang ability.
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Ranger, Vampire Hunter |
| Spark Expert II | Spark Expert | Gain the Spark Blast ability.
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Ranger, Vampire Hunter |
| Spark Expert III | Spark Expert II | Regain +1 use of Scatter Spark when you Recoup.
Gain the Quick Distraction ability.
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Ranger, Vampire Hunter |
| Spark Master | Spark Expert III, Vampire Hunter 7 | You may expend 2 uses of Scatter Spark to increase the range of the cone attack by +5 ft. Besides the number of uses, there is no limit to how many times you may increase the size of the cone. | Ranger, Vampire Hunter |
| Tool Belt | Any Hunter Tool Expert Talent | You create a special belt or bandolier that stores items and your hunter tools for quick access.
You gain the following benefits:
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Ranger, Vampire Hunter |
| Holy Water Expert | Tool Belt, Any Hunter Tool Expert II Talent | When you craft new hunter’s tools you may expend 2 uses of any tool to instead create a single vial of Holy Water. You may use this Holy Water as normal, or spend 2 AP to coat a weapon (including your Repeating Crossbow and Throwing Crucifix) with it. Coated weapons deal +1d4 radiant damage to creatures with the fiend or undead tag for 1 minute. | Ranger, Vampire Hunter |
| Master Hunter | Any Hunter Tool Master talent, Profane Hunt II, Vampire Hunter 14 | You’ve become a nightmare for any profane creature that dares draw your ire. You gain the following benefits.
Gain the Focused Hunt ability.
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Ranger, Vampire Hunter, Capstone |