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 debutants. 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, channelling 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.
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 |
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Ranger Entry | Character Level 2 | When you take this entry talent, you gain the following abilities.
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Ranger, Class Entry |
Primal Aspects Table
Aspect | Ability |
---|---|
A’rl’ng | (1/Catch Breath) You may spend 1 AP to magically double all movement you take for this turn. |
Al’An | You cannot be Surprised and creatures cannot gain TA against you from being Unseen. |
Heq | You gain a +2 bonus on rolls when attempting one of these Maneuvers: Shove, Grapple, or Trip. |
Leshy | You can always find food and shelter in the wild for yourself and 6 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 Survival and Observation checks made to find food and shelter. |
Porov | Gain +6 to Smithing and Masonry checks. |
Sekh | For 1 AP, you can leap 10ft in a line towards an enemy you can see, attacking their REF with a weapon you are holding. On a hit, they fall prone. |
Stoll | (1/Catch Breath) Commune with the body of a deceased, 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. |
Tamat | Gain awareness of nearby magic: If a creature or object is within 30ft of you and you can see it, you know if it’s magical or under the effects of magic. You also learn the Source and Function of that magical effect. |
Vele | (1/Catch Breath) For 1 AP, creatures within 5ft of you gain Shield HP equal to your Character Level. While they have this Shield HP, attacks against them have TD. |
Woden | Gain +6 to Water Vehicle and Navigation checks. |
Bravery Track
Talent | PreReq | Description | Tags |
---|---|---|---|
Bravery | Ranger Entry | Gain the Bravery ability.
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Ranger, Bravery |
Courage | Bravery | Gain the Courage ability.
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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 |
Gain the Fight ability.
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Ranger, Bravery |
Flight | Courage II
Incompatible: Fight, Freeze |
Gain the Flight ability.
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Ranger, Bravery |
Freeze | Courage II
Incompatible: Flight, Flight |
Gain the Freeze ability.
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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.
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Ranger, Bravery |
Bravery IV | Drive to Survive | Gain +2 Skill Points in 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 ability 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 when you use the Flight ability. |
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 with this ability. |
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 recharges AWR/Recoup. |
Ranger, Bravery |
Fight III | Courage IV, Fight II | The additional damage from the Fight ability becomes 1d12. | Ranger, Bravery |
Flight III | Courage IV, Flight II | Your speed from the Flight ability 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 ability 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.
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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 an additional TA against it. | Ranger, Hunter |
Corner Quarry II | Corner Quarry
Incompatible: Outnumbered II |
Gain the Corner Quarry ability.
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Ranger, Hunter |
Outnumbered | Hunter
Incompatible: Corner Quarry |
When you are Flanked, you gain TA. | Ranger, Hunter |
Outnumbered II | Outnumbered
Incompatible: Corner Quarry II |
Outnumbered becomes: Whenever two or more enemies are adjacent to you, gain TA. | Ranger, Hunter |
Deadeye | Hunter
Incompatible: Volley |
Gain the Deadeye ability.
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Ranger, Hunter |
Deadeye II | Deadeye
Incompatible: Rain of Arrows |
Gain the Takedown Shot ability.
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Ranger, Hunter |
Volley | Hunter
Incompatible: Deadeye |
Gain the Volley ability.
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Ranger, Hunter |
Rain of Arrows | Volley
Incompatible: Deadeye II |
Gain the Rain of Arrows ability.
|
Ranger, Hunter |
Hunter's Quarry | Hunter 3 | Learn the Hunter’s Quarry spell if you do not already know it.
(2/Rest) You may cast this spell without expending SP, you cannot upcharge it. |
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 a creature with 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.
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Ranger, Hunter |
Hew | Hunter II, Corner Quarry II | Gain the Hew ability.
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Ranger, Hunter |
Hew II | Hew | Your crit range increases by 1 against creatures that have none of their allies adjacent. | Ranger, Hunter |
Hordesbane | Hunter II, Outnumbered II | Gain the Hordesbane ability.
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Ranger, Hunter |
Hordesbane II | Hordesbane | Gain the Whirling Blades ability.
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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 does three times your normal damage dice and can be used 1⁄2 AWR/Rest. | Ranger, Hunter |
Hunter III | Hunter 7 | Choose two additional creature tags to gain Target Prey. | Ranger, Hunter |
Hunter IV | Hunter III | Gain the Mark ability.
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Ranger, Hunter |
One with the Land | Hunter IV | Pick 1 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 | You can fletch your own arrows, making 1d8 + INT/Woodcarving arrows each time you Take a Rest. | Ranger, Hunter |
Shroud | Hunter 10 | When you are Concealed, creatures that attack you gain 1 additional TD. | Ranger, Hunter |
Quickdraw | Hunter IV | You can draw/stow weapons without spending AP once on your turn. | Ranger, Hunter |
Calculating | Hunter 10 | Gain the Calculating ability.
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Ranger, Hunter |
Ruthless Hunter | Hunter 11 | Gain two of the following Hunter track talents: Cornered Quarry, Outnumbered, Deadeye, or Volley. Ignore any Incompatibility restrictions for these selections. | Ranger, Hunter |
Cornered Quarry III | Ruthless Hunter, Hew II | Gain +2 Skill Points that you can spend on any skills with th 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. | Ranger, Hunter |
Hordesbane III | Ruthless Hunter, Hordesbane II | Whirling Blades becomes END/Rest. | Ranger, Hunter |
Horde Breaker | Hordesbane III | Gain the Horde Breaker ability.
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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, gain 3 AP. | 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.
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Ranger, Hunter |
Peerless Hunter | Hunter 14 | 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 Target Prey. Gain the Peerless Hunter ability.
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Ranger, Hunter, Capstone |
Instinct Track
Talent | PreReq | Description | Tags |
---|---|---|---|
Survival Instinct | Ranger Entry | Gain the Preternatural Dodge ability.
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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.
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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 also grants you a +1 to all damage rolls. |
Ranger, Instinct |
Vigilant | Fighting Instinct III | Gain the Vigilant ability.
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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 a +4 bonus to Initiative. |
Ranger, Instinct |
Fighting Instinct IV | Survival Instinct IV | Gain the Pounce ability.
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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 start Initiative with no Fighting Instinct, regain one 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.
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Ranger, Instinct, Capstone |
Survivor Track
Talent | PreReq | Description | Tags |
---|---|---|---|
Natural Habitat | Ranger Entry | Gain +4 Skill Points that you can assign to any skills with the survival or stamina tags.
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.
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Ranger, Survivor |
Natural Habitat II | Primeval Senses | Gain the Wilderness Mastery ability
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Ranger, Survivor |
Primeval Seneses II | Natural Habitat II | When you use Primeval Senses, you can use Primal Identification.
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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 a Natural Habitat. |
Ranger, Survivor |
Survivor | Nature Stride | Pick one: Natural Heat, Natural Cold, or Forced Marching. You can no longer gain Fatigue from that selection.
Gain a Primal Aspect from the Primal Aspects Table. |
Ranger, Survivor |
Primeval Senses III | Survivor | You cannot become lost, except through the use of magic.
Primeval Senses recharges 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 | You become Immune to common poisons and diseases. | Ranger, Survivor |
Nature Stride II | Survivor II | Ignore Hazardous Terrain that isn’t liquid while in your Natural Habitat. | Ranger, Survivor |
Primeval Senses IV | Nature Stride II | Gain +4 Skill Points that you can assign to any skills with the observation tag.
Primeval Identification can be used on a number of targets equal to 1⁄2 your AWR. |
Ranger, Survivor |
Natural Habitat IV | Primeval Senses IV | Pick a third environment to be your Natural Habitat, and Wilderness Mastery is 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 Sense V | Nature Stride III | You have unlimited uses of your Primeval Senses ability. | Ranger, Survivor |
Unrivaled Explorer | Primeval Sense 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 TA when you are in one of your Natural Habitats. (1/Week) 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
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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 1 time per day without expending your invocation slot. |
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 assign to any skills with the observation or survival tags.
Gain a talent from the Primal Magic stack. |
Ranger, Wilderness Warden |
Environmentalist II | Primal Warden II, Environmentalist | The environment you picked now restores 2 SP per Recoup.
Gain a Primal Aspect from the Primal Aspects Table. |
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 slot. |
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 | Choose a new type of creature from your Planar Protector feature. Your Planar Protector bonus works on creatures with either tag. | 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 feature. 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 assign to any skills with the observation or survival tag.
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 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 that is Tier 2 or 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 | 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 tags.
(1/Week) You can choose which intrinsic chants get your bonus from the “Chant” abilities in this track when you Take a Rest. |
Ranger, Wilderness Warden |
Planar Protector III | Primal Warden IV, Planar Protector II | Choose a creature tag you’ve already chosen with Planar Protector 1 or 2. Gain an additional +1 on magic attacks against creatures of that type. | Ranger, Wilderness Warden |
Intrinsic Boon III | Environmentalist 3 or Planar Protector 3; Intrinsic Boon II | Gain +4 Skill Points that you can assign to 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 you know and 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 tag.
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.
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Ranger, Wilderness Warden, Capstone |