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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
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.
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 prowessuntil you can go toe to toe with the strongest [[warrior]]? Doyou sharpen your senses and your survival [[skills]], stalkingprey 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.
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 prowessuntil you can go toe to toe with the strongest [[warrior]]? Doyou sharpen your senses and your survival [[skills]], stalkingprey 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 Stacks===
===Ranger Tracks===


'''Bravery''' You tap into your instinct to fight, flee, or freeze in the face of danger, and you channel this into fighting prowess.
'''Bravery:''' You tap into your instinct to fight, flee, or [[freeze]] in the face of danger, and you channel this into fighting prowess.


'''Hunter''' You are an unparalleled hunter of creatures both natural and otherworldly, mastering both blade and bow.
'''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.
'''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.
'''Survivor:''' You know the natural world like the back of your hand. Wherever you end up, you know [[how to]] survive.


'''Wilderness Warden''' You can learn primal magic and enhance some of your primal spells as you gain skill as a magical ranger.
'''Wilderness Warden:''' You can learn primal magic and enhance some of your primal spells as you gain skill as a magical ranger.


===Ranger Entry===
===Ranger Entry===
After gaining the Ranger Entry Talent, you can take talents from any of the [[berzerker]] stacks. After gaining the Ranger Entry Talent, you can also gain [[Primal]] Aspect Talents.
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.
{| class="wikitable"
{| class="wikitable"
!Feature
!Feature
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!Tags
!Tags
|-
|-
|Ranger, Class Entry
|'''Ranger Entry'''
|Character Level 2
|Character Level 2
|When you take this entry talent, you gain the following abilities.
|When you take this entry talent, you gain the following abilities.


* <u>Primal Aspect</u> Repeatable Learn a Primal Aspect. If you know more than one, you can only gain the benefits of one at a time. You can choose which Primal Aspect is active each time you Take a Rest.
* <u>Primal Aspect</u>: ''Repeatable.'' Learn a Primal Aspect. If you know more than one, you can only gain the benefits of one at a time. You can choose which Primal Aspect is active each time you Take a Rest.
* <u>Skilled:</u> Gain +4 Skill Points, which you can spend on skills with the Observation and/or Survival tags.
* <u>Skilled</u>: Gain +4 Skill Points, which you can spend on skills with the Observation and/or Survival tags.
* <u>Fighting Instinct:</u> You may grant yourself TA until the end of your current turn. While you have fighting instinct, when you spend AP to move, gain +5 ft movement. (AWR/Recoup)
* <u>Fighting Instinct</u>: (AWR/Recoup) You may grant yourself TA until the end of your current turn. While you have fighting instinct, when you spend AP to move, gain +5 ft movement. You regain all expended uses when you Recoup.
|''Ranger Entry''
|''Ranger, Class Entry''
|}
|}


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|Gain the Bravery ability.  
|Gain the Bravery ability.  


* <u>Bravery</u> Resist Frightened 2.
* <u>Bravery</u>: Resist Frightened 2.
|''Ranger, Bravery''
|''Ranger, Bravery''
|-
|-
|'''Courage'''
|'''Courage'''
|Bravery
|Bravery
|(AWR/Rest) Gain the Courage ability.  
|Gain the Courage ability.  


* <u>Courage</u> When you are Broken, Demoralized, Frightened, or Shaken by an enemy, gain TA against that enemy while your effect persists.  
* <u>Courage</u>: (AWR/Rest) When you are Broken, Demoralized, Frightened, or Shaken by an enemy, gain TA against that enemy while your effect persists. You regain all expended uses when you Take a Rest.
|''Ranger, Bravery''
|''Ranger, Bravery''
|-
|-
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|'''Fight'''  
|'''Fight'''  
|Courage II
|Courage II
Incompatible: Flight, Freeze
<u>Incompatible</u>: Flight, Freeze
|Gain the Fight ability. Fight When you use Courage, deal +1d6 [[damage]] against the source of the condition for its duration.
|Gain the Fight ability.  
 
* <u>Fight</u>: When you use Courage, deal +1d6 [[damage]] against the source of the condition for its duration.
|''Ranger, Bravery''
|''Ranger, Bravery''
|-
|-
|'''Flight'''
|'''Flight'''
|Courage II
|Courage II
Incompatible: Fight, Freeze
<u>Incompatible</u>: Fight, Freeze
|Gain the Flight ability. Flight When you use Courage, gain +5 ft speed when you use AP to move. This lasts for the condition’s duration.
|Gain the Flight ability.  
 
* <u>Flight</u>: When you use Courage, gain +5 ft speed when you use AP to move. This lasts for the condition’s duration.
|''Ranger, Bravery''
|''Ranger, Bravery''
|-
|-
|'''Freeze'''
|'''Freeze'''
|Courage II
|Courage II
Incompatible: Flight, Flight
<u>Incompatible</u>: Flight, Flight
|Gain the Freeze ability. Freeze When you use Courage, you gain TD on attacks, suffer the Frozen condition, and all of your defenses increase by +3. This lasts for the condition’s duration.
|Gain the Freeze ability.  
 
* <u>Freeze</u>: When you use Courage, you gain TD on attacks, suffer the Frozen condition, and all of your defenses increase by +3. This lasts for the condition’s duration.
|''Ranger, Bravery''
|''Ranger, Bravery''
|-
|-
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|Gain the Drive to Survive ability.
|Gain the Drive to Survive ability.


* <u>Drive to Survive</u> (1/2 AWR/Rest) When you start your turn and can see a creature that has any Planar, Modifying, or Magical creature tags, you may become Shaken. This counts as you becoming Shaken by that creature. You remain Shaken for 1 minute or until the creature dies (whichever is first).
* <u>Drive to Survive</u>: (1/2 AWR/Rest) When you start your turn and can see a creature that has any Planar, Modifying, or Magical creature tags, you may become Shaken. This counts as you becoming Shaken by that creature. You remain Shaken for 1 minute or until the creature dies (whichever is first). You regain all expended uses when you Take a Rest.
|''Ranger, Bravery''
|''Ranger, Bravery''
|-
|-
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|-
|-
|'''Flight II'''
|'''Flight II'''
|COurage III, Flight
|Courage III, Flight
|Gain +4 Skill Points that you can spend on skills with the Acrobatics tag. You ignore difficult terrain when you use the Flight ability.
|Gain +4 Skill Points that you can spend on skills with the Acrobatics tag. You ignore difficult terrain when you use the Flight ability.
|''Ranger, Bravery''
|''Ranger, Bravery''
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|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.  
|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.  


* <u>Fear Itself</u>  (1/Recoup) When a creature causes you to become Broken, Demoralized, Frightened, or Shaken, if that creature can see you, it immediately takes 2d10 Psychic damage and you gain TA against it until the end of your next turn. Additionally, the creature suffers the same [[conditions]] that it inflicted on you for the duration that you do.
* <u>Fear Itself</u>: (1/Recoup) When a creature causes you to become Broken, Demoralized, Frightened, or Shaken, if that creature can see you, it immediately takes 2d10 Psychic damage and you gain [[Tactical Advantages|TA]] against it until the end of your next turn. Additionally, the creature suffers the same [[conditions]] that it inflicted on you for the duration that you do.
* <u>Level 30</u> Whenever a creature imposes Broken, Demoralized, Frightened, or Shaken against you, you are both Focused and Protected against it.
** <u>Level 30</u>: Whenever a creature imposes Broken, Demoralized, Frightened, or Shaken against you, you are both Focused and Protected against it.
|''Ranger, Bravery, Capstone''
|''Ranger, Bravery, '''Capstone'''''
|}
|}


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|'''Unrivaled Explorer'''
|'''Unrivaled Explorer'''
|Primeval Sense V
|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.  
|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.
(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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