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|Ranger Entry | |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. | |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 | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Corner Quarry''' | |'''Corner Quarry''' | ||
|Hunter | |Hunter | ||
Incompatible: Outnumbered | <u>Incompatible</u>: Outnumbered | ||
|When you are Flanking a creature, gain an additional TA against it. | |When you are Flanking a creature, gain an additional [[Tactical Advantages|TA]] against it. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Corner Quarry II''' | |'''Corner Quarry II''' | ||
|Corner Quarry | |Corner Quarry | ||
Incompatible: Outnumbered II | <u>Incompatible</u>: Outnumbered II | ||
|Gain the Corner Quarry ability. | |Gain the Corner Quarry ability. | ||
* <u>Corner Quarry</u> (2/Recoup) If you are Flanking a creature, you may spend 2 AP to Engage it for 1 minute or until you are no longer within 5 ft of it. | * <u>Corner Quarry</u>: (2/Recoup) If you are Flanking a creature, you may spend 2 AP to Engage it for 1 minute or until you are no longer within 5 ft of it. You regain all expended uses when you Recoup. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Outnumbered''' | |'''Outnumbered''' | ||
|Hunter | |Hunter | ||
Incompatible: Corner Quarry | <u>Incompatible</u>: Corner Quarry | ||
|When you are Flanked, you gain TA. | |When you are Flanked, you gain [[Tactical Advantages|TA]]. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Outnumbered II''' | |'''Outnumbered II''' | ||
|Outnumbered | |Outnumbered | ||
Incompatible: Corner Quarry II | <u>Incompatible</u>: Corner Quarry II | ||
|When you make a Ranged attack against a creature with no cover and no adjacent allies, gain TA. | |When you make a Ranged attack against a creature with no cover and no adjacent allies, gain [[Tactical Advantages|TA]]. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Deadeye''' | |'''Deadeye''' | ||
|Hunter | |Hunter | ||
Incompatible: Volley | <u>Incompatible</u>: Volley | ||
|Gain the Deadeye ability. Deadeye When you make a Ranged attack against a creature with no cover and no adjacent allies, gain TA. | |Gain the Deadeye ability. Deadeye When you make a Ranged attack against a creature with no cover and no adjacent allies, gain [[Tactical Advantages|TA]]. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Deadeye II''' | |'''Deadeye II''' | ||
|Deadeye | |Deadeye | ||
Incompatible: Rain of Arrows | <u>Incompatible</u>: Rain of Arrows | ||
| | |Gain the Takedown Shot ability. | ||
|Ranger, Hunter | |||
* <u>Takedown Shot</u>: (2/Recoup) When you use Deadeye, deal 1d8 additional damage. You regain all expended uses when you Recoup. | |||
|''Ranger, Hunter'' | |||
|- | |- | ||
|'''Volley''' | |'''Volley''' | ||
|Hunter | |Hunter | ||
Incompatible: Deadeye | <u>Incompatible</u>: Deadeye | ||
| | |Gain the Volley ability. | ||
|Ranger, Hunter | |||
* <u>Volley</u>: (2/Recoup) When you hit a creature that has an ally adjacent to it, make the same attack against that creature for 0 AP. You regain all expended uses when you Recoup. | |||
|''Ranger, Hunter'' | |||
|- | |- | ||
|'''Rain of Arrows''' | |'''Rain of Arrows''' | ||
|Volley | |Volley | ||
Incompatible: Deadeye II | <u>Incompatible</u>: Deadeye II | ||
|Gain the Rain of Arrows ability. | |Gain the Rain of Arrows ability. | ||
* <u>Rain of Arrows</u> (2/Rest) Spend 4 AP and pick a point within range. Make your ranged attack roll and compare vs the AR of every creature in a 20 ft radius. Roll double the damage dice that you normally would. Creatures take full damage on a hit and 1/2 on a miss. | * <u>Rain of Arrows</u>: (2/Rest) Spend 4 AP and pick a point within range. Make your ranged attack roll and compare vs the AR of every creature in a 20 ft radius. Roll double the damage dice that you normally would. Creatures take full damage on a hit and 1/2 on a miss. You regain all expended uses when you Take a Rest. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Hunter's Quarry''' | |'''Hunter's Quarry''' | ||
|3 | |Hunter 3 | ||
|(2/Rest) Learn the Hunter’s Quarry spell if you do not already know it. You may cast this spell without expending SP. | |(2/Rest) Learn the Hunter’s Quarry spell if you do not already know it. You may cast this spell without expending SP. You regain all expended uses when you Take a Rest. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Hunter II''' | |'''Hunter II''' | ||
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|Gain +4 Skill Points that you can spend on skills with the Acrobatics or Survival tags. 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 against creatures with the tag that you chose. | |Gain +4 Skill Points that you can spend on skills with the Acrobatics or Survival tags. 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 against creatures with the tag that you chose. | ||
* <u>Target Prey</u> Gain an additional +4 on History, Perceiving, Sneaking, and Tracking rolls made in relation to creatures of the type that you chose from Hunter II. | * <u>Target Prey</u>: Gain an additional +4 on History, Perceiving, Sneaking, and Tracking rolls made in relation to creatures of the type that you chose from Hunter II. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Hew''' | |'''Hew''' | ||
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|Gain the Hew ability. | |Gain the Hew ability. | ||
* <u>Hew</u> (2/Recoup) When you hit a creature that has no allies adjacent to it, deal +1d10 damage. | * <u>Hew</u>: (2/Recoup) When you hit a creature that has no allies adjacent to it, deal +1d10 damage. You regain all expended uses when you Recoup. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Hew II''' | |'''Hew II''' | ||
|Hew | |Hew | ||
|Your crit range increases by 1 against creatures that have no adjacent allies. | |Your crit range increases by 1 against creatures that have no adjacent allies. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Hordesbane''' | |'''Hordesbane''' | ||
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|Gain the Hordesbane ability. | |Gain the Hordesbane ability. | ||
* <u>Hordesbane</u> Once per turn, When you hit a creature and another creature is adjacent to you, you can attack that second creature with the same weapon for 1 fewer AP (min 1 AP). | * <u>Hordesbane</u>: Once per turn, When you hit a creature and another creature is adjacent to you, you can attack that second creature with the same weapon for 1 fewer AP (min 1 AP). | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Hordesbane II''' | |'''Hordesbane II''' | ||
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|Gain the Whirling Blades ability. | |Gain the Whirling Blades ability. | ||
* <u>Whirling Blades</u> (2/Rest) When you use Hordesbane, your second attack can target each creature of your choice that is adjacent to you. Roll attack and damage once, comparing against each target’s REF. Roll twice as many damage dice as you normally would. Creatures take 1⁄2 damage on a miss. | * <u>Whirling Blades</u>: (2/Rest) When you use Hordesbane, your second attack can target each creature of your choice that is adjacent to you. Roll attack and damage once, comparing against each target’s REF. Roll twice as many damage dice as you normally would. Creatures take 1⁄2 damage on a miss. You regain all expended uses when you Take a Rest. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Eagle Eye''' | |'''Eagle Eye''' | ||
|Hunter II, Deadeye II | |Hunter II, Deadeye II | ||
|When making a ranged attack, you do not suffer any penalty for targeting a Concealed enemy. | |When making a ranged attack, you do not suffer any penalty for targeting a Concealed enemy. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Eagle Eye II''' | |'''Eagle Eye II''' | ||
|Eagle Eye | |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. | |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 | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Volley II''' | |'''Volley II''' | ||
|Hunter II, Rain of Arrows | |Hunter II, Rain of Arrows | ||
|Volley becomes DEX/Recoup and works on hostile creatures within 15 ft of each other. | |Volley becomes DEX/Recoup and works on hostile creatures within 15 ft of each other. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Rain of Arrows II''' | |'''Rain of Arrows II''' | ||
|Volley II | |Volley II | ||
|Rain of Arrows does three times your normal damage dice and can be used 1⁄2 AWR/Rest. | |Rain of Arrows does three times your normal damage dice and can be used 1⁄2 AWR/Rest. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Hunter III''' | |'''Hunter III''' | ||
|Hunter 7 | |Hunter 7 | ||
|Choose two additional creature types to gain Favored Prey. | |Choose two additional creature types to gain Favored Prey. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Hunter IV''' | |'''Hunter IV''' | ||
|Hunter III | |Hunter III | ||
|Gain the Mark ability. | |Gain the Mark ability. | ||
Mark When you roll Initiative, you may Mark a Target Prey creature that you can see. It becomes Vulnerable 1 to your weapon attacks for 1 minute. | |||
|Ranger, Hunter | * <u>Mark</u>: (1/Rest) When you roll Initiative, you may Mark a Target Prey creature that you can see. It becomes Vulnerable 1 to your weapon attacks for 1 minute. | ||
|''Ranger, Hunter'' | |||
|- | |- | ||
|'''One with the Land''' | |'''One with the Land''' | ||
|Hunter IV | |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. | |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 | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Primeval Speed''' | |'''Primeval Speed''' | ||
|Hunter 10 | |Hunter 10 | ||
|Gain +5 ft speed when you can see your Target Prey. | |Gain +5 ft speed when you can see your Target Prey. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Fletcher''' | |'''Fletcher''' | ||
|Hunter IV | |Hunter IV | ||
|You can fletch your own arrows, making 1d8 + INT/ Woodcarving arrows each time you Rest. | |You can fletch your own arrows, making 1d8 + INT/ Woodcarving arrows each time you Rest. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Shroud''' | |'''Shroud''' | ||
|Hunter 10 | |Hunter 10 | ||
|When you are Concealed, creatures that attack you gain 1 additional TD. | |When you are Concealed, creatures that attack you gain 1 additional [[Tactical Advantages|TD]]. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Quickdraw''' | |'''Quickdraw''' | ||
|Hunter IV | |Hunter IV | ||
|You can draw/stow [[weapons]] without spending AP once on your turn. | |You can draw/stow [[weapons]] without spending AP once on your turn. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Calculating''' | |'''Calculating''' | ||
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|Gain the Calculating ability. | |Gain the Calculating ability. | ||
* <u>Calculating</u> (3/Rest) When you roll Initiative and are facing a Target Prey, you may choose for all of your attacks that would target their AR to instead target either REF, FORT, or ANT (your choice at the start of combat). This effect lasts until combat concludes. | * <u>Calculating</u>: (3/Rest) When you roll Initiative and are facing a Target Prey, you may choose for all of your attacks that would target their AR to instead target either REF, FORT, or ANT (your choice at the start of combat). This effect lasts until combat concludes. You regain all expended uses when you Take a Rest. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Ruthless Hunter''' | |'''Ruthless Hunter''' | ||
|Hunter 11 | |Hunter 11 | ||
|Gain two of the following: Cornered Quarry, Outnumbered, Deadeye, and Volley. Ignore any Incompatibility restrictions for these selections. | |Gain two of the following: Cornered Quarry, Outnumbered, Deadeye, and Volley. Ignore any Incompatibility restrictions for these selections. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Cornered Quarry III''' | |'''Cornered Quarry III''' | ||
|Ruthless Hunter, Hew II | |Ruthless Hunter, Hew II | ||
|Gain +2 Skill Points, which you can spend on skills with the Athleticism or Stamina tags. Cornered Quarry becomes END/Recoup. | |Gain +2 Skill Points, which you can spend on skills with the Athleticism or Stamina tags. Cornered Quarry becomes END/Recoup. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Hew III''' | |'''Hew III''' | ||
|Cornered Quarry III | |Cornered Quarry III | ||
|When you use Hew against a target and it does not die, gain 3 AP. | |When you use Hew against a target and it does not die, gain 3 AP. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Hordesbane III''' | |'''Hordesbane III''' | ||
|Ruthless Hunter, Hordesbane II | |Ruthless Hunter, Hordesbane II | ||
|Whirling Blades becomes END/Rest. | |Whirling Blades becomes END/Rest. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Horde Breaker''' | |'''Horde Breaker''' | ||
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|Gain the Horde Breaker ability. | |Gain the Horde Breaker ability. | ||
* <u>Horde Breaker</u> (1/Recoup) Gain +1 TA and +1 to damage rolls for every enemy adjacent to you. This lasts until the end of your next turn. | * <u>Horde Breaker</u>: (1/Recoup) Gain +1 [[Tactical Advantages|TA]] and +1 to damage rolls for every enemy adjacent to you. This lasts until the end of your next turn. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Deadeye III''' | |'''Deadeye III''' | ||
|Ruthless Hunter, Eagle Eye II | |Ruthless Hunter, Eagle Eye II | ||
|When using Deadeye, increase your Crit range by 1. Takedown Shot becomes AWR/Recoup. | |When using Deadeye, increase your Crit range by 1. Takedown Shot becomes AWR/Recoup. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Rapid Takedown''' | |'''Rapid Takedown''' | ||
|Deadeye III | |Deadeye III | ||
|When you use Takedown Shot against a target and it does not die, gain 3 AP. | |When you use Takedown Shot against a target and it does not die, gain 3 AP. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Volley III''' | |'''Volley III''' | ||
|Ruthless Hunter, Rain of Arrows II | |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. | |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 | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Arrow Storm''' | |'''Arrow Storm''' | ||
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|Gain the Arrow Storm ability. | |Gain the Arrow Storm ability. | ||
* <u>Arrow Storm</u> (1/ Rest) When you use Rain of Arrows, deal four times your normal damage dice and the radius is 30 ft. | * <u>Arrow Storm</u>: (1/Rest) When you use Rain of Arrows, deal four times your normal damage dice and the radius is 30 ft. | ||
|Ranger, Hunter | |''Ranger, Hunter'' | ||
|- | |- | ||
|'''Peerless Hunter''' | |'''Peerless Hunter''' | ||
|Hunter 14 | |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. | |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. | |||
* <u>Peerless Hunter</u> (1/Week) When you finish Taking a Rest, you can reassign all of your Talent points spent in this stack, taking new Talents within this stack. You lose this ability if you reassign your talents in such a way that you no longer have access to this Talent. | * <u>Peerless Hunter</u>: (1/Week) When you finish Taking a Rest, you can reassign all of your Talent points spent in this stack, taking new Talents within this stack. You lose this ability if you reassign your talents in such a way that you no longer have access to this Talent. | ||
* <u>Level 30</u> (1/ Rest) You can reselect the creature types that target prey features work on. | ** <u>Level 30</u>: (1/Rest) You can reselect the creature types that target prey features work on. | ||
|Ranger, Hunter, Capstone | |''Ranger, Hunter, '''Capstone''''' | ||
|} | |} | ||