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|Ranger, Bravery
|Ranger, Bravery
|Bravery
|Bravery
Gain the Courage ability.
|Gain the Courage ability.
'''Courage''' When you are Broken, Demoralized, Frightened, or Shaken by an enemy, gain TA against that enemy while your effect persists. (AWR/Rest)
'''Courage''' When you are Broken, Demoralized, Frightened, or Shaken by an enemy, gain TA against that enemy while your effect persists. (AWR/Rest)
|-
|-
Line 98: Line 98:
|Ranger, Bravery
|Ranger, Bravery
|Bravery III
|Bravery III
Gain the Drive to Survive ability.
|Gain the Drive to Survive ability.
Drive to Survive. When you start your turn and can see a
'''Drive to Survive''' 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). (1⁄2 AWR/Rest)
creature that has any Planar, Modifying, or Magical creature
|-
tags, you may become Shaken. This counts as you becoming
|BRAVERY IV
Shaken by that creature. You remain Shaken for 1 minute or
|Ranger, Bravery
until the creature dies (whichever is first). (1⁄2 AWR/Rest)
|Drive to Survive
B R AV E RY I V
|Gain +2 Skill Points in Skill(s) with the Observation tag. Your Resist ability from Bravery increases by 1.
Ranger, Bravery
|-
Prerequisites: Drive to Survive
|COURAGE III
Gain +2 Skill Points in Skill(s) with the Observation tag.
|Ranger, Bravery
Your Resist ability from Bravery increases by 1.
|Bravery IV
COURAGE III
|Gain +2 Skill Points that you can spend on skills with the Stamina tag. When you use Courage, regain HP equal to your AWR (regardless of whether you are Bloodied).
Ranger, Bravery
|-
Prerequisites: Bravery IV
|FIGHT II
Gain +2 Skill Points that you can spend on skills with the
|Ranger, Bravery
Stamina tag.
|Courage III, Fight
When you use Courage, regain HP equal to your AWR
|Gain +4 Skill Points that you can spend on skills with the Athleticism tag. Your damage from the Fight ability becomes 1d8.
(regardless of whether you are Bloodied).
|-
FIGHT II
|FLIGHT II
Ranger, Bravery
|Ranger, Bravery
Prerequisites: Courage III, Fight
|COurage III, Flight
Gain +4 Skill Points that you can spend on skills with the
|Gain +4 Skill Points that you can spend on skills with the Acrobatics tag. You ignore difficult terrain when you use the Flight ability.
Athleticism tag.
|-
Your damage from the Fight ability becomes 1d8.
|FREEZE II
 
|Ranger, Bravery
RAN G E R TA L E N T S G E R TA L E N TS
|Courage III, Freeze
 
|Gain +4 Skill Points that you can spend on skills with the Stamina tag. You no longer suffer the Frozen condition with this ability.
CHAPTER 3 | CLASSES 131
|-
 
|DRIVE TO SURVIVE II
FLIGHT II
|Ranger, Bravery
Ranger, Bravery
|Bravery 10
Prerequisites: Courage III, Flight
|Drive to Survive becomes AWR/Rest.
Gain +4 Skill Points that you can spend on skills with the
|-
Acrobatics tag.
|COURAGE IV
You ignore difficult terrain when you use the Flight ability.
|Ranger, Bravery
FREEZE II
|Drive to Survive II
Ranger, Bravery
|Gain +2 Skill Points that you can spend on skills with the Stamina tag. Courage recharges AWR/Recoup.
Prerequisites: Courage III, Freeze
|-
Gain +4 Skill Points that you can spend on skills with the
|FIGHT III
Stamina tag.
|Ranger, Bravery
You no longer suffer the Frozen condition with this ability.
|Courage IV, Fight II
DRIVE TO SURVIVE II
|The additional damage from the Fight ability becomes 1d12.
Ranger, Bravery
|-
Prerequisites: Bravery 10
|FLIGHT III
Drive to Survive becomes AWR/Rest.
|Ranger, Bravery
COURAGE IV
|Courage IV, Flight II
Ranger, Bravery
|Your speed from the Flight ability becomes +10 ft.
Prerequisites: Drive to Survive II
|-
Gain +2 Skill Points that you can spend on skills with the
|FREEZE III
Stamina tag.
|Ranger, Bravery
Courage recharges AWR/Recoup.
|Courage IV, Freeze II
FIGHT III
|Gain +4 Skill Points that you can spend on skills with the Stamina tag. The Freeze ability increases your defenses by +5.
Ranger, Bravery
|-
Prerequisites: Courage IV, Fight II
|UNDAUNTED
The additional damage from the Fight ability becomes 1d12.
|Ranger, Bravery
FLIGHT III
|Bravery 13
Ranger, Bravery
|The Shaken condition only reduces your d20 rolls by 1.
Prerequisites: Courage IV, Flight II
|-
Your speed from the Flight ability becomes +10 ft.
|FEAR ITSELF
FREEZE III
|Ranger, Bravery, Capstone
Ranger, Bravery
|Undaunted
Prerequisites: Courage IV, Freeze II
|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.
Gain +4 Skill Points that you can spend on skills with the
'''Fear Itself''' 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. (1/Recoup)
Stamina tag.
Level 30: Whenever a creature imposes Broken, Demoralized, Frightened, or Shaken against you, you are both Focused and Protected against it.
The Freeze ability increases your defenses by +5.
|}
UNDAUNTED
Ranger, Bravery
Prerequisites: Bravery 13
The Shaken condition only reduces your d20 rolls by 1.
FEAR ITSELF
Ranger, Bravery, Capstone
Prerequisites: 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.
Fear Itself. 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. (1/Recoup)
Level 30: Whenever a creature imposes Broken,
Demoralized, Frightened, or Shaken against you, you are
both Focused and Protected against it.
 
==='''HUNTER TRACK'''===
==='''HUNTER TRACK'''===
HUNTER
{| class="wikitable"
Ranger, Hunter
|+
Prerequisites: Ranger Entry
!Feature
When you have been tracking a creature for at least 1 hour
!Tags
using AWR/Tracking, when you start Initiative in combat
!PreReq
against it, you deal +2 damage against it for the first
!Discreption
minute.
|-
CORNER QUARRY
|HUNTER
Ranger, Hunter
|Ranger, Hunter
Prerequisites: 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.
|-
|CORNER QUARRY
|Ranger, Hunter
|Hunter
Incompatible: Outnumbered
Incompatible: Outnumbered
When you are Flanking a creature, gain an additional TA
|When you are Flanking a creature, gain an additional TA against it.
against it.
|-
CORNER QUARRY II
|CORNER QUARRY II
Ranger, Hunter
|Ranger, Hunter
Prerequisites: Corner Quarry
|Corner Quarry
Incompatible: Outnumbered II
Incompatible: Outnumbered II
Gain the Corner Quarry ability.
|Gain the Corner Quarry ability.
Corner Quarry. If you are Flanking a creature, you may
'''Corner Quarry''' 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. (2/Recoup)
spend 2 AP to Engage it for 1 minute or until you are no
|-
longer within 5 ft of it. (2/Recoup)
|OUTNUMBERED
OUTNUMBERED
|Ranger, Hunter
Ranger, Hunter
|Hunter
Prerequisites: Hunter
Incompatible: Corner Quarry
Incompatible: Corner Quarry
When you are Flanked, you gain TA.
|When you are Flanked, you gain TA.
OUTNUMBERED II
|-
Ranger, Hunter
|OUTNUMBERED II
Prerequisites: Outnumbered
|Ranger, Hunter
|Outnumbered
Incompatible: Corner Quarry II
Incompatible: Corner Quarry II
When you make a Ranged attack against a creature with no
|When you make a Ranged attack against a creature with no cover and no adjacent allies, gain TA.
cover and no adjacent allies, gain TA.
|-
DEADEYE
|DEADEYE
Ranger, Hunter
|Ranger, Hunter
Prerequisites: Hunter
|Hunter
Incompatible: Volley
Incompatible: Volley
Gain the Deadeye ability.
|Gain the Deadeye ability.
Deadeye. When you make a Ranged attack against a
'''Deadeye''' When you make a Ranged attack against a creature with no cover and no adjacent allies, gain TA.
creature with no cover and no adjacent allies, gain TA.
|-
DEADEYE II
|DEADEYE II
Ranger, Hunter
|Ranger, Hunter
Prerequisites: Deadeye
|Deadeye
Incompatible: Rain of Arrows
Incompatible: Rain of Arrows
Gain the Takedown Shot ability.
|Gain the Takedown Shot ability.
Takedown Shot. When you use Deadeye, deal 1d8
'''Takedown Shot''' When you use Deadeye, deal 1d8 additional damage. (2/Recoup)
additional damage. (2/Recoup)
|-
VOLLEY
|VOLLEY
Ranger, Hunter
|Ranger, Hunter
Prerequisites: Hunter
|Hunter
Incompatible: Deadeye
Incompatible: Deadeye
Gain the Volley ability.
|Gain the Volley ability.
Volley. When you hit a creature that has an ally adjacent
'''Volley''' When you hit a creature that has an ally adjacent to it, make the same attack against that creature for 0 AP (2/Recoup)
to it, make the same attack against that creature for 0 AP.
|-
(2/Recoup)
|RAIN OF ARROWS
RAIN OF ARROWS
|Ranger, Hunter
Ranger, Hunter
|Volley
Prerequisites: Volley
Incompatible: Deadeye II
Incompatible: Deadeye II
Gain the Rain of Arrows ability.
|Gain the Rain of Arrows ability.
Rain of Arrows. Spend 4 AP and pick a point within
'''Rain of Arrows''' 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. (2/Rest)
range. Make your ranged attack roll and compare vs the AR
|-
of every creature in a 20 ft radius. Roll double the damage
|HUNTER’S QUARRY
dice that you normally would. Creatures take full damage
|Ranger, Hunter
on a hit and 1⁄2 on a miss. (2/Rest)
|3
HUNTER’S QUARRY
|Learn the Hunter’s Quarry spell if you do not already know it. You may cast this spell without expending SP. (2/Rest)
Ranger, Hunter
|-
Prerequisites: Hunter 3
|HUNTER II
Learn the Hunter’s Quarry spell if you do not already know
|Ranger, Hunter
it. You may cast this spell without expending SP. (2/Rest)
|Hunter’s Quarry
HUNTER II
|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.
Ranger, Hunter
'''Target Prey''' 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.
Prerequisites: Hunter’s Quarry
|-
Gain +4 Skill Points that you can spend on skills with the
|HEW
Acrobatics or Survival tags.
|Ranger, Hunter
Pick a creature with one of the following creature tags:
|Hunter II, Corner Quarry II
Arcane, Avadri, Celestial, Divine, Eldritch, [[Elemental]],
|Gain the Hew ability.
Fae, Fiend, Giant, Monstrosity, Occult, Primal, Psionic, or
'''Hew''' When you hit a creature that has no allies adjacent to it, deal +1d10 damage. (2/Recoup)
[[Undead]].
|-
Gain the Target Prey ability against creatures with the tag
|HEW II
that you chose.
|Ranger, Hunter
Target Prey. Gain an additional +4 on History, Perceiving,
|Hew
Sneaking, and Tracking rolls made in relation to creatures of
|Your crit range increases by 1 against creatures that have no adjacent allies.
the type that you chose from Hunter II.
|-
HEW
|HORDESBANE
Ranger, Hunter
|Ranger, Hunter
Prerequisites: Hunter II, Corner Quarry II
|Hunter II, Outnumbered II
Gain the Hew ability.
|Gain the Hordesbane ability.
Hew. When you hit a creature that has no allies adjacent
'''Hordesbane''' Once per turn, When you hit a creature
to it, deal +1d10 damage. (2/Recoup)
HEW II
Ranger, Hunter
Prerequisites: Hew
Your crit range increases by 1 against creatures that have no
adjacent allies.
HORDESBANE
Ranger, Hunter
Prerequisites: Hunter II, Outnumbered II
Gain the Hordesbane ability.
 
Hordesbane. Once per turn, When you hit a creature
and another creature is adjacent to you, you can attack that
and another creature is adjacent to you, you can attack that
second creature with the same weapon for 1 fewer AP (min
second creature with the same weapon for 1 fewer AP (min
1 AP).
1 AP).
HORDESBANE II
|-
Ranger, Hunter
|HORDESBANE II
Prerequisites: Hordesbane
|Ranger, Hunter
Gain the Whirling Blades ability.
|Hordesbane
Whirling Blades. When you use Hordesbane, your
|Gain the Whirling Blades ability.
second attack can target each creature of your choice that
'''Whirling Blades''' 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. (2/Rest)
is adjacent to you. Roll attack and damage once, comparing
|-
against each target’s REF. Roll twice as many damage dice
|EAGLE EYE
as you normally would. Creatures take 1⁄2 damage on a miss.
|Ranger, Hunter
(2/Rest)
|Hunter II, Deadeye II
EAGLE EYE
|When making a ranged attack, you do not suffer any penalty for targeting a Concealed enemy.
Ranger, Hunter
|-
Prerequisites: Hunter II, Deadeye II
|EAGLE EYE II
When making a ranged attack, you do not suffer any penalty
|Ranger, Hunter
for targeting a Concealed enemy.
|Eagle Eye
EAGLE EYE II
|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
|-
Prerequisites: Eagle Eye
|VOLLEY II
When making a ranged attack, you do not suffer any penalty
|Ranger, Hunter
for targeting an enemy in Darkness, provided that you know
|Hunter II, Rain of Arrows
the enemy’s location.
|Volley becomes DEX/Recoup and works on hostile creatures within 15 ft of each other.
VOLLEY II
|-
Ranger, Hunter
|RAIN OF ARROWS II
Prerequisites: Hunter II, Rain of Arrows
|Ranger, Hunter
Volley becomes DEX/Recoup and works on hostile creatures
|Volley II
within 15 ft of each other.
|Rain of Arrows does three times your normal damage dice and can be used 1⁄2 AWR/Rest.
RAIN OF ARROWS II
|-
Ranger, Hunter
|HUNTER III
Prerequisites: Volley II
|Ranger, Hunter
Rain of Arrows does three times your normal damage dice
|Hunter 7
and can be used 1⁄2 AWR/Rest.
|Choose two additional creature types to gain Favored Prey.
HUNTER III
|-
Ranger, Hunter
|HUNTER IV
Prerequisites: Hunter 7
|Ranger, Hunter
Choose two additional creature types to gain Favored Prey.
|Hunter III
HUNTER IV
|Gain the Mark ability.
Ranger, Hunter
'''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. (1/Rest)
Prerequisites: Hunter III
|-
Gain the Mark ability.
|ONE WITH THE LAND
Mark. When you roll Initiative, you may Mark a Target
|Ranger, Hunter
Prey creature that you can see. It becomes Vulnerable 1 to
|Hunter IV
your weapon attacks for 1 minute. (1/Rest)
|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.
ONE WITH THE LAND
|-
Ranger, Hunter
|PRIMEVAL SPEED
Prerequisites: Hunter IV
|Ranger, Hunter
Pick 1 of the 11 Environments (Aquatic, Coastal, Desert,
|Hunter 10
Forest, Grassland, Jungle, Mountain, Subterranean, Swamp,
|Gain +5 ft speed when you can see your Target Prey.
Tundra, or Volcanic). While you are in that environment,
|-
 
|FLETCHER
CHAPTER 3 | CLASSES 133
|Ranger, Hunter
 
|Hunter IV
you and up to AWR allies can move stealthily at a normal
|You can fletch your own arrows, making 1d8 + INT/ Woodcarving arrows each time you Rest.
pace and remain alert to danger as though traveling
|-
cautiously.
|SHROUD
P R I M E VA L S P E E D
|Ranger, Hunter
Ranger, Hunter
|Hunter 10
Prerequisites: Hunter 10
|When you are Concealed, creatures that attack you gain 1 additional TD.
Gain +5 ft speed when you can see your Target Prey.
|-
FLETCHER
|QUICKDRAW
Ranger, Hunter
|Ranger, Hunter
Prerequisites: Hunter IV
|Hunter IV
You can fletch your own arrows, making 1d8 + INT/
|You can draw/stow [[weapons]] without spending AP once on your turn.
Woodcarving arrows each time you Rest.
|-
SHROUD
|CALCULATING
Ranger, Hunter
|Ranger, Hunter
Prerequisites: Hunter 10
|Hunter 10
When you are Concealed, creatures that attack you gain 1
|Gain the Calculating ability.
additional TD.
'''Calculating''' 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. (3/Rest)
QUICKDRAW
|-
Ranger, Hunter
|RUTHLESS HUNTER
Prerequisites: Hunter IV
|Ranger, Hunter
You can draw/stow [[weapons]] without spending AP once on
|Hunter 11
your turn.
|Gain two of the following: Cornered Quarry, Outnumbered, Deadeye, and Volley. Ignore any Incompatibility restrictions for these selections.
CALCULATING
|-
Ranger, Hunter
|CORNERED QUARRY III
Prerequisites: Hunter 10
|Ranger, Hunter
Gain the Calculating ability.
|Ruthless Hunter, Hew II
Calculating. When you roll Initiative and are facing a
|Gain +2 Skill Points, which you can spend on skills with the Athleticism or Stamina tags. Cornered Quarry becomes END/Recoup.
Target Prey, you may choose for all of your attacks that
|-
would target their AR to instead target either REF, FORT, or
|HEW III
ANT (your choice at the start of combat). This effect lasts
|Ranger, Hunter
until combat concludes. (3/Rest)
|Cornered Quarry III
RUTHLESS HUNTER
|When you use Hew against a target and it does not die, gain 3 AP.
Ranger, Hunter
|-
Prerequisites: Hunter 11
|HORDESBANE III
Gain two of the following: Cornered Quarry, Outnumbered,
|Ranger, Hunter
Deadeye, and Volley. Ignore any Incompatibility restrictions
|Ruthless Hunter, Hordesbane II
for these selections.
|Whirling Blades becomes END/Rest.
CORNERED QUARRY III
|-
Ranger, Hunter
|HORDE BREAKER
Prerequisites: Ruthless Hunter, Hew II
|Ranger, Hunter
Gain +2 Skill Points, which you can spend on skills with the
|Hordesbane III
Athleticism or Stamina tags.
|Gain the Horde Breaker ability.
Cornered Quarry becomes END/Recoup.
'''Horde Breaker''' Gain +1 TA and +1 to damage rolls for every enemy adjacent to you. This lasts until the end of your next turn. (1/Recoup)
HEW III
|-
Ranger, Hunter
|DEADEYE III
Prerequisites: Cornered Quarry III
|Ranger, Hunter
When you use Hew against a target and it does not die, gain
|Ruthless Hunter, Eagle Eye II
3 AP.
|When using Deadeye, increase your Crit range by 1. Takedown Shot becomes AWR/Recoup.
HORDESBANE III
|-
Ranger, Hunter
|RAPID TAKEDOWN
Prerequisites: Ruthless Hunter, Hordesbane II
|Ranger, Hunter
Whirling Blades becomes END/Rest.
|Deadeye III
|When you use Takedown Shot against a target and it does not die, gain 3 AP.
|-
|VOLLEY III
|Ranger, Hunter
|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.
|-
|ARROW STORM
|Ranger, Hunter
|Volley III
|Gain the Arrow Storm ability.
'''Arrow Storm''' When you use Rain of Arrows, deal four times your normal damage dice and the radius is 30 ft. (1/ Rest)
|-
|PEERLESS HUNTER
|Ranger, Hunter, Capstone
|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.
'''Peerless Hunter''' 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. (1/Week)
Level 30: You can reselect the creature types that target prey features work on. (1/Rest)
|}


HORDE BREAKER
Ranger, Hunter
Prerequisites: Hordesbane III
Gain the Horde Breaker ability.
Horde Breaker. Gain +1 TA and +1 to damage rolls for
every enemy adjacent to you. This lasts until the end of your
next turn. (1/Recoup)
DEADEYE III
Ranger, Hunter
Prerequisites: Ruthless Hunter, Eagle Eye II
When using Deadeye, increase your Crit range by 1.
Takedown Shot becomes AWR/Recoup.
R A P I D TA K E D OW N
Ranger, Hunter
Prerequisites: Deadeye III
When you use Takedown Shot against a target and it does
not die, gain 3 AP.
VOLLEY III
Ranger, Hunter
Prerequisites: 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.
ARROW STORM
Ranger, Hunter
Prerequisites: Volley III
Gain the Arrow Storm ability.
Arrow Storm. When you use Rain of Arrows, deal four
times your normal damage dice and the radius is 30 ft. (1/
Rest)
PEERLESS HUNTER
Ranger, Hunter, Capstone
Prerequisites: 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.
Peerless Hunter. 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. (1/Week)
Level 30: You can reselect the creature types that target
prey features work on. (1/Rest)
==='''INSTINCT TRACK'''===
==='''INSTINCT TRACK'''===
S U RV I VA L I N ST I N CT
{| class="wikitable"
Ranger, Instinct
|+
Prerequisites: Ranger Entry
!Feature
Gain the Preternatural Dodge ability.
!Tags
Preternatural Dodge. When a creature attacks one of
!PreReq
your Physical or Mental defenses, you can use ANT in place
!Discreption
of whatever was targeted. (AWR/Rest)
|-
FIGHTING INSTINCT II
|SURVIVAL INSTINCT
Ranger, Instinct
|Ranger, Instinct
Prerequisites: Survival Instinct
|Ranger Entry
Fighting Instinct lasts until the end of your next turn.
|Gain the Preternatural Dodge ability.
S U RV I VA L I N ST I N CT I I
'''Preternatural Dodge''' When a creature attacks one of your Physical or Mental defenses, you can use ANT in place of whatever was targeted. (AWR/Rest)
Ranger, Instinct
|-
Prerequisites: Fighting Instinct II
|FIGHTING INSTINCT II
Gain the Size Up ability.
|Ranger, Instinct
Size Up. You can spend 2 AP to study an enemy and learn
|Survival Instinct
which defense(s) its attacks target, besides AR.
|Fighting Instinct lasts until the end of your next turn.
FIGHTING INSTINCT III
|-
Ranger, Instinct
|SURVIVAL INSTINCT II
Prerequisites: Survival Instinct II
|Ranger, Instinct
Gain +4 Skill Points that you can spend on skills with the
|Fighting Instinct II
Athleticism tag.
|Gain the Size Up ability.
Your Fighting Instinct also grants you a +1 to all damage
'''Size Up''' You can spend 2 AP to study an enemy and learn which defense(s) its attacks target, besides AR.
rolls.
|-
VIGILANT
|FIGHTING INSTINCT III
Ranger, Instinct
|Ranger, Instinct
Prerequisites: Fighting Instinct III
|Survival Instinct II
Gain the Vigilant ability.
|Gain +4 Skill Points that you can spend on skills with the Athleticism tag. Your Fighting Instinct also grants you a +1 to all damage rolls.
Vigilant. If you roll lower than 10 on an AWR check, treat
|-
that roll as 10 instead (AWR/Rest)
|VIGILANT
S U RV I VA L I N ST I N CT I I I
|Ranger, Instinct
Ranger, Instinct
|Fighting Instinct III
Prerequisites: Vigilant
|Gain the Vigilant ability.
Your ANT increases by +1. Choose REF or FORT to also
'''Vigilant''' If you roll lower than 10 on an AWR check, treat that roll as 10 instead (AWR/Rest)
increase by +1.
|-
VIGILANT II
|SURVIVAL INSTINCT III
Ranger, Instinct
|Ranger, Instinct
Prerequisites: Survival Instinct III
|Vigilant
Vigilant becomes ANT instead of 10.
|Your ANT increases by +1. Choose REF or FORT to also increase by +1.
S U RV I VA L I N ST I N CT I V
|-
Ranger, Instinct
|VIGILANT II
Prerequisites: Vigilant II
|Ranger, Instinct
Gain +4 Skill Points that you can spend on skills with the
|Survival Instinct III
Observation tag.
|Vigilant becomes ANT instead of 10.
Gain a +4 bonus to Initiative.
|-
FIGHTING INSTINCT IV
|SURVIVAL INSTINCTI V
Ranger, Instinct
|Ranger, Instinct
Prerequisites: Survival Instinct IV
|Vigilant II
Gain the Pounce ability.
|Gain +4 Skill Points that you can spend on skills with the Observation tag. Gain a +4 bonus to Initiative.
Pounce. On your first turn in Initiative if no enemies have
|-
acted yet, gain 2 additional AP.
|FIGHTING INSTINCT IV
|Ranger, Instinct
|Survival Instinct IV
|Gain the Pounce ability.
'''Pounce''' On your first turn in Initiative if no enemies have acted yet, gain 2 additional AP.
|-
|VIGILANT III
|Ranger, Instinct
|Fighting Instinct IV
|Gain +4 Skill Points that you can spend on skills with the Survival Tag. Vigilant is AWR/Recoup.
|-
|SURVIVAL INSTINCT V
|Ranger, Instinct
|Vigilant III
|Gain a +4 bonus to Initiative. Preternatural Dodge is AWR/Recoup.
|-
|VIGILANT IV
|Ranger, Instinct
|Survival Instinct V
|Gain +4 Skill Points in skills with the Observation tag. Vigilant is AWR/Catch Breath.
|-
|FIGHTING INSTINCT V
|Ranger, Instinct
|Vigilant IV
|Pounce grants you 4 AP. If you start initiative with no Fighting Instinct, regain one Fighting Instinct.
|-
|VIGILANT V
|Ranger, Instinct
|Fighting Instinct V
|Vigilant is always active.
|-
|CORNERED ANIMAL
|Ranger, Instinct, Capstone
|Vigilant V
|Your base animal instinct to fight and live is overwhelming. Fighting Instinct becomes AWR/Catch Breath. When you start your turn with 0 HP, you may gain 2 Death Points. If you do, then until the end of your next turn, your speed doubles, you gain TA on all attacks, creatures cannot make reactive attacks against you, and your first hit that was not a crit counts as a crit. (1/Rest)
Level 30: Cornered Animal no longer costs 2 Death Points and is active whenever you are at 0 HP.
|}


VIGILANT III
==='''SURVIVOR TRACK'''===
Ranger, Instinct
{| class="wikitable"
Prerequisites: Fighting Instinct IV
|+
Gain +4 Skill Points that you can spend on skills with the
!Feature
Survival Tag.
!Tags
Vigilant is AWR/Recoup.
!PreReq
S U RV I VA L I N ST I N CT V
!Discreption
Ranger, Instinct
|-
Prerequisites: Vigilant III
|NATURAL HABITAT
Gain a +4 bonus to Initiative.
|Ranger, Survivor
Preternatural Dodge is AWR/Recoup.
|Ranger Entry
VIGILANT IV
|Gain +4 Skill Points that you can assign to 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, Instinct
|-
Prerequisites: Survival Instinct V
|PRIMEVAL SENSES
Gain +4 Skill Points in skills with the Observation tag.
|Ranger, Survivor
Vigilant is AWR/Catch Breath.
|Natural Habitat
FIGHTING INSTINCT V
|Gain the Primeval Sense ability.
Ranger, Instinct
'''Primeval Senses''' By focusing for 1 minute, you learn whether any of the following creatures are within 1 mile of you: Arcane, Divine, Occult, Primal, Psionic, Undead, Monstrosity, Fae, and Eldritch. You do not learn their identities but learn their exact numbers and direction/ distance from you. This information is fleeting, but if you do no strenuous activity you can maintain it for up to 10 mins. (AWR/Rest)
Prerequisites: Vigilant IV
|-
Pounce grants you 4 AP.
|NATURAL HABITAT II
If you start initiative with no Fighting Instinct, regain one
|Ranger, Survivor
Fighting Instinct.
|Primeval Senses
VIGILANT V
|Gain the Wilderness Mastery talent.
Ranger, Instinct
'''Wilderness Mastery''' When in your favored environment, give yourself double your skill points before you make an AWR Skill check. (AWR/Rest)
Prerequisites: Fighting Instinct V
|-
Vigilant is always active.
|PRIMEVAL SENSES II
CORNERED ANIMAL
|Ranger, Survivor
Ranger, Instinct, Capstone
|Natural Habitat II
Prerequisites: Vigilant V
|When you use Primeval Senses, you can use Primal Identification.
Your base animal instinct to fight and live is overwhelming.
'''Primal Identification''' Learn the identity of one creature that you sense.
Fighting Instinct becomes AWR/Catch Breath.
|-
When you start your turn with 0 HP, you may gain 2
|NATURE STRIDE
Death Points. If you do, then until the end of your next turn,
|Ranger, Survivor
your speed doubles, you gain TA on all attacks, creatures
|Primeval Senses II
cannot make reactive attacks against you, and your first hit
|Gain +4 Skill Points that you can assign to skills with the Acrobatics Tag. Ignore Difficult Terrain while in a Natural Habitat.
that was not a crit counts as a crit. (1/Rest)
|-
Level 30: Cornered Animal no longer costs 2 Death Points
|SURVIVOR
and is active whenever you are at 0 HP.
|Ranger, Survivor
SURVIVOR TRACK
|Nature Stride
N AT U R A L H A B I TAT
|Gain a Primal Aspect. Pick one: Natural Heat, Natural Cold, or Forced Marching. You can no longer gain Fatigue from that selection.
Ranger, Survivor
|-
Prerequisites: Ranger Entry
|PRIMEVAL SENSES III
Gain +4 Skill Points that you can assign to skills with the
|Ranger, Survivor
Survival or Stamina tags.
|Survivor
Pick one of the 11 environments: Aquatic, Coastal, Desert,
|You cannot become lost, except through the use of magic. Primeval Senses recharges AWR/Recoup.
Forest, Grassland, Jungle, Mountain, Subterranean, Swamp,
|-
Tundra, or Volcanic. This is your Natural Habitat. While in
|NATURAL HABITAT III
that environment, you can always find enough food for a
|Ranger, Survivor
number of creatures equal to your AWR.
|Primeval Senses III
 
|Gain +4 Skill Points that you can spend on skills with the Acrobatics or Athleticism tags. Pick a second environment to be your Natural Habitat.
P R I M E VA L S E N S E S
|-
Ranger, Survivor
|SURVIVOR II
Prerequisites: Natural Habitat
|Ranger, Survivor
Gain the Primeval Sense ability.
|Natural Habitat III
Primeval Senses. By focusing for 1 minute, you learn
|You become Immune to common poisons and diseases.
whether any of the following creatures are within 1 mile
|-
of you: Arcane, Divine, Occult, Primal, Psionic, Undead,
|NATURE STRIDE II
Monstrosity, Fae, and Eldritch. You do not learn their
|Ranger, Survivor
identities but learn their exact numbers and direction/
|Survivor II
distance from you. This information is fleeting, but if you do
|Ignore Hazardous Terrain that isn’t liquid while in your Natural Habitat.
no strenuous activity you can maintain it for up to 10 mins.
|-
(AWR/Rest)
|PRIMEVAL SENSES IV
N AT U R A L H A B I TAT I I
|Ranger, Survivor
Ranger, Survivor
|Nature Stride II
Prerequisites: Primeval Senses
|Gain +4 Skill Points that you can assign to skills with the Observation tag. Primeval Identification can be used on a number of targets equal to 1⁄2 your AWR.
Gain the Wilderness Mastery talent.
|-
Wilderness Mastery. When in your favored environment,
|N AT U R A L H A B I TAT I V
give yourself double your skill points before you make an
|Ranger, Survivor
AWR Skill check. (AWR/Rest)
|Primeval Senses IV
P R I M E VA L S E N S E S I I
|Pick a third environment to be your Natural Habitat, and Wilderness Mastery is AWR/Recoup.
Ranger, Survivor
|-
Prerequisites: Natural Habitat II
|NATURE STRIDE III
When you use Primeval Senses, you can use Primal
|Ranger, Survivor
Identification.
|Prerequisites: Natural Habitat IV
Primal Identification. Learn the identity of one creature
|Always ignore difficult terrain. Ignore all hazardous terrain that is caused by natural phenomena unless it is liquid.
that you sense.
|-
NATURE STRIDE
|PRIMEVAL SENSE V
Ranger, Survivor
|Ranger, Survivor
Prerequisites: Primeval Senses II
|Nature Stride III
Gain +4 Skill Points that you can assign to skills with the
|You have unlimited uses of your Primeval Senses ability.
Acrobatics Tag.
|-
Ignore Difficult Terrain while in a Natural Habitat.
|UNRIVALED EXPLORER
SURVIVOR
|Ranger, Survivor, Capstone
Ranger, Survivor
|Primeval Sense V
Prerequisites: Nature Stride
|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. 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)
Gain a Primal Aspect.
Level 30: The final cap for your AWR increases from 12 to 14.
Pick one: Natural Heat, Natural Cold, or Forced Marching.
|}
You can no longer gain Fatigue from that selection.
P R I M E VA L S E N S E S I I I
Ranger, Survivor
Prerequisites: Survivor
You cannot become lost, except through the use of magic.
Primeval Senses recharges AWR/Recoup.
N AT U R A L H A B I TAT I I I
Ranger, Survivor
Prerequisites: Primeval Senses III
Gain +4 Skill Points that you can spend on skills with the
Acrobatics or Athleticism tags.
Pick a second environment to be your Natural Habitat.
SURVIVOR II
Ranger, Survivor
Prerequisites: Natural Habitat III
You become Immune to common poisons and diseases.


NATURE STRIDE II
Ranger, Survivor
Prerequisites: Survivor II
Ignore Hazardous Terrain that isn’t liquid while in your
Natural Habitat.
P R I M E VA L S E N S E S I V
Ranger, Survivor
Prerequisites: Nature Stride II
Gain +4 Skill Points that you can assign to skills with the
Observation tag.
Primeval Identification can be used on a number of
targets equal to 1⁄2 your AWR.
N AT U R A L H A B I TAT I V
Ranger, Survivor
Prerequisites: Primeval Senses IV
Pick a third environment to be your Natural Habitat, and
Wilderness Mastery is AWR/Recoup.
NATURE STRIDE III
Ranger, Survivor
Prerequisites: Natural Habitat IV
Always ignore difficult terrain. Ignore all hazardous terrain
that is caused by natural phenomena unless it is liquid.
P R I M E VA L S E N S E V
Ranger, Survivor
Prerequisites: Nature Stride III
You have unlimited uses of your Primeval Senses ability.
U N R I VA L E D E X P LO R E R
Ranger, Survivor, Capstone
Prerequisites: 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.
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)
Level 30: The final cap for your AWR increases from 12
to 14.
==='''W I L D E R N E S S WA R D E N TRACK'''===
==='''W I L D E R N E S S WA R D E N TRACK'''===
P R I M A L WA R D E N
{| class="wikitable"
Ranger, Wilderness Warden
|+
Prerequisites: Ranger Entry
!Feature
Gain the Warden of the Primal talent if you did not already
!Tags
have it. If you did already have it, gain a talent from the
!PreReq
Primal Magic stack.
!Discreption
Each time you level up and spend your talent point on a
|-
talent in the Wilderness Warden stack, you gain +5 SP and
|PRIMAL WARDEN
+1 Primal Power.
|Ranger, Wilderness Warden
E N V I R O N M E N TA L I ST
|Prerequisites: Ranger Entry
Ranger, Wilderness Warden
|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 stack, you gain +5 SP and +1 Primal Power.
Prerequisites: Primal Warden
|-
Pick one of the 11 Environments (Aquatic, Coastal, Desert,
|ENVIRONMENTALIST
Forest, Grassland, Jungle, Mountain, Subterranean, Swamp,
|Ranger, Wilderness Warden
Tundra, or Volcanic). While you are in that environment and
|Primal Warden
not within 1 mile of a settled area, you regain 1 SP when
|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.
you Recoup.
|-
RANGER’S INVOCATION
|RANGER’S INVOCATION
Ranger, Wilderness Warden
|Ranger, Wilderness Warden
Prerequisites: Environmentalist or Planar Protector
|Environmentalist or Planar Protector
Learn one Invocation.
|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.
Pick an Invocation that you know that has no Tier
|-
prerequisites. You can cast that Invocation 1 time per day
|EMPOWER CHANT
without expending your Invocation slot.
|Ranger, Wilderness Warden
EMPOWER CHANT
|Ranger’s invocation or Intrinsic Boon
Ranger, Wilderness Warden
|Pick one Chant 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).
Prerequisites: Ranger’s invocation or Intrinsic Boon
|-
Pick one Chant that does not deal damage. While more than
|PLANAR PROTECTOR
1 mile from a settled area, you can cast that Chant as if it
|Ranger, Wilderness Warden
were 1 Tier stronger (e.g., if you normally cast Chants at
|Primal Warden
Primal Tier 2, cast this Chant at Primal Tier 3).
|Pick one creature type: Arcane, Avadri, Celestial, Divine, Eldritch, Elemental, Fae, Fiend, Giant, Occult, Primal, Psionic, or Undead. Your magic attack rolls against those creatures increases by +1.
PLANAR PROTECTOR
|-
Ranger, Wilderness Warden
|INTRINSIC BOON
Prerequisites: Primal Warden
|Ranger, Wilderness Warden
Pick one creature type: Arcane, Avadri, Celestial, Divine,
|Environmentalist or Planar Protector
Eldritch, Elemental, Fae, Fiend, Giant, Occult, Primal,
|Learn one chant, one invocation, and one spell that all have the Intrinsic tag.
Psionic, or Undead.
|-
Your magic attack rolls against those creatures increases
|RANGER’S SPELLS
by +1.
|Ranger, Wilderness Warden
INTRINSIC BOON
|Ranger’s invocation or Intrinsic Boon
Ranger, Wilderness Warden
|Pick two Intrinsic spells that you know. They cost 1 fewer SP (min 1 SP).
Prerequisites: Environmentalist or Planar Protector
|-
Learn one chant, one invocation, and one spell that all have
|PRIMAL WARDEN II
the Intrinsic tag.
|Ranger, Wilderness Warden
RANGER’S SPELLS
|Prerequisites: Empower Chant or Ranger’s Spells
Ranger, Wilderness Warden
|Gain +4 Skill Points that you can assign to skills with the Observation or Survival tags. Gain a talent from the Primal Magic stack.
Prerequisites: Ranger’s invocation or Intrinsic Boon
|-
Pick two Intrinsic spells that you know. They cost 1 fewer SP
|ENVIRONMENTALIST II
(min 1 SP).
|Ranger, Wilderness Warden
P R I M A L WA R D E N I I
|Primal Warden II, Environmentalist
Ranger, Wilderness Warden
|Learn a new Primal Aspect. The environment you picked now restores 2 SP per Recoup.
Prerequisites: Empower Chant or Ranger’s Spells
|-
Gain +4 Skill Points that you can assign to skills with the
|WANDERER’S INVOCATION
Observation or Survival tags.
|Ranger, Wilderness Warden
Gain a talent from the Primal Magic stack.
|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.
E N V I R O N M E N TA L I ST I I
|-
Ranger, Wilderness Warden
|FURIOUS CHANT
Prerequisites: Primal Warden II, Environmentalist
|Ranger, Wilderness Warden
Learn a new Primal Aspect.
|Wanderer’s Invocation or Intrinsic Boon II
The environment you picked now restores 2 SP per
|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.
Recoup.
|-
WA N D E R E R ’ S I N VO CAT I O N
|PLANAR PROTECTOR II
Ranger, Wilderness Warden
|Ranger, Wilderness Warden
Prerequisites: Environmentalist II or Planar Protector II
|Primal Warden II, Planar Protector
Learn one invocation.
|Choose a new type of creature from your Planar Protector feature. Your Planar Protector bonus works on creatures with either tag.
Pick an invocation that you know that has no tier
|-
prerequisites. You can cast that invocation one time per day
|INTRINSIC BOON II
without expending an invocation slot.
|Ranger, Wilderness Warden
FURIOUS CHANT
|Environmentalist II or Planar Protector II;
Ranger, Wilderness Warden
|Intrinsic Boon Learn one chant, one invocation, and one spell that all have the Intrinsic tag.
Prerequisites: Wanderer’s Invocation or Intrinsic Boon II
|-
Pick one chant that you did not select with Empowered
|WANDERER’S SPELLS
Chant. While more than 1 mile from a settled area, you can
|Ranger, Wilderness Warden
cast that chant as if it were 1 Tier stronger.
|Wanderer’s Invocation or Intrinsic Boon II
PLANAR PROTECTOR 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
|-
Prerequisites: Primal Warden II, Planar Protector
|PRIMAL WARDEN III
Choose a new type of creature from your Planar Protector
|Ranger, Wilderness Warden
feature. Your Planar Protector bonus works on creatures
|Furious Chant or Wanderer’s Spells
with either tag.
|You cannot become lost except through the use of magic. Gain a talent from the Primal Magic stack.
INTRINSIC BOON II
|-
Ranger, Wilderness Warden
|PRIMAL WARDEN IV
Prerequisites: Environmentalist II or Planar Protector II;
|Ranger, Wilderness Warden
Intrinsic Boon
|Primal Warden III
Learn one chant, one invocation, and one spell that all have
|Gain +4 Skill Points that you can assign to skills with the Observation or Survival tags. Gain a talent from the Primal Magic stack.
the Intrinsic tag.
|-
WA N D E R E R ’ S S P E L LS
|ENVIRONMENTALIST III
Ranger, Wilderness Warden
|Ranger, Wilderness Warden
Prerequisites: Wanderer’s Invocation or Intrinsic Boon II
|Primal Warden IV, Environmentalist II
Pick two spells with the Nature tag that you know and that
|The environment you picked now restores 3 SP per Recoup. All environments now restore 1 SP per Recoup.
you have not selected for your ranger’s spells feature. They
|-
cost 1 fewer SP (min 1 SP).
|PRIMEVAL INVOCATION
P R I M A L WA R D E N I I I
|Ranger, Wilderness Warden
Ranger, Wilderness Warden
|Environmentalist III or Planar Protector III
Prerequisites: Furious Chant or Wanderer’s Spells
|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.
You cannot become lost except through the use of magic.
|-
Gain a talent from the Primal Magic stack.
|CHANT OF THE WILD HEART
P R I M A L WA R D E N I V
|Ranger, Wilderness Warden
Ranger, Wilderness Warden
|Primeval Invocation or Intrinsic Boon III
Prerequisites: Primal Warden III
|You can choose which Intrinsic chants get your bonus from the “Chant” abilities in this stack when you Rest. (1/Week) When you reach Primal Tier 6, gain +12 Skill Points that you can assign to skills with the Athleticism, Acrobatics, Stamina, Observation, or Survival Tags.
Gain +4 Skill Points that you can assign to skills with the
|-
Observation or Survival tags.
|PLANAR PROTECTOR III
Gain a talent from the Primal Magic stack.
|Ranger, Wilderness Warden
E N V I R O N M E N TA L I ST I I I
|Primal Warden IV, Planar Protector II
Ranger, Wilderness Warden
|Choose a creature type you’ve already chosen with Planar Protector 1 or 2. Gain an additional +1 on magic attacks against creatures of that type.
Prerequisites: Primal Warden IV, Environmentalist II
|-
The environment you picked now restores 3 SP per Recoup.
|INTRINSIC BOON III
All environments now restore 1 SP per Recoup.
|Ranger, Wilderness Warden
 
|Environmentalist 3 or Planar Protector 3; Intrinsic Boon II
CHAPTER 3 | CLASSES 137
|Gain +4 Skill Points that you can assign to skills with the Survival tag. Learn 1 chant, 1 invocation, and 1 spell that all have the Intrinsic tag.
 
|-
P R I M E VA L I N VO CAT I O N
|PRIMEVAL SPELLS
Ranger, Wilderness Warden
|Ranger, Wilderness Warden
Prerequisites: Environmentalist III or Planar Protector III
|Prerequisites: Primeval Invocation or Intrinsic Boon III
Learn one invocation.
|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).
Pick an invocation that you know that is Tier 2 or Tier
|-
3. You can cast that invocation one time per day without
|PRIMAL WARDEN V
expending an invocation slot.
|Ranger, Wilderness Warden
CHANT OF THE WILD HEART
|Chant of the Wild Heart or Primeval Spells
Ranger, Wilderness Warden
|Gain +4 Skill Points that you can assign to skills with the Observation or Survival tags. Gain a talent from the Primal Magic stack.
Prerequisites: Primeval Invocation or Intrinsic Boon III
|-
You can choose which Intrinsic chants get your bonus from
|PRIMAL EXEMPLAR
the “Chant” abilities in this stack when you Rest. (1/Week)
|Ranger, Wilderness Warden, Capstone
When you reach Primal Tier 6, gain +12 Skill Points that
|Primal Warden V
you can assign to skills with the Athleticism, Acrobatics,
|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.
Stamina, Observation, or Survival Tags.
Level 30: Choose one Intrinsic spell and one Intrinsic invocation. Both must have the Nature tag. You can cast each of those abilities indefinitely, without spending SP or invocation slots.
PLANAR PROTECTOR III
Ranger, Wilderness Warden
Prerequisites: Primal Warden IV, Planar Protector II
Choose a creature type you’ve already chosen with Planar
Protector 1 or 2. Gain an additional +1 on magic attacks
against creatures of that type.
INTRINSIC BOON III
Ranger, Wilderness Warden
Prerequisites: Environmentalist 3 or Planar Protector 3;
Intrinsic Boon II
Gain +4 Skill Points that you can assign to skills with the
Survival tag.
Learn 1 chant, 1 invocation, and 1 spell that all have the
Intrinsic tag.
P R I M E VA L S P E L LS
Ranger, Wilderness Warden
Prerequisites: 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).
P R I M A L WA R D E N V
Ranger, Wilderness Warden
Prerequisites: Chant of the Wild Heart or Primeval Spells
Gain +4 Skill Points that you can assign to skills with the
Observation or Survival tags.
Gain a talent from the Primal Magic stack.
PRIMAL EXEMPLAR
Ranger, Wilderness Warden, Capstone
Prerequisites: 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.
 
Level 30: Choose one Intrinsic spell and one Intrinsic
invocation. Both must have the Nature tag. You can cast
each of those abilities indefinitely, without spending SP or
invocation slots.
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