Ranger: Difference between revisions

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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 any skills with the acrobatics tag.
You ignore difficult terrain when you use the Flight ability.
|''Ranger, Bravery''
|''Ranger, Bravery''
|-
|-
|'''Freeze II'''
|'''Freeze II'''
|Courage III, Freeze
|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.
|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''
|''Ranger, Bravery''
|-
|-
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|'''Courage IV'''
|'''Courage IV'''
|Drive to Survive II
|Drive to Survive II
|Gain +2 Skill Points that you can spend on skills with the Stamina tag. Courage recharges AWR/Recoup.
|Gain +2 Skill Points that you can spend on any skills with the stamina tag.
Courage recharges AWR/Recoup.
|''Ranger, Bravery''
|''Ranger, Bravery''
|-
|-
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|'''Freeze III'''
|'''Freeze III'''
|Courage IV, Freeze II
|Courage IV, Freeze II
|Gain +4 Skill Points that you can spend on skills with the Stamina tag. The Freeze ability increases your defenses by +5.
|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''
|''Ranger, Bravery''
|-
|-
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|'''Fear Itself'''  
|'''Fear Itself'''  
|Undaunted
|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.  
|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 [[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.
* '''Fear Itself.''' (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>Level 30</u>: Whenever a creature imposes Broken, Demoralized, Frightened, or Shaken against you, you are both Focused and Protected against it.
** '''Level 30:''' 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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