Ranger: Difference between revisions

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''<big>"The wilderness gives me solace as I continue my grim purpose: to slay that which would threaten the natural order." - [[Grim]], monster slayer</big>''
''<big>"The wilderness gives me solace as I continue my grim purpose: to slay that which would threaten the natural order." - [[Grim]], monster slayer</big>''


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.
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 debutantes. 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.
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.
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'''<u><big>Ranger Tracks</big></u>'''
'''<u><big>Ranger Tracks</big></u>'''


[[Ranger#Bravery Track|'''Bravery'''.]] You tap into your instinct to fight, flee, or freeze in the face of danger, channelling this into fighting prowess.
[[Ranger#Bravery Track|'''Bravery'''.]] You tap into your instinct to fight, flee, or freeze in the face of danger, channeling this into fighting prowess.


[[Ranger#Hunter Track|'''Hunter'''.]] You are an unparalleled hunter of creatures both natural and otherworldly, mastering both blade and bow.
[[Ranger#Hunter Track|'''Hunter'''.]] You are an unparalleled hunter of creatures both natural and otherworldly, mastering both blade and bow.
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|'''Ranger 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 benefits.


* '''Primal Rapport.''' Gain the Primal Aspect talent.
'''Primal Rapport.''' Gain the Primal Aspect specialization talent.


* '''Skilled.''' Gain +4 Skill Points that you can spend on any skills with the observation or survival tag.
'''Skilled.''' Gain +4 Skill Points that you can spend on any skills with the observation or survival tags.
* '''Fighting Instinct.''' (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.
 
'''Fighting Instinct.''' Gain the Fighting Instinct ability.
 
* '''Fighting Instinct (AWR/Recoup).''' You may grant yourself +1 TA until the end of your current turn. While you have fighting instinct, when you spend AP to move, gain +5 ft speed.
|''Ranger, Class Entry''
|''Ranger, Class Entry''
|}
|}
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|-
|-
|'''A’rl’ng'''
|'''A’rl’ng'''
|(1/Catch Breath) You may spend 1 AP to magically double all movement you take for this turn.
|You may spend 1 AP to magically double all movement you take for this turn. (1/Catch Breath)
|-
|-
|'''Al’An'''
|'''Al’An'''
|You cannot be Surprised and creatures cannot gain [[Tactical Advantages|TA]] against you from being Unseen.
|You cannot be Surprised and creatures cannot gain TA against you from being Unseen.
|-
|-
|'''Heq'''
|'''Heq'''
|You gain a +2 bonus on rolls when attempting one of these Maneuvers: Shove, Grapple, or Trip.
|You gain +2 to your attack roll when attempting one of these Maneuvers: Shove, Grapple, or Trip.
|-
|-
|'''Leshy'''
|'''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.
|You can always find food and shelter in the wild for yourself and six 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 skill checks with the survival or observation tags made to find food and shelter.
|-
|-
|'''Porov'''
|'''Porov'''
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|-
|-
|'''Sekh'''
|'''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.
|You may spend 1 AP to leap 10 ft in a line towards an enemy you can see provided that this movement places them within reach of a melee weapon you are holding. Then make an attack with that weapon, targeting their REF. On a hit, you do not deal damage, but they fall Prone.
|-
|-
|'''Stoll'''
|'''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.
|Commune with the body of a deceased humanoid, 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. (1/Catch Breath)
|-
|-
|'''Tamat'''
|'''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.
|For 10 minutes, gain awareness of nearby magic: If a creature or object is within 30 ft of you and you can see it, you know if it is magical or under the effects of magic. You learn the Source and function of that magical effect. (1/Recoup)
|-
|-
|'''Vele'''
|'''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 [[Tactical Advantages|TD]].
|You may spend 1 AP to grant creatures within 5 ft of you Shield HP equal to your character level. While they have this Shield HP, attacks against them suffer 1 TD. (1/Catch Breath)
|-
|-
|'''Woden'''
|'''Woden'''
|Gain +6 to Water Vehicle and Navigation checks.
|Gain +6 to Vehicles* [water] and Navigation checks.
|}
|}


=== Bravery Track ===
=== Bravery Track ===
[[File:Bravery Track.png|thumb|567x567px|Bravery Track Progression]]
[[File:BraveryTrack.png|center|frameless|506x506px|Bravery Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
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|'''Bravery'''
|'''Bravery'''
|Ranger Entry
|Ranger Entry
|Gain the Bravery ability.
|Gain Resist Frightened +2.
 
* '''Bravery.''' Gain Resist Frightened 2.
|''Ranger, Bravery''
|''Ranger, Bravery''
|-
|-
|'''Courage'''
|'''Courage'''
|Bravery
|Bravery
|Gain the Courage ability.  
|Gain the Courage ability.


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


* '''Drive to Survive.''' (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).
* '''Drive to Survive (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 choose to become Shaken by that creature. You remain Shaken for 1 minute or until the creature dies (whichever comes first).
|''Ranger, Bravery''
|''Ranger, Bravery''
|-
|-
|'''Bravery IV'''
|'''Bravery IV'''
|Drive to Survive
|Drive to Survive
|Gain +2 Skill Points in one skill with the observation tag.
|Gain +2 Skill Points in any one skill with the observation tag.
Your Resist ability from Bravery increases by 1.
 
Your Resist ability from Bravery increases by +1.
|''Ranger, Bravery''
|''Ranger, Bravery''
|-
|-
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|Bravery IV
|Bravery IV
|Gain +2 Skill Points that you can spend on any skills with the stamina tag.
|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).
When you use Courage, regain HP equal to your AWR (regardless of whether you are Bloodied).
|''Ranger, Bravery''
|''Ranger, Bravery''
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|Courage III, Fight
|Courage III, Fight
|Gain +4 Skill Points that you can spend on any skills with the athleticism tag.
|Gain +4 Skill Points that you can spend on any skills with the athleticism tag.
Your damage from the Fight ability becomes 1d8.
 
Your damage from the Fight talent becomes 1d8.
|''Ranger, Bravery''
|''Ranger, Bravery''
|-
|-
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|Courage III, Flight
|Courage III, Flight
|Gain +4 Skill Points that you can spend on any skills with the acrobatics tag.
|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.
 
You ignore Difficult Terrain while Courage is active.
|''Ranger, Bravery''
|''Ranger, Bravery''
|-
|-
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|Courage III, Freeze
|Courage III, Freeze
|Gain +4 Skill Points that you can spend on any skills with the stamina tag.
|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.
 
You no longer suffer the Chilled condition when you use Courage.
|''Ranger, Bravery''
|''Ranger, Bravery''
|-
|-
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|Drive to Survive II
|Drive to Survive II
|Gain +2 Skill Points that you can spend on any skills with the stamina tag.
|Gain +2 Skill Points that you can spend on any skills with the stamina tag.
Courage recharges AWR/Recoup.
 
Courage becomes AWR/Recoup.
|''Ranger, Bravery''
|''Ranger, Bravery''
|-
|-
|'''Fight III'''
|'''Fight III'''
|Courage IV, Fight II
|Courage IV, Fight II
|The additional damage from the Fight ability becomes 1d12.
|The damage from the Fight talent becomes 1d12.
|''Ranger, Bravery''
|''Ranger, Bravery''
|-
|-
|'''Flight III'''
|'''Flight III'''
|Courage IV, Flight II
|Courage IV, Flight II
|Your speed from the Flight ability becomes +10 ft.
|The extra speed from the Flight talent becomes +10 ft.
|''Ranger, Bravery''
|''Ranger, Bravery''
|-
|-
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|Courage IV, Freeze II
|Courage IV, Freeze II
|Gain +4 Skill Points that you can spend on any skills with the stamina tag.
|Gain +4 Skill Points that you can spend on any skills with the stamina tag.
The Freeze ability increases your defenses by +5.
 
The Freeze talent now increases your defenses by +5.
|''Ranger, Bravery''
|''Ranger, Bravery''
|-
|-
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|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.
|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.'''  (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.
Gain the Fear Itself ability.
** '''Level 30:''' Whenever a creature imposes Broken, Demoralized, Frightened, or Shaken against you, you are both Focused and Protected against it.
 
* '''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 +1 TA against it until the end of your next turn. Additionally, the creature suffers the same conditions that it inflicted on you for the same duration that you do.
* '''''Level 30:''''' Whenever a creature imposes Broken, Demoralized, Frightened, or Shaken against you, you gain Focused and Protected against it.
|''Ranger, Bravery, '''Capstone'''''
|''Ranger, Bravery, '''Capstone'''''
|}
|}


=== Hunter Track ===
=== Hunter Track ===
[[File:Hunter Track.png|thumb|366x366px|Hunter Track Progression]]
[[File:HunterTrack.png|center|frameless|410x410px|Hunter Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
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|Hunter
|Hunter
<u>Incompatible</u>: Outnumbered
<u>Incompatible</u>: Outnumbered
|When you are Flanking a creature, gain an additional TA against it.
|When you are Flanking a creature, gain +1 TA against it.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Corner Quarry
|Corner Quarry
<u>Incompatible</u>: Outnumbered II
<u>Incompatible</u>: Outnumbered II
|Gain the Corner Quarry ability.  
|Gain the Corner Quarry ability.


* '''Corner Quarry.''' (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.
* '''Corner Quarry (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.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Hunter
|Hunter
<u>Incompatible</u>: Corner Quarry
<u>Incompatible</u>: Corner Quarry
|When you are Flanked, you gain [[Tactical Advantages|TA]].
|When you are Flanked, you gain +1 TA.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Outnumbered
|Outnumbered
<u>Incompatible</u>: Corner Quarry II
<u>Incompatible</u>: Corner Quarry II
|Outnumbered becomes: Whenever two or more enemies are adjacent to you, gain TA.
|Outnumbered becomes: When two or more hostile creatures are adjacent to you, gain +1 TA.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Hunter
|Hunter
<u>Incompatible</u>: Volley
<u>Incompatible</u>: Volley
|Gain the Deadeye ability.
|When you make a ranged attack against a creature with no Cover and none of its allies are adjacent, gain +1 TA.
 
* '''Deadeye.''' When you make a ranged attack against a creature with no Cover and none of its allies adjacent, gain TA.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Deadeye
|Deadeye
<u>Incompatible</u>: Rain of Arrows
<u>Incompatible</u>: Rain of Arrows
|Gain the Takedown Shot ability.  
|Gain the Takedown Shot ability.


* '''Takedown Shot.''' (2/Recoup) When you use Deadeye, deal 1d8 additional damage.
* '''Takedown Shot (2/Recoup).''' When you make a ranged attack against a creature with no Cover and none of its allies are adjacent, deal +1d8 damage.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Hunter
|Hunter
<u>Incompatible</u>: Deadeye
<u>Incompatible</u>: Deadeye
|Gain the Volley ability.  
|Gain the Volley ability.


* '''Volley.''' (2/Recoup) When you hit a creature that has one of its adjacent to it, make the same attack against that creature for 0 AP.
* '''Volley (2/Recoup).''' When you hit a creature that has an ally adjacent to it, make the same attack against that creature for 0 AP.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Volley
|Volley
<u>Incompatible</u>: Deadeye II
<u>Incompatible</u>: Deadeye II
|Gain the Rain of Arrows ability.  
|Gain the Rain of Arrows ability. You may only use this ability when wielding a bow.


* '''Rain of Arrows.''' (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.
* '''Rain of Arrows (2/Rest).''' Spend 4 AP, expend 10 arrows, and pick a point within range. Make a ranged attack roll against 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.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
|'''Hunter's Quarry'''
|'''Hunter's Quarry'''
|Hunter 3
|Hunter 3
|Learn the [[Hunter's Quarry|Hunter’s Quarry]] spell if you do not already know it.  
|Learn the [[Hunter's Quarry|Hunter’s Quarry]] spell if you do not already know it. Gain the Primal Quarry ability.
(2/Rest) You may cast this spell without expending SP, you cannot upcharge it.
 
* '''Primal Quarry (2/Rest).''' You may cast the Hunter’s Quarry spell without expending SP.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Hunter’s Quarry
|Hunter’s Quarry
|Gain +4 Skill Points that you can spend on any skills with the acrobatics or survival tag.
|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.
 
Pick 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.
Gain the Target Prey ability.
* '''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.
 
* '''Target Prey.''' Gain +4 on History, Perceiving, Sneaking, and Tracking checks made in relation to creatures of the tag that you chose.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Gain the Hew ability.
|Gain the Hew ability.


* '''Hew.''' (2/Recoup) When you hit a creature that has none of its allies adjacent to it, deal +1d10 damage.
* '''Hew (2/Recoup).''' When you hit a creature that has none of its allies adjacent to it, deal +1d10 damage.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
|'''Hew II'''
|'''Hew II'''
|Hew
|Hew
|Your crit range increases by 1 against creatures that have none of their allies adjacent.  
|Your crit range increases by +1 against creatures that have no adjacent allies.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
|'''Hordesbane'''
|'''Hordesbane'''
|Hunter II, Outnumbered II
|Hunter II, Outnumbered II
|Gain the Hordesbane ability.  
|Gain the Hordesbane ability.


* '''Hordesbane.''' 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).
* '''Hordesbane (1/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'''
|Hordesbane
|Hordesbane
|Gain the Whirling Blades ability.  
|Gain the Whirling Blades ability.


* '''Whirling Blades.''' (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.
* '''Whirling Blades (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 full damage on a hit and 1⁄2 on a miss.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|'''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 becomes 1⁄2 AWR/Rest and does three times your normal damage dice.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
|'''Hunter III'''
|'''Hunter III'''
|Hunter 7
|Hunter 7
|Choose two additional creature tags to gain Target Prey.
|Choose two additional creature tags from Hunter II to use with Target Prey.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Gain the Mark ability.
|Gain the Mark ability.


* '''Mark.''' (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.
* '''Mark (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''
|''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 one 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''
|-
|-
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|'''Fletcher'''
|'''Fletcher'''
|Hunter IV
|Hunter IV
|You can fletch your own arrows, making 1d8 + INT/Woodcarving arrows each time you Take a Rest.
|Gain the Fletcher ability.
 
* '''Fletcher (1/Rest).''' You can fletch your own arrows, making 1d8 + INT/Woodcarving arrows.
|''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 suffer 1 additional 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 any number of times on your turn.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
|'''Calculating'''
|'''Calculating'''
|Hunter 10
|Hunter 10
|Gain the Calculating ability.  
|Gain the Calculating ability.


* '''Calculating.''' (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.
* '''Calculating (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.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
|'''Ruthless Hunter'''
|'''Ruthless Hunter'''
|Hunter 11
|Primeval Speed, Shroud, or Calculating
|Gain two of the following Hunter track talents: Cornered Quarry, Outnumbered, Deadeye, or Volley. Ignore any Incompatibility restrictions for these selections.
|Gain two of the following Hunter track talents: Cornered Quarry, Outnumbered, Deadeye, or Volley. Ignore any incompatibilities 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 that you can spend on any skills with th athleticism or stamina tag.
|Gain +2 Skill Points that you can spend on any skills with the athleticism or stamina tag.
 
Cornered Quarry becomes END/Recoup.
Cornered Quarry becomes END/Recoup.
|''Ranger, Hunter''
|''Ranger, Hunter''
Line 407: Line 413:
|'''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 that turn.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
Line 417: Line 423:
|'''Horde Breaker'''
|'''Horde Breaker'''
|Hordesbane III
|Hordesbane III
|Gain the Horde Breaker ability.  
|Gain the Horde Breaker ability.


* '''Horde Breaker.''' (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.
* '''Horde Breaker (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.
|''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.  
|When using Deadeye, increase your crit range by +1.
 
Takedown Shot becomes AWR/Recoup.
Takedown Shot becomes AWR/Recoup.
|''Ranger, Hunter''
|''Ranger, Hunter''
Line 430: Line 437:
|'''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, +3 AP that turn.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
Line 436: Line 443:
|Ruthless Hunter, Rain of Arrows II
|Ruthless Hunter, Rain of Arrows II
|Volley works on creatures within 30 ft of each other.
|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.
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''
Line 441: Line 449:
|'''Arrow Storm'''
|'''Arrow Storm'''
|Volley III
|Volley III
|Gain the Arrow Storm ability.  
|Gain the Arrow Storm ability.


* '''Arrow Storm.''' (1/Rest) When you use Rain of Arrows, deal four times your normal damage dice and the radius is 30 ft.
* '''Arrow Storm (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
|Hew III, Horde Breaker, Rapid Takedown, or Arrow Storm
|Those in the know recognize that you are a peerless hunter and might task you with felling great monsters for equally great rewards.
|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.
 
When you roll Initiative and you have no Target Prey, choose one enemy to be your Target Prey.


Gain the Peerless Hunter ability.
Gain the Peerless Hunter ability.
* '''Peerless Hunter.''' (1/Week) When you finish Taking a Rest, you can reassign all of your Talent Points spent in this track, taking new talents within this track. You lose this ability if you reassign your talents in such a way that you no longer have access to this talent.
 
** '''Level 30:''' (1/Rest) You can reselect the creature tags that Target Prey features work on.
* '''Peerless Hunter (1/Week).''' When you finish Taking a Rest, you can reassign all of your Talent Points spent in this track, taking new talents within this track. You lose this ability if you reassign your talents in such a way that you no longer have access to this talent.
 
* '''''Level 30:''''' Gain the Versatile Hunter ability. '''Versatile Hunter (1/Rest).''' You can reselect the creature tags you can target with your Target Prey ability.
|''Ranger, Hunter, '''Capstone'''''
|''Ranger, Hunter, '''Capstone'''''
|}
|}


=== Instinct Track ===
=== Instinct Track ===
[[File:Instinct Track.png|thumb|562x562px|Instinct Track Progression]]
[[File:InstinctTrack.png|center|frameless|546x546px|Instinct Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
Line 469: Line 480:
|Gain the Preternatural Dodge ability.
|Gain the Preternatural Dodge ability.


* '''Preternatural Dodge.''' (AWR/Rest) When a creature attacks one of your physical or mental defenses, you can use ANT in place of whatever was targeted.
* '''Preternatural Dodge (AWR/Rest).''' When a creature attacks one of your physical or mental defenses, you can have it target ANT instead.
|''Ranger, Instinct''
|''Ranger, Instinct''
|-
|-
Line 487: Line 498:
|Survival Instinct II
|Survival Instinct II
|Gain +4 Skill Points that you can spend on any skills with the athleticism tag.
|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.
 
Your Fighting Instinct now grants you a +1 to all damage rolls.
|''Ranger, Instinct''
|''Ranger, Instinct''
|-
|-
Line 494: Line 506:
|Gain the Vigilant ability.
|Gain the Vigilant ability.


* '''Vigilant.''' (AWR/Rest) If you roll lower than 10 on an AWR check, treat that roll as 10 instead.
* '''Vigilant (AWR/Rest).''' If you roll lower than 10 on an AWR check, treat that roll as 10 instead.
|''Ranger, Instinct''
|''Ranger, Instinct''
|-
|-
Line 510: Line 522:
|Vigilant II
|Vigilant II
|Gain +4 Skill Points that you can spend on any skills with the observation tag.
|Gain +4 Skill Points that you can spend on any skills with the observation tag.
Gain a +4 bonus to Initiative.
 
Gain +4 to Initiative.
|''Ranger, Instinct''
|''Ranger, Instinct''
|-
|-
Line 517: Line 530:
|Gain the Pounce ability.
|Gain the Pounce ability.


* '''Pounce.''' On your first turn in Initiative if no enemies have acted yet, gain 2 additional AP.
* '''Pounce.''' On your first turn in Initiative if no enemies have acted yet, gain +2 AP that turn.
|''Ranger, Instinct''
|''Ranger, Instinct''
|-
|-
|'''Vigilant III'''
|'''Vigilant III'''
|Fighting Instinct IV
|Fighting Instinct IV
|Gain +4 Skill Points that you can spend on any skills with the survival Tag.
|Gain +4 Skill Points that you can spend on any skills with the survival tag.
 
Vigilant is AWR/Recoup.
Vigilant is AWR/Recoup.
|''Ranger, Instinct''
|''Ranger, Instinct''
Line 529: Line 543:
|Vigilant III
|Vigilant III
|Gain a +4 bonus to Initiative.
|Gain a +4 bonus to Initiative.
Preternatural Dodge is AWR/Recoup.
Preternatural Dodge is AWR/Recoup.
|''Ranger, Instinct''
|''Ranger, Instinct''
Line 535: Line 550:
|Survival Instinct V
|Survival Instinct V
|Gain +4 Skill Points that you can spend on any skills with the observation tag.
|Gain +4 Skill Points that you can spend on any skills with the observation tag.
Vigilant is AWR/Catch Breath.
Vigilant is AWR/Catch Breath.
|''Ranger, Instinct''
|''Ranger, Instinct''
Line 540: Line 556:
|'''Fighting Instinct V'''
|'''Fighting Instinct V'''
|Vigilant IV
|Vigilant IV
|Pounce grants you 4 AP.  
|Pounce grants you 4 AP.
If you start Initiative with no Fighting Instinct, regain one Fighting Instinct.
 
If you roll Initiative with no Fighting Instinct, regain one use of Fighting Instinct.
|''Ranger, Instinct''
|''Ranger, Instinct''
|-
|-
Line 551: Line 568:
|'''Cornered Animal'''
|'''Cornered Animal'''
|Vigilant V
|Vigilant V
|Your base animal instinct to fight and live is overwhelming.  
|Your base animal instinct to fight and live is overwhelming. Fighting Instinct becomes AWR/Catch Breath.
Fighting Instinct becomes AWR/Catch Breath.
 
Gain the Cornered Animal Ability.
Gain the Cornered Animal ability.


* '''Cornered Animal.''' (1/Rest) 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.
* '''Cornered Animal (1/Rest).''' 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 +1 TA on all attacks, creatures cannot make reactive attacks against you, and your first hit that was not a crit counts as a crit.
** '''Level 30:''' Cornered Animal no longer costs 2 Death Points and is active whenever you are at 0 HP.
* '''''Level 30:''''' Cornered Animal no longer costs 2 Death Points and is always active whenever you are at 0 HP.
|''Ranger, Instinct, '''Capstone'''''
|''Ranger, Instinct, '''Capstone'''''
|}
|}


=== Survivor Track ===
=== Survivor Track ===
[[File:Survivor Track.png|thumb|553x553px|Survivor Track Progression]]
[[File:SurvivorTrack.png|center|frameless|555x555px|Survivor Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
Line 570: Line 587:
|'''Natural Habitat'''
|'''Natural Habitat'''
|Ranger Entry
|Ranger Entry
|Gain +4 Skill Points that you can assign to any skills with the survival or stamina tags.
|Gain +4 Skill Points that you can spend on any skills with the survival or stamina tag.
 
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.
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''
|''Ranger, Survivor''
Line 578: Line 596:
|Gain the Primeval Sense ability.
|Gain the Primeval Sense ability.


* '''Primeval Senses.''' (AWR/Rest) By focusing for 1 minute, you learn whether any creatures with the following tags 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.
* '''Primeval Senses (AWR/Rest).''' By focusing for 1 minute, you learn whether any creatures with the following tags 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 minutes.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
|'''Natural Habitat II'''
|'''Natural Habitat II'''
|Primeval Senses
|Primeval Senses
|Gain the Wilderness Mastery ability
|Gain the Wilderness Mastery ability.


* '''Wilderness Mastery.''' (AWR/Rest) When in your favored environment, give yourself double your Skill Points before you make an AWR skill check.
* '''Wilderness Mastery (AWR/Rest).''' When in your Natural Habitat, give yourself double your Skill Points before you make an AWR skill check.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
|'''Primeval Seneses II'''
|'''Primeval Senses II'''
|Natural Habitat II
|Natural Habitat II
|When you use Primeval Senses, you can use Primal Identification.
|When you use Primeval Senses, you can use Primal Identification.


* '''Primal Identification.''' Learn the identity of one creature that you sense.
* '''Primal Identification.''' Learn the identity of one creature that you sense with Primeval Senses.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
|'''Nature Stride'''
|'''Nature Stride'''
|Primeval Senses II
|Primeval Senses II
|Gain +4 Skill Points that you can assign to any skills with the acrobatics Tag.
|Gain +4 Skill Points that you can assign to any skills with the acrobatics tag.
Ignore Difficult Terrain while in a Natural Habitat.
 
Ignore Difficult Terrain while in your Natural Habitat.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
|'''Survivor'''
|'''Survivor'''
|Nature Stride
|Nature Stride
|Pick one: Natural Heat, Natural Cold, or Forced Marching. You can no longer gain Fatigue from that selection.
|Gain the Primal Aspect talent.
Gain a Primal Aspect from the ''Primal Aspects'' Table.  
 
Pick one: Extreme Heat, Extreme Cold, or Forced Marching. You can no longer gain Fatigue from that selection.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
Line 610: Line 630:
|Survivor
|Survivor
|You cannot become lost, except through the use of magic.
|You cannot become lost, except through the use of magic.
Primeval Senses recharges AWR/Recoup.
 
Primeval Senses becomes AWR/Recoup.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
Line 616: Line 637:
|Primeval Senses III
|Primeval Senses III
|Gain +4 Skill Points that you can spend on any skills with the acrobatics or athleticism tag.
|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.
Pick a second environment to be your Natural Habitat.
|''Ranger, Survivor''
|''Ranger, Survivor''
Line 621: Line 643:
|'''Survivor II'''
|'''Survivor II'''
|Natural Habitat III
|Natural Habitat III
|You become Immune to common poisons and diseases.
|Gain Immune Common Poison and Immune Common Disease.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
|'''Nature Stride II'''
|'''Nature Stride II'''
|Survivor II
|Survivor II
|Ignore Hazardous Terrain that isn’t liquid while in your Natural Habitat.
|Ignore Hazardous Terrain that is not liquid while in your Natural Habitat.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
|'''Primeval Senses IV'''
|'''Primeval Senses IV'''
|Nature Stride II
|Nature Stride II
|Gain +4 Skill Points that you can assign to any skills with the observation tag.
|Gain +4 Skill Points that you can spend on any skills with the observation tag.
Primeval Identification can be used on a number of targets equal to 1⁄2 your AWR.
 
Primeval Identification can be used on a number of targets equal to 1⁄2 AWR.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
|'''Natural Habitat IV'''
|'''Natural Habitat IV'''
|Primeval Senses IV
|Primeval Senses IV
|Pick a third environment to be your Natural Habitat, and Wilderness Mastery is AWR/Recoup.
|Pick a third environment to be your Natural Habitat. Wilderness Mastery becomes AWR/Recoup.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
Line 645: Line 668:
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
|'''Primeval Sense V'''
|'''Primeval Senses V'''
|Nature Stride III
|Nature Stride III
|You have unlimited uses of your Primeval Senses ability.
|You have unlimited uses of your Primeval Senses ability.
Line 651: Line 674:
|-
|-
|'''Unrivaled Explorer'''
|'''Unrivaled Explorer'''
|Primeval Sense V
|Primeval Senses 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 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 can never become lost, even by magical means.


You have TA when you are in one of your Natural Habitats.
You have +1 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
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.


* '''Level 30:''' The final cap for your AWR increases from 12 to 14.
* '''''Level 30:''''' The final cap for your AWR increases from 12 to 14.
|''Ranger, Survivor, '''Capstone'''''
|''Ranger, Survivor, '''Capstone'''''
|}
|}


=== Wilderness Warden Track ===
=== Wilderness Warden Track ===
[[File:Wilderness Warden Track.png|thumb|550x550px|Wilderness Warden Track Progression]]
[[File:WildernessWardenTrack.png|center|frameless|505x505px|Wilderness Warden Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
Line 674: Line 697:
|Ranger Entry
|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.
|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.
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''
|''Ranger, Wilderness Warden''
Line 684: Line 708:
|'''Ranger's Invocation'''
|'''Ranger's Invocation'''
|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 one time per day without expending an invocation use.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
Line 695: Line 720:
|'''Planar Protector'''
|'''Planar Protector'''
|Primal Warden
|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.
|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''
|''Ranger, Wilderness Warden''
|-
|-
Line 710: Line 737:
|'''Primal Warden II'''
|'''Primal Warden II'''
|Empower Chant or Ranger’s Spells
|Empower Chant or Ranger’s Spells
|Gain +4 Skill Points that you can assign to any skills with the observation or survival tags.
|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.
Gain a talent from the Primal Magic stack.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
Line 716: Line 744:
|'''Environmentalist II'''
|'''Environmentalist II'''
|Primal Warden II, Environmentalist
|Primal Warden II, Environmentalist
|The environment you picked now restores 2 SP per Recoup.
|Learn a new Primal Aspect.
Gain a Primal Aspect from the ''Primal Aspects'' Table.
 
The environment you picked for Environmentalist now restores 2 SP per Recoup.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
|'''Wanderer's Invocation'''
|'''Wanderer's Invocation'''
|Environmentalist II or Planar Protector II
|Environmentalist II or Planar Protector II
|Learn one invocation.  
|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.
 
Pick an invocation that you know that has no tier prerequisites. You can cast that invocation one time per day without expending an invocation use.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
Line 733: Line 763:
|'''Planar Protector II'''
|'''Planar Protector II'''
|Primal Warden II, Planar Protector
|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.
|Select a second creature tag for your Planar Protector talent.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
Line 743: Line 773:
|'''Wanderer's Spells'''
|'''Wanderer's Spells'''
|Wanderer’s Invocation or Intrinsic Boon II
|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).
|Pick two spells with the nature tag that you know and that you have not selected for your Ranger’s Spells talent. They cost 1 fewer SP (min 1 SP).
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
|'''Primal Warden III'''
|'''Primal Warden III'''
|Furious Chant or Wanderer’s Spells
|Furious Chant or Wanderer’s Spells
|You cannot become lost except through the use of magic.  
|You cannot become lost except through the use of magic.
Gain a talent from the [[Magic Talents|Primal Magic stack]].
 
Gain a talent from the Primal Magic stack.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
|'''Primal Warden IV'''
|'''Primal Warden IV'''
|Primal Warden III
|Primal Warden III
|Gain +4 Skill Points that you can assign to any skills with the observation or survival tag.  
|Gain +4 Skill Points that you can spend on any skills with the observation or survival tags.
Gain a talent from the [[Magic Talents|Primal Magic stack]].
 
Gain a talent from the Primal Magic stack.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
|'''Environmentalist III'''
|'''Environmentalist III'''
|Primal Warden IV, Environmentalist II
|Primal Warden IV, Environmentalist II
|The environment you picked now restores 3 SP per Recoup.  
|The environment you picked now restores 3 SP per Recoup.
All environments now restore 1 SP per Recoup.
 
All other environments now restore 1 SP per Recoup.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
|'''Primeval Invocation'''
|'''Primeval Invocation'''
|Environmentalist III or Planar Protector III
|Environmentalist III or Planar Protector III
|Learn one invocation.  
|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.
 
Pick an invocation that you know up to Tier 3. You can cast that invocation one time per day without expending an invocation slot.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
|'''Chant of the Wild Heart'''
|'''Chant of the Wild Heart'''
|Primeval Invocation or Intrinsic Boon III
|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.
|Gain the Wild Heart ability.
(1/Week) You can choose which intrinsic chants get your bonus from the “Chant” abilities in this track when you Take a Rest.
 
* '''Wild Heart (1/Week).''' You can choose which intrinsic chants get your bonus from the “Chant” talents in this track when you Take a Rest.
 
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 tag.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
|'''Planar Protector III'''
|'''Planar Protector III'''
|Primal Warden IV, Planar Protector II
|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.
|Choose one of the tags you selected for Planar Protector.
 
Gain an additional +1 on magic attacks against creatures with that tag.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
|'''Intrinsic Boon III'''
|'''Intrinsic Boon III'''
|Environmentalist 3 or Planar Protector 3; Intrinsic Boon II
|Environmentalist III or Planar Protector III; Intrinsic Boon II
|Gain +4 Skill Points that you can assign to any skills with the survival tag.  
|Gain +4 Skill Points that you can spend on any skills with the survival tag.
 
Learn 1 chant, 1 invocation, and 1 spell that all have the intrinsic tag.
Learn 1 chant, 1 invocation, and 1 spell that all have the intrinsic tag.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
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|'''Primeval Spells'''
|'''Primeval Spells'''
|Primeval Invocation or Intrinsic Boon III
|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).
|Pick 3 intrinsic spells that have benefitted either from Ranger’s Spells or Wanderer’s Spells. They cost 1 fewer SP (min 1 SP).
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
|'''Primal Warden V'''
|'''Primal Warden V'''
|Chant of the Wild Heart or Primeval Spells
|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 +4 Skill Points that you can spend on any skills with the observation or survival tags.
 
Gain a talent from the Primal Magic stack.
Gain a talent from the Primal Magic stack.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
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|'''Primal Exemplar'''
|'''Primal Exemplar'''
|Primal Warden V
|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.  
|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.  
 
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.
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, you cannot upcharge them.
* '''''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 uses.
|''Ranger, Wilderness Warden, '''Capstone'''''
|''Ranger, Wilderness Warden, '''Capstone'''''
|}
|}
''*Updated to v1.2''


== Additional Subclass Tracks ==
== Additional Subclass Tracks ==
[[File:VampireHunter.png|thumb|250x250px]]


=== Vampire Hunter Track ===
=== Vampire Hunter Track ===
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|Ranger Entry
|Ranger Entry
|''Repeatable.'' Gain +4 Skill Points that you can spend on any skill with the observation or survival tag.
|''Repeatable.'' Gain +4 Skill Points that you can spend on any skill with the observation or survival tag.
Choose a single tool from the list of Hunter’s Tools. Whenever you Take a Rest, you may craft this tool for free using available resources you have on hand. Hunter’s Tools can be used up to ½ AWR/Rest, at which point they break or are exhausted, and must be remade.  
Choose a single tool from the list of Hunter’s Tools. Whenever you Take a Rest, you may craft this tool for free using available resources you have on hand. Hunter’s Tools can be used up to 1⁄2 AWR/Rest, at which point they break or are exhausted, and must be remade.


Taking this talent again grants you access to a new tool. You can also pick a single tool you already possess, now regaining +1 use of that tool when you Recoup. This may stack, but cannot surpass your maximum limit on uses, ½ AWR/Rest.
Taking this talent again grants you access to a new tool. You can also pick a single tool you already possess, now regaining +1 use of that tool when you Recoup. This may stack, but cannot surpass your maximum limit on uses, 1⁄2 AWR/Rest.


'''List of Tools'''
'''List of Tools'''


* '''''Throwing Crucifix:''''' An altered boomerang with multiple piercing blades set along a center throwing ring. For 2 AP, you can throw the Throwing Crucifix at a creature within 30 ft, even if they have Full Cover. Make a ranged attack using your AWR against the creature’s AR and any two creatures within 5 ft of the target. On a hit, deal 1d6+AWR sharp damage and the Throwing Crucifix returns to your hand immediately after.
* '''''Throwing Crucifix:''''' An altered boomerang with multiple piercing blades set along a center throwing ring. For 2 AP, you can throw the Throwing Crucifix at a creature within 30 ft, even if they have Full Cover. Make a ranged attack using your AWR against the creature’s AR and any two creatures within 5 ft of the target. On a hit, deal 1d6+AWR sharp damage and the Throwing Crucifix returns to your hand immediately after.
* '''''Combat Trap:''''' A series of traps that can be deployed quickly to cover a field of engagement. For 3 AP, you can set a single combat trap. Choose a point within 5 ft of you. When a creature moves into that square, it takes 2d4 sharp damage and gains the Slowed condition until the end of their next turn. If a creature does not see you set this trap, they must make a AWR/Perceiving check against a DC equal to 10 + your AWR to notice it. You may have as many traps active at one time as you have uses of this tool.
* '''''Combat Trap:''''' A series of traps that can be deployed quickly to cover a field of engagement. For 3 AP, you can set a single combat trap. Choose a point within 5 ft of you. When a creature moves into that square, it takes 2d4 sharp damage and gains the Slowed condition until the end of their next turn. If a creature does not see you set this trap, they must make a AWR/Perceiving check against a DC equal to 10 + your AWR to notice it. You may have as many traps active at one time as you have uses of this tool. A trap has 5 HP, an AR of 10, and can be disabled, with the same DC equal to the Perceiving check to notice it.
 
A trap has 5 HP, an AR of 10, and can be disabled, with the same DC equal to the Perceiving check to notice it.


* '''''Repeating Crossbow:''''' This weapon possesses the stats of a standard hand crossbow, but its APC to fire is 1 and it uses your AWR for attack and damage rolls. You may fire 1 bolt per AP you spend, up to  ½ your AWR. Each bolt fired deals +1d4 damage and consumes 1 use of the tool.
* '''''Repeating Crossbow:''''' This weapon possesses the stats of a standard hand crossbow, but its APC to fire is 1 and it uses your AWR for attack and damage rolls. You may fire 1 bolt per AP you spend, up to 1⁄2 your AWR. Each bolt fired deals +1d4 damage and consumes 1 use of the tool.


* '''''Scatter Spark:''''' A crafty concoction of alchemical powder and shrapnel that you can hurl to distract and dismay a creature for 2 AP. Make a special attack using your AWR against the FORT of any creature within 15 ft. On a hit, the creature is Blinded until the end of their next turn.
* '''''Scatter Spark:''''' A crafty concoction of alchemical powder and shrapnel that you can hurl to distract and dismay a creature for 2 AP. Make a special attack using your AWR against the FORT of any creature within 15 ft. On a hit, the creature is Blinded until the end of their next turn.
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|'''Profane Hunt'''
|'''Profane Hunt'''
|Apprentice Hunter
|Apprentice Hunter
|Gain the Profane Hunt ability.  
|Gain the Profane Hunt ability.
'''Profane Hunt.''' You are an expert at tracking and defeating creatures of a profane origin. You may spend 2 AP to make a special attack with your AWR against the ANT of a creature with the undead or fiend tag within your Line of Sight. On a hit, this creature cannot benefit from the Concealed or Unseen condition from you, and you always know the direction you need to travel to find it. Profane Hunt lasts until you Take a Rest, or until you use it again on a different creature. (2/Rest)
 
* '''Profane Hunt (2/Rest).''' You are an expert at tracking and defeating creatures of a profane origin. You may spend 2 AP to make a special attack with your AWR against the ANT of a creature with the undead or fiend tag within your Line of Sight. On a hit, this creature cannot benefit from the Concealed or Unseen condition from you, and you always know the direction you need to travel to find it. Profane Hunt lasts until you Take a Rest, or until you use it again on a different creature.
|''Ranger, Vampire Hunter''
|''Ranger, Vampire Hunter''
|-
|-
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|'''Profane Hunt IV'''
|'''Profane Hunt IV'''
|Profane Hunt III
|Profane Hunt III
|The number of creatures you are able to target with your Profane Hunt becomes ½ your AWR.  
|The number of creatures you are able to target with your Profane Hunt becomes 1⁄2 your AWR.  
|''Ranger, Vampire Hunter''
|''Ranger, Vampire Hunter''
|-
|-
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|'''Enduring Hunter III'''
|'''Enduring Hunter III'''
|Enduring Hunter II
|Enduring Hunter II
|You’ve turned your body into a temple against the profane. Whenever a creature within 5 ft of you under the effects of Profane Hunt hits you, you may spend 1 Reactive AP to deal 1d4 + ½ your END radiant damage to them. Should a vampire, or other creature with the undead tag, drink your blood, they take 1d10 + your END radiant damage and gain the Shaken condition for 1 minute. Such a creature may make an AWR/Perceiving check to notice your blood is “tainted” before they drink, with a DC equal to 10 + your AWR.
|You’ve turned your body into a temple against the profane. Whenever a creature within 5 ft of you under the effects of Profane Hunt hits you, you may spend 1 Reactive AP to deal 1d4 + 1⁄2 your END radiant damage to them. Should a vampire, or other creature with the undead tag, drink your blood, they take 1d10 + your END radiant damage and gain the Shaken condition for 1 minute. Such a creature may make an AWR/Perceiving check to notice your blood is “tainted” before they drink, with a DC equal to 10 + your AWR.
|''Ranger, Vampire Hunter''
|''Ranger, Vampire Hunter''
|-
|-
|'''Throwing Crucifix Expert'''
|'''Throwing Crucifix Expert'''
|Apprentice Hunter, Throwing Crucifix Tool
|Apprentice Hunter, Throwing Crucifix Tool
|Gain the Penetrating Throw ability.  
|Gain the Penetrating Throw ability.
'''Penetrating Throw.''' When you hit a creature with your Throwing Crucifix, you may spend +1 AP to afflict that creature with Bleeding 1d4 for 1 minute. If that creature is under the effects of Profane Hunt that becomes Bleeding 1d6.
 
* '''Penetrating Throw.''' When you hit a creature with your Throwing Crucifix, you may spend +1 AP to afflict that creature with Bleeding 1d4 for 1 minute. If that creature is under the effects of Profane Hunt that becomes Bleeding 1d6.
|''Ranger, Vampire Hunter''
|''Ranger, Vampire Hunter''
|-
|-
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Gain the Scything Crucifix ability.  
Gain the Scything Crucifix ability.  


'''Scything Crucifix.''' Spend +2 AP while attacking with your Throwing Crucifix to hit all creatures within 5 ft of your original target. Any creatures under the effects of Profane Hunt gain Bleeding 1d4 for 1 minute when hit by this attack. (2/Rest)
* '''Scything Crucifix (2/Rest).''' Spend +2 AP while attacking with your Throwing Crucifix to hit all creatures within 5 ft of your original target. Any creatures under the effects of Profane Hunt gain Bleeding 1d4 for 1 minute when hit by this attack.
|''Ranger, Vampire Hunter''
|''Ranger, Vampire Hunter''
|-
|-
|'''Throwing Crucifix Master'''
|'''Throwing Crucifix Master'''
|Throwing Crucifix Expert III, Vampire Hunter 7
|Throwing Crucifix Expert III, Vampire Hunter 7
|Gain the Devastating Throw ability.  
|Gain the Devastating Throw ability.
'''Devastating Throw.''' Spend +3 AP while attacking with your Throwing Crucifix to also target every creature of your choice between you and your target. On a hit, any creatures under the effects of Profane Hunt gain Bleeding 1d6 for 1 minute. This expends 2 uses of your Throwing Crucifix.
 
* '''Devastating Throw.''' Spend +3 AP while attacking with your Throwing Crucifix to also target every creature of your choice between you and your target. On a hit, any creatures under the effects of Profane Hunt gain Bleeding 1d6 for 1 minute. This expends 2 uses of your Throwing Crucifix.
|''Ranger, Vampire Hunter''
|''Ranger, Vampire Hunter''
|-
|-
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|'''Trap Expert II'''
|'''Trap Expert II'''
|Trap Expert
|Trap Expert
|Add ½ your AWR to damage dealt by your combat traps. Creatures under the effects of Profane Hunt take your full AWR in damage.  
|Add 1⁄2 your AWR to damage dealt by your combat traps. Creatures under the effects of Profane Hunt take your full AWR in damage.  
|''Ranger, Vampire Hunter''
|''Ranger, Vampire Hunter''
|-
|-
|'''Trap Expert III'''
|'''Trap Expert III'''
|Trap Expert II
|Trap Expert II
|Gain the Trap Expert ability.
|Regain +1 use of your Combat Traps when you Recoup.
'''Trap Expert.''' When a creature triggers a Combat Trap within 5 miles of you, you can spend 1 Reactive AP to detonate it, dealing its damage and additional effects to all creatures within 5 ft of its square. You may also use this ability if your trap takes any damage.  
Gain the Trap Expert ability.


Additionally, you regain +1 use of your Combat Traps when you Recoup.
* '''Trap Expert.''' When a creature triggers a Combat Trap within 5 miles of you, you can spend 1 Reactive AP to detonate it, dealing its damage and additional effects to all creatures within 5 ft of its square. You may also use this ability if your trap takes any damage.
|''Ranger, Vampire Hunter''
|''Ranger, Vampire Hunter''
|-
|-
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* '''''Corrosive:''''' The creature that triggers the trap becomes Stunned instead of Staggered.
* '''''Corrosive:''''' The creature that triggers the trap becomes Stunned instead of Staggered.


* '''''Sharp:''''' The creature that triggers the trap gains the Pinned condition. To break free, they may make a STR check against the same DC to detect your Combat Trap. A Combat Trap by itself can only pin a Tiny, Small, or Medium creature. You may expend +2 uses of your Combat Traps to increase that Size category by 1.
* '''''Sharp:''''' The creature that triggers the trap gains the Pinned condition. To break free, they may make a STR attack against the same DC to detect your Combat Trap. A Combat Trap by itself can only pin a Tiny, Small, or Medium creature. You may expend +2 uses of your Combat Traps to increase that Size category by 1.
|''Ranger, Vampire Hunter''
|''Ranger, Vampire Hunter''
|-
|-
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|Crossbow Expert III, Vampire Hunter 7
|Crossbow Expert III, Vampire Hunter 7
|Gain the Crossbow Master attack.
|Gain the Crossbow Master attack.
'''''Crossbow Master:''''' (4 AP) You may expend 2 uses of your crossbow to load an explosive bolt. Make a crossbow attack against the REF of any creatures in a 10 ft radius at a point within range. On a hit, deal 4d4 + ½ AWR fire damage. If you possess the Holy Water Expert talent, you may expend 1 use of Holy Water to deal radiant damage.


Creatures under the effects of your Profane Hunt do not gain any Resist Fire or Resist Radiant bonus against this attack.
* '''''Crossbow Master:''''' (4 AP) You may expend 2 uses of your crossbow to load an explosive bolt. Make a crossbow attack against the REF of any creatures in a 10 ft radius at a point within range. On a hit, deal 4d4 + 1⁄2 AWR fire damage. If you possess the Holy Water Expert talent, you may expend 1 use of Holy Water to deal radiant damage.Creatures under the effects of your Profane Hunt do not gain any Resist Fire or Resist Radiant bonus against this attack.
|''Ranger, Vampire Hunter''
|''Ranger, Vampire Hunter''
|-
|-
|'''Spark Expert'''
|'''Spark Expert'''
|Apprentice Hunter, Scatter Spark Tool
|Apprentice Hunter, Scatter Spark Tool
|Gain the Flashbang ability.  
|Gain the Flashbang ability.
'''Flashbang.'''  By spending +1 AP when using Scatter Spark you can apply the Dazed condition on a hit, in addition to Blind. You gain +2 TA with this attack against a creature under the effects of Profane Hunt.
 
* '''Flashbang.''' By spending +1 AP when using Scatter Spark you can apply the Dazed condition on a hit, in addition to Blind. You gain +2 TA with this attack against a creature under the effects of Profane Hunt.
|''Ranger, Vampire Hunter''
|''Ranger, Vampire Hunter''
|-
|-
|'''Spark Expert II'''
|'''Spark Expert II'''
|Spark Expert
|Spark Expert
|Gain the Spark Blast ability.  
|Gain the Spark Blast ability.
'''Spark Blast.''' By spending +3 AP when using Scatter Spark you can give it a 10 ft cone, making the same attack against each creature’s FORT. On a hit, those creatures are Blinded as normal. Creatures under the effects of Profane Hunt are also Dazed. (2/Rest)
 
* '''Spark Blast (2/Rest).''' By spending +3 AP when using Scatter Spark you can give it a 10 ft cone, making the same attack against each creature’s FORT. On a hit, those creatures are Blinded as normal. Creatures under the effects of Profane Hunt are also Dazed.
|''Ranger, Vampire Hunter''
|''Ranger, Vampire Hunter''
|-
|-
|'''Spark Expert III'''
|'''Spark Expert III'''
|Spark Expert II
|Spark Expert II
|Gain the Quick Distraction ability.
|Regain +1 use of Scatter Spark when you Recoup.
'''Quick Distraction.''' For any creature you miss with Scatter Spark, all creatures gain +1 TA against it until the end of its next turn and, should you miss a creature under the effects of Profane Hunt, you may reroll the d20, taking the new result. (2/Rest).  
Gain the Quick Distraction ability.


Additionally, you regain +1 use of Scatter Spark when you Recoup.
* '''Quick Distraction (2/Rest).''' For any creature you miss with Scatter Spark, all creatures gain +1 TA against it until the end of its next turn and, should you miss a creature under the effects of Profane Hunt, you may reroll the d20, taking the new result.
|''Ranger, Vampire Hunter''
|''Ranger, Vampire Hunter''
|-
|-
|'''Spark Master'''
|'''Spark Master'''
|Spark Expert III, Vampire Hunter 7
|Spark Expert III, Vampire Hunter 7
|You may expend 2 uses of Scatter Spark to increase the range of the cone attack by +5 ft. Besides the number of uses, there is no limit to how many times you may increase the size of the cone. 
|You may expend 2 uses of Scatter Spark to increase the range of the cone attack by +5 ft. Besides the number of uses, there is no limit to how many times you may increase the size of the cone.  
|''Ranger, Vampire Hunter''
|''Ranger, Vampire Hunter''
|-
|-
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|You create a special belt or bandolier that stores items and your hunter tools for quick access.
|You create a special belt or bandolier that stores items and your hunter tools for quick access.
You gain the following benefits:
You gain the following benefits:
* The first time you use tools during combat, they cost 1 fewer AP.
* The first time you use tools during combat, they cost 1 fewer AP.
* You may store up to 3 additional weapons without the unwieldy tag on your person without being encumbered.
* You may store up to 3 additional weapons without the unwieldy tag on your person without being encumbered.
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* Pick a hunter’s tool for which you possess the master talent for. The number of uses for that tool becomes AWR/Rest.
* Pick a hunter’s tool for which you possess the master talent for. The number of uses for that tool becomes AWR/Rest.
* You may spend 2 AP on a creature under the effects of your Profane Hunt to afflict them with Vulnerable 1 to your attacks for 1 minute (1/Rest). This increases to Vulnerable 2 if the creature is a vampire.
* '''(1/Rest)''' You may spend 2 AP on a creature under the effects of your Profane Hunt to afflict them with Vulnerable 1 to your attacks for 1 minute. This increases to Vulnerable 2 if the creature is a vampire.
* You gain the Focused Hunt ability.
Gain the Focused Hunt ability.


'''Focused Hunt.''' Should you successfully activate Profane Hunt on this creature, you always know how far that creature is from you at all times, cannot be Surprised by them, and your Profane Hunt lasts for a year, or until you select a new target for Focused Hunt. If the target of your Focused Hunt is a vampire, you cannot be Surprised by any of their spawn, either.
* '''Focused Hunt.''' Should you successfully activate Profane Hunt on this creature, you always know how far that creature is from you at all times, cannot be Surprised by them, and your Profane Hunt lasts for a year, or until you select a new target for Focused Hunt. If the target of your Focused Hunt is a vampire, you cannot be Surprised by any of their spawn, either.


'''''Level 30:''''' Any tool you possess the master talent for gains uses equal to your AWR/Rest and creatures now gain Vulnerable 2 by spending the extra AP (Vulnerable 3 for vampires).
* '''''Level 30:''''' Any tool you possess the master talent for gains uses equal to your AWR/Rest and creatures now gain Vulnerable 2 by spending the extra AP (Vulnerable 3 for vampires).
|''Ranger, Vampire Hunter, '''Capstone'''''
|''Ranger, Vampire Hunter, '''Capstone'''''
|}
|}