Ranger: Difference between revisions

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=== 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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=== 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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|-
|-
|'''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 incompatibilities 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''
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|-
|-
|'''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.


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=== 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
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|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''
|-
|-
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|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''
|-
|-
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|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''
|-
|-
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|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''
|-
|-
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|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''
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|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''
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|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''
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|'''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''
|-
|-
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|'''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
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|'''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''
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|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''
|-
|-
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|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''
|-
|-
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|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''
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|'''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''
|-
|-
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|''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.
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|-
|-
|'''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
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|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''
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|'''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''
|-
|-
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|'''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''
|-
|-
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|'''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''
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|'''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''
|-
|-
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|'''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''
|-
|-
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|'''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 ==