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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
__NOAUTOLINKS__
life with disrespectful indifference.
[[File:Undead Ranger.png|thumb|Grim, monster slayer]]
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 prowessuntil you can go toe to toe with the strongest [[warrior]]? Doyou sharpen your senses and your survival skills, stalkingprey 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.
''<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>''


==='''RANGER STACKS'''===
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.


'''Bravery''' You tap into your instinct to fight, flee, or freeze in the face of danger, and you channel this into fighting prowess.
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.


'''Hunter''' You are an unparalleled hunter of creatures both natural and otherworldly, mastering both blade and bow.
'''<u><big>Ranger Tracks</big></u>'''


'''Instinct''' Your fighting instinct is sharper than the finest steel and keener than an eagle’s eye.
[[Ranger#Bravery Track|'''Bravery'''.]] You tap into your instinct to fight, flee, or freeze in the face of danger, channeling this into fighting prowess.


'''Survivor''' You know the natural world like the back of your hand. Wherever you end up, you now [[how to]] survive.
[[Ranger#Hunter Track|'''Hunter'''.]] You are an unparalleled hunter of creatures both natural and otherworldly, mastering both blade and bow.


'''Wilderness Warden''' You can learn primal magic and enhance some of your primal spells as you gain skill as a magical ranger.
'''[[Ranger#Instinct Track|Instinct]]'''. Your fighting instinct is sharper than the finest steel and keener than an eagle’s eye.


==='''RANGER ENTRY'''===
'''[[Ranger#Survivor Track|Survivor.]]''' You know the natural world like the back of your hand. Wherever you end up, you know how to survive.
 
[[Ranger#Wilderness Warden Track|'''Wilderness Warden'''.]] You learn primal magic and enhance some of your primal spells as you gain skill as a magical ranger.
 
'''[[Ranger#Vampire Hunter Track|Vampire Hunter.]]''' ''Harker's Guide to Vampire Hunting.'' Dedicated to hunting down and eradicating the risen and all their ilk, these rangers learn to craft an array of unique weapons, equipped to handle the foul powers brought to bear against them.
 
== Core Subclass Tracks ==
 
=== Ranger Entry Talent ===
After gaining the Ranger Entry Talent, you can take talents from any of the Ranger tracks. After gaining the Ranger Entry Talent, you can also gain [[Specialization Talents|Primal Aspect Talents]].
{| class="wikitable"
{| class="wikitable"
|+
!Talent
!Feature
!PreReq
!PreReq
!Discreption
!Description
!Tags
|-
|-
|Ranger, Class 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 specialization talent.
 
'''Skilled.''' Gain +4 Skill Points that you can spend on any skills with the observation or survival tags.
 
'''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''
|}
{| class="wikitable mw-collapsible"
|+Primal Aspects Table
!Aspect
!Ability
|-
|'''A’rl’ng'''
|You may spend 1 AP to magically double all movement you take for this turn. (1/Catch Breath)
|-
|'''Al’An'''
|You cannot be Surprised and creatures cannot gain TA against you from being Unseen.
|-
|'''Heq'''
|You gain +2 to your attack roll when attempting one of these Maneuvers: Shove, Grapple, or Trip.
|-
|'''Leshy'''
|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'''
|Gain +6 to Smithing and Masonry checks.
|-
|'''Sekh'''
|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'''
|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)
|-
|-
|Primal Aspect.
|'''Tamat'''
|
|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)
|Repeatable. Learn a Primal Aspect. If you know more than one, you can only gain the benefits of one at a time. You can choose which Primal Aspect is active each time you Take a Rest.
|-
|-
|Skilled
|'''Vele'''
|
|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)
|Gain +4 Skill Points, which you can spend on skills with the Observation and/or Survival tags.
|-
|-
|Fighting Instinct
|'''Woden'''
|
|Gain +6 to Vehicles* [water] and Navigation checks.
|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. (AWR/Recoup)
|}
|}
==='''BRAVERY TRACK'''===  
 
=== Bravery Track ===
[[File:BraveryTrack.png|center|frameless|506x506px|Bravery Track Progression]]
{| class="wikitable"
{| class="wikitable"
|+
!Talent
!Feature
!PreReq
!Description
!Tags
!Tags
!PreReq
!Discreption
|-
|-
|BRAVERY
|'''Bravery'''
|Ranger, Bravery
|Ranger Entry
|Ranger Entry
|Gain the Bravery ability.
|Gain Resist Frightened +2.
'''Bravery''' Resist Frightened 2.
|''Ranger, Bravery''
|-
|-
|COURAGE
|'''Courage'''
|Ranger, Bravery
|Bravery
|Bravery
Gain the Courage ability.
|Gain the Courage ability.
'''Courage''' When you are Broken, Demoralized, Frightened, or Shaken by an enemy, gain TA against that enemy while your effect persists. (AWR/Rest)
 
* '''Courage (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''
|-
|-
|BRAVERY II
|'''Bravery II'''
|Ranger, Bravery
|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''
|-
|-
|COURAGE II
|'''Courage II'''
|Ranger, Bravery
|Bravery II
|Bravery II
|When you use Courage, and you are Bloodied, regain HP
|When you use Courage, and you are Bloodied, regain HP equal to your AWR.
equal to your AWR.
|''Ranger, Bravery''
|-
|-
|FIGHT
|'''Fight'''
|Ranger, Bravery
|Courage II
|Courage II
Incompatible: 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''
|-
|-
|FLIGHT
|'''Flight'''
|Ranger, Bravery
|Courage II
|Courage II
Incompatible: 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''
|-
|-
|FREEZE
|'''Freeze'''
|Ranger, Bravery
|Courage II
|Courage II
Incompatible: 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 Frozen condition, and all of your defenses increase by +3. This lasts for the condition’s duration.
|''Ranger, Bravery''
|-
|-
|BRAVERY III
|'''Bravery III'''
|Ranger, Bravery
|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''
|-
|-
|DRIVE TO SURVIVE
|'''Drive to Survive'''
|Ranger, Bravery
|Bravery III
|Bravery III
Gain the Drive to Survive ability.
|Gain the Drive to Survive ability.
Drive to Survive. When you start your turn and can see a
creature that has any Planar, Modifying, or Magical creature
tags, you may become Shaken. This counts as you becoming
Shaken by that creature. You remain Shaken for 1 minute or
until the creature dies (whichever is first). (1⁄2 AWR/Rest)
B R AV E RY I V
Ranger, Bravery
Prerequisites: Drive to Survive
Gain +2 Skill Points in Skill(s) with the Observation tag.
Your Resist ability from Bravery increases by 1.
COURAGE III
Ranger, Bravery
Prerequisites: Bravery IV
Gain +2 Skill Points that you can spend on skills with the
Stamina tag.
When you use Courage, regain HP equal to your AWR
(regardless of whether you are Bloodied).
FIGHT II
Ranger, Bravery
Prerequisites: Courage III, Fight
Gain +4 Skill Points that you can spend on skills with the
Athleticism tag.
Your damage from the Fight ability becomes 1d8.


RAN G E R TA L E N T S G E R TA L E N TS
* '''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''
|-
|'''Bravery IV'''
|Drive to Survive
|Gain +2 Skill Points in any one skill with the observation tag.


CHAPTER 3 | CLASSES 131
Your Resist ability from Bravery increases by +1.
|''Ranger, Bravery''
|-
|'''Courage III'''
|Bravery IV
|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).
|''Ranger, Bravery''
|-
|'''Fight II'''
|Courage III, Fight
|Gain +4 Skill Points that you can spend on any skills with the athleticism tag.
 
Your damage from the Fight talent becomes 1d8.
|''Ranger, Bravery''
|-
|'''Flight II'''
|Courage III, Flight
|Gain +4 Skill Points that you can spend on any skills with the acrobatics tag.
 
You ignore Difficult Terrain while Courage is active.
|''Ranger, Bravery''
|-
|'''Freeze II'''
|Courage III, Freeze
|Gain +4 Skill Points that you can spend on any skills with the stamina tag.
 
You no longer suffer the Chilled condition when you use Courage.
|''Ranger, Bravery''
|-
|'''Drive to Survive II'''
|Bravery 10
|Drive to Survive becomes AWR/Rest.
|''Ranger, Bravery''
|-
|'''Courage IV'''
|Drive to Survive II
|Gain +2 Skill Points that you can spend on any skills with the stamina tag.
 
Courage becomes AWR/Recoup.
|''Ranger, Bravery''
|-
|'''Fight III'''
|Courage IV, Fight II
|The damage from the Fight talent becomes 1d12.
|''Ranger, Bravery''
|-
|'''Flight III'''
|Courage IV, Flight II
|The extra speed from the Flight talent becomes +10 ft.
|''Ranger, Bravery''
|-
|'''Freeze III'''
|Courage IV, Freeze II
|Gain +4 Skill Points that you can spend on any skills with the stamina tag.
 
The Freeze talent now increases your defenses by +5.
|''Ranger, Bravery''
|-
|'''Undaunted'''
|Bravery 13
|The Shaken condition only reduces your d20 rolls by 1.
|''Ranger, Bravery''
|-
|'''Fear Itself'''
|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.


FLIGHT II
Ranger, Bravery
Prerequisites: Courage III, Flight
Gain +4 Skill Points that you can spend on skills with the
Acrobatics tag.
You ignore difficult terrain when you use the Flight ability.
FREEZE II
Ranger, Bravery
Prerequisites: Courage III, Freeze
Gain +4 Skill Points that you can spend on skills with the
Stamina tag.
You no longer suffer the Frozen condition with this ability.
DRIVE TO SURVIVE II
Ranger, Bravery
Prerequisites: Bravery 10
Drive to Survive becomes AWR/Rest.
COURAGE IV
Ranger, Bravery
Prerequisites: Drive to Survive II
Gain +2 Skill Points that you can spend on skills with the
Stamina tag.
Courage recharges AWR/Recoup.
FIGHT III
Ranger, Bravery
Prerequisites: Courage IV, Fight II
The additional damage from the Fight ability becomes 1d12.
FLIGHT III
Ranger, Bravery
Prerequisites: Courage IV, Flight II
Your speed from the Flight ability becomes +10 ft.
FREEZE III
Ranger, Bravery
Prerequisites: Courage IV, Freeze II
Gain +4 Skill Points that you can spend on skills with the
Stamina tag.
The Freeze ability increases your defenses by +5.
UNDAUNTED
Ranger, Bravery
Prerequisites: Bravery 13
The Shaken condition only reduces your d20 rolls by 1.
FEAR ITSELF
Ranger, Bravery, Capstone
Prerequisites: Undaunted
It is said that in the face of fear you rise above or you
crumble. However, those who know you have seen you
strike fear in the hearts of those who would typically terrify
others.
Gain the Fear Itself ability.
Gain the Fear Itself ability.
Fear Itself. When a creature causes you to become
Broken, Demoralized, Frightened, or Shaken, if that creature
can see you, it immediately takes 2d10 Psychic damage
and you gain TA against it until the end of your next turn.
Additionally, the creature suffers the same conditions that it


inflicted on you for the duration that you do. (1/Recoup)
* '''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,
* '''''Level 30:''''' Whenever a creature imposes Broken, Demoralized, Frightened, or Shaken against you, you gain Focused and Protected against it.
Demoralized, Frightened, or Shaken against you, you are
|''Ranger, Bravery, '''Capstone'''''
both Focused and Protected against it.
|}


==='''HUNTER TRACK'''===
=== Hunter Track ===
HUNTER
[[File:HunterTrack.png|center|frameless|410x410px|Hunter Track Progression]]
Ranger, Hunter
{| class="wikitable"
Prerequisites: Ranger Entry
!Talent
When you have been tracking a creature for at least 1 hour
!PreReq
using AWR/Tracking, when you start Initiative in combat
!Description
against it, you deal +2 damage against it for the first
!Tags
minute.
|-
CORNER QUARRY
|'''Hunter'''
Ranger, Hunter
|Ranger Entry
Prerequisites: Hunter
|When you have been tracking a creature for at least 1 hour using AWR/Tracking, when you start Initiative in combat against it, you deal +2 damage against it for the first minute.
Incompatible: Outnumbered
|''Ranger, Hunter''
When you are Flanking a creature, gain an additional TA
|-
against it.
|'''Corner Quarry'''
CORNER QUARRY II
|Hunter
Ranger, Hunter
<u>Incompatible</u>: Outnumbered
Prerequisites: Corner Quarry
|When you are Flanking a creature, gain +1 TA against it.
Incompatible: Outnumbered II
|''Ranger, Hunter''
Gain the Corner Quarry ability.
|-
Corner Quarry. If you are Flanking a creature, you may
|'''Corner Quarry II'''
spend 2 AP to Engage it for 1 minute or until you are no
|Corner Quarry
longer within 5 ft of it. (2/Recoup)
<u>Incompatible</u>: Outnumbered II
OUTNUMBERED
|Gain the Corner Quarry ability.
Ranger, Hunter
Prerequisites: Hunter
Incompatible: Corner Quarry
When you are Flanked, you gain TA.
OUTNUMBERED II
Ranger, Hunter
Prerequisites: Outnumbered
Incompatible: Corner Quarry II
When you make a Ranged attack against a creature with no
cover and no adjacent allies, gain TA.
DEADEYE
Ranger, Hunter
Prerequisites: Hunter
Incompatible: Volley
Gain the Deadeye ability.
Deadeye. When you make a Ranged attack against a
creature with no cover and no adjacent allies, gain TA.
DEADEYE II
Ranger, Hunter
Prerequisites: Deadeye
Incompatible: Rain of Arrows
Gain the Takedown Shot ability.
Takedown Shot. When you use Deadeye, deal 1d8
additional damage. (2/Recoup)
VOLLEY
Ranger, Hunter
Prerequisites: Hunter
Incompatible: Deadeye
Gain the Volley ability.
Volley. When you hit a creature that has an ally adjacent
to it, make the same attack against that creature for 0 AP.
(2/Recoup)
RAIN OF ARROWS
Ranger, Hunter
Prerequisites: Volley
Incompatible: Deadeye II
Gain the Rain of Arrows ability.
Rain of Arrows. Spend 4 AP and pick a point within
range. Make your ranged attack roll and compare vs the AR
of every creature in a 20 ft radius. Roll double the damage
dice that you normally would. Creatures take full damage
on a hit and 1⁄2 on a miss. (2/Rest)
HUNTER’S QUARRY
Ranger, Hunter
Prerequisites: Hunter 3
Learn the Hunter’s Quarry spell if you do not already know
it. You may cast this spell without expending SP. (2/Rest)
HUNTER II
Ranger, Hunter
Prerequisites: Hunter’s Quarry
Gain +4 Skill Points that you can spend on skills with the
Acrobatics or Survival tags.
Pick a creature with one of the following creature tags:
Arcane, Avadri, Celestial, Divine, Eldritch, [[Elemental]],
Fae, Fiend, Giant, Monstrosity, Occult, Primal, Psionic, or
[[Undead]].
Gain the Target Prey ability against creatures with the tag
that you chose.
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.
HEW
Ranger, Hunter
Prerequisites: Hunter II, Corner Quarry II
Gain the Hew ability.
Hew. When you hit a creature that has no allies adjacent
to it, deal +1d10 damage. (2/Recoup)
HEW II
Ranger, Hunter
Prerequisites: Hew
Your crit range increases by 1 against creatures that have no
adjacent allies.
HORDESBANE
Ranger, Hunter
Prerequisites: Hunter II, Outnumbered II
Gain the Hordesbane ability.


Hordesbane. Once per turn, When you hit a creature
* '''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.
and another creature is adjacent to you, you can attack that
|''Ranger, Hunter''
second creature with the same weapon for 1 fewer AP (min
|-
1 AP).
|'''Outnumbered'''
HORDESBANE II
|Hunter
Ranger, Hunter
<u>Incompatible</u>: Corner Quarry
Prerequisites: Hordesbane
|When you are Flanked, you gain +1 TA.
Gain the Whirling Blades ability.
|''Ranger, Hunter''
Whirling Blades. When you use Hordesbane, your
|-
second attack can target each creature of your choice that
|'''Outnumbered II'''
is adjacent to you. Roll attack and damage once, comparing
|Outnumbered
against each target’s REF. Roll twice as many damage dice
<u>Incompatible</u>: Corner Quarry II
as you normally would. Creatures take 1⁄2 damage on a miss.
|Outnumbered becomes: When two or more hostile creatures are adjacent to you, gain +1 TA.
(2/Rest)
|''Ranger, Hunter''
EAGLE EYE
|-
Ranger, Hunter
|'''Deadeye'''
Prerequisites: Hunter II, Deadeye II
|Hunter
When making a ranged attack, you do not suffer any penalty
<u>Incompatible</u>: Volley
for targeting a Concealed enemy.
|When you make a ranged attack against a creature with no Cover and none of its allies are adjacent, gain +1 TA.
EAGLE EYE II
|''Ranger, Hunter''
Ranger, Hunter
|-
Prerequisites: Eagle Eye
|'''Deadeye II'''
When making a ranged attack, you do not suffer any penalty
|Deadeye
for targeting an enemy in Darkness, provided that you know
<u>Incompatible</u>: Rain of Arrows
the enemy’s location.
|Gain the Takedown Shot ability.
VOLLEY II
Ranger, Hunter
Prerequisites: Hunter II, Rain of Arrows
Volley becomes DEX/Recoup and works on hostile creatures
within 15 ft of each other.
RAIN OF ARROWS II
Ranger, Hunter
Prerequisites: Volley II
Rain of Arrows does three times your normal damage dice
and can be used 1⁄2 AWR/Rest.
HUNTER III
Ranger, Hunter
Prerequisites: Hunter 7
Choose two additional creature types to gain Favored Prey.
HUNTER IV
Ranger, Hunter
Prerequisites: Hunter III
Gain the Mark ability.
Mark. When you roll Initiative, you may Mark a Target
Prey creature that you can see. It becomes Vulnerable 1 to
your weapon attacks for 1 minute. (1/Rest)
ONE WITH THE LAND
Ranger, Hunter
Prerequisites: 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,


CHAPTER 3 | CLASSES 133
* '''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''
|-
|'''Volley'''
|Hunter
<u>Incompatible</u>: Deadeye
|Gain the Volley ability.
 
* '''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''
|-
|'''Rain of Arrows'''
|Volley
<u>Incompatible</u>: Deadeye II
|Gain the Rain of Arrows ability. You may only use this ability when wielding a bow.
 
* '''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''
|-
|'''Hunter's Quarry'''
|Hunter 3
|Learn the [[Hunter's Quarry|Hunter’s Quarry]] spell if you do not already know it. Gain the Primal Quarry ability.
 
* '''Primal Quarry (2/Rest).''' You may cast the Hunter’s Quarry spell without expending SP.
|''Ranger, Hunter''
|-
|'''Hunter II'''
|Hunter’s Quarry
|Gain +4 Skill Points that you can spend on any skills with the acrobatics or survival tag.
 
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.
 
* '''Target Prey.''' Gain +4 on History, Perceiving, Sneaking, and Tracking checks made in relation to creatures of the tag that you chose.
|''Ranger, Hunter''
|-
|'''Hew'''
|Hunter II, Corner Quarry II
|Gain the Hew ability.
 
* '''Hew (2/Recoup).''' When you hit a creature that has none of its allies adjacent to it, deal +1d10 damage.
|''Ranger, Hunter''
|-
|'''Hew II'''
|Hew
|Your crit range increases by +1 against creatures that have no adjacent allies.
|''Ranger, Hunter''
|-
|'''Hordesbane'''
|Hunter II, Outnumbered II
|Gain the Hordesbane ability.
 
* '''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''
|-
|'''Hordesbane II'''
|Hordesbane
|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 full damage on a hit and 1⁄2 on a miss.
|''Ranger, Hunter''
|-
|'''Eagle Eye'''
|Hunter II, Deadeye II
|When making a ranged attack, you do not suffer any penalty for targeting a Concealed enemy.
|''Ranger, Hunter''
|-
|'''Eagle Eye II'''
|Eagle Eye
|When making a ranged attack, you do not suffer any penalty for targeting an enemy in Darkness, provided that you know the enemy’s location.
|''Ranger, Hunter''
|-
|'''Volley II'''
|Hunter II, Rain of Arrows
|Volley becomes DEX/Recoup and works on hostile creatures within 15 ft of each other.
|''Ranger, Hunter''
|-
|'''Rain of Arrows II'''
|Volley II
|Rain of Arrows becomes 1⁄2 AWR/Rest and does three times your normal damage dice.
|''Ranger, Hunter''
|-
|'''Hunter III'''
|Hunter 7
|Choose two additional creature tags from Hunter II to use with Target Prey.
|''Ranger, Hunter''
|-
|'''Hunter IV'''
|Hunter III
|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.
|''Ranger, Hunter''
|-
|'''One with the Land'''
|Hunter IV
|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''
|-
|'''Primeval Speed'''
|Hunter 10
|Gain +5 ft speed when you can see your Target Prey.
|''Ranger, Hunter''
|-
|'''Fletcher'''
|Hunter IV
|Gain the Fletcher ability.
 
* '''Fletcher (1/Rest).''' You can fletch your own arrows, making 1d8 + INT/Woodcarving arrows.
|''Ranger, Hunter''
|-
|'''Shroud'''
|Hunter 10
|When you are Concealed, creatures that attack you suffer 1 additional TD.
|''Ranger, Hunter''
|-
|'''Quickdraw'''
|Hunter IV
|You can draw/stow weapons without spending AP any number of times on your turn.
|''Ranger, Hunter''
|-
|'''Calculating'''
|Hunter 10
|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.
|''Ranger, Hunter''
|-
|'''Ruthless Hunter'''
|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.
|''Ranger, Hunter''
|-
|'''Cornered Quarry III'''
|Ruthless Hunter, Hew II
|Gain +2 Skill Points that you can spend on any skills with the athleticism or stamina tag.


you and up to AWR allies can move stealthily at a normal
pace and remain alert to danger as though traveling
cautiously.
P R I M E VA L S P E E D
Ranger, Hunter
Prerequisites: Hunter 10
Gain +5 ft speed when you can see your Target Prey.
FLETCHER
Ranger, Hunter
Prerequisites: Hunter IV
You can fletch your own arrows, making 1d8 + INT/
Woodcarving arrows each time you Rest.
SHROUD
Ranger, Hunter
Prerequisites: Hunter 10
When you are Concealed, creatures that attack you gain 1
additional TD.
QUICKDRAW
Ranger, Hunter
Prerequisites: Hunter IV
You can draw/stow [[weapons]] without spending AP once on
your turn.
CALCULATING
Ranger, Hunter
Prerequisites: Hunter 10
Gain the Calculating ability.
Calculating. When you roll Initiative and are facing a
Target Prey, you may choose for all of your attacks that
would target their AR to instead target either REF, FORT, or
ANT (your choice at the start of combat). This effect lasts
until combat concludes. (3/Rest)
RUTHLESS HUNTER
Ranger, Hunter
Prerequisites: Hunter 11
Gain two of the following: Cornered Quarry, Outnumbered,
Deadeye, and Volley. Ignore any Incompatibility restrictions
for these selections.
CORNERED QUARRY III
Ranger, Hunter
Prerequisites: Ruthless Hunter, Hew II
Gain +2 Skill Points, which you can spend on skills with the
Athleticism or Stamina tags.
Cornered Quarry becomes END/Recoup.
Cornered Quarry becomes END/Recoup.
HEW III
|''Ranger, Hunter''
Ranger, Hunter
|-
Prerequisites: Cornered Quarry III
|'''Hew III'''
When you use Hew against a target and it does not die, gain
|Cornered Quarry III
3 AP.
|When you use Hew against a target and it does not die, gain +3 AP that turn.
HORDESBANE III
|''Ranger, Hunter''
Ranger, Hunter
|-
Prerequisites: Ruthless Hunter, Hordesbane II
|'''Hordesbane III'''
Whirling Blades becomes END/Rest.
|Ruthless Hunter, Hordesbane II
|Whirling Blades becomes END/Rest.
|''Ranger, Hunter''
|-
|'''Horde Breaker'''
|Hordesbane III
|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.
|''Ranger, Hunter''
|-
|'''Deadeye III'''
|Ruthless Hunter, Eagle Eye II
|When using Deadeye, increase your crit range by +1.


HORDE BREAKER
Ranger, Hunter
Prerequisites: Hordesbane III
Gain the Horde Breaker ability.
Horde Breaker. Gain +1 TA and +1 to damage rolls for
every enemy adjacent to you. This lasts until the end of your
next turn. (1/Recoup)
DEADEYE III
Ranger, Hunter
Prerequisites: Ruthless Hunter, Eagle Eye II
When using Deadeye, increase your Crit range by 1.
Takedown Shot becomes AWR/Recoup.
Takedown Shot becomes AWR/Recoup.
R A P I D TA K E D OW N
|''Ranger, Hunter''
Ranger, Hunter
|-
Prerequisites: Deadeye III
|'''Rapid Takedown'''
When you use Takedown Shot against a target and it does
|Deadeye III
not die, gain 3 AP.
|When you use Takedown Shot against a target and it does not die, +3 AP that turn.
VOLLEY III
|''Ranger, Hunter''
Ranger, Hunter
|-
Prerequisites: Ruthless Hunter, Rain of Arrows II
|'''Volley III'''
Volley works on creatures within 30 ft of each other.
|Ruthless Hunter, Rain of Arrows II
When you use Volley on a creature that was adjacent to
|Volley works on creatures within 30 ft of each other.
your first target, it does not expend a use of Volley.
 
ARROW STORM
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''
Prerequisites: Volley III
|-
Gain the Arrow Storm ability.
|'''Arrow Storm'''
Arrow Storm. When you use Rain of Arrows, deal four
|Volley III
times your normal damage dice and the radius is 30 ft. (1/
|Gain the Arrow Storm ability.
Rest)
 
PEERLESS HUNTER
* '''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, Capstone
|''Ranger, Hunter''
Prerequisites: Hunter 14
|-
Those in the know recognize that you are a peerless hunter
|'''Peerless Hunter'''
and might task you with felling great monsters for equally
|Hew III, Horde Breaker, Rapid Takedown, or Arrow Storm
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. When you finish Taking a Rest, you can
reassign all of your Talent points spent in this stack, taking
new Talents within this stack. You lose this ability if you
reassign your talents in such a way that you no longer have
access to this Talent. (1/Week)
Level 30: You can reselect the creature types that target
prey features work on. (1/Rest)
==='''INSTINCT TRACK'''===
S U RV I VA L I N ST I N CT
Ranger, Instinct
Prerequisites: Ranger Entry
Gain the Preternatural Dodge ability.
Preternatural Dodge. When a creature attacks one of
your Physical or Mental defenses, you can use ANT in place
of whatever was targeted. (AWR/Rest)
FIGHTING INSTINCT II
Ranger, Instinct
Prerequisites: Survival Instinct
Fighting Instinct lasts until the end of your next turn.
S U RV I VA L I N ST I N CT I I
Ranger, Instinct
Prerequisites: Fighting Instinct II
Gain the Size Up ability.
Size Up. You can spend 2 AP to study an enemy and learn
which defense(s) its attacks target, besides AR.
FIGHTING INSTINCT III
Ranger, Instinct
Prerequisites: Survival Instinct II
Gain +4 Skill Points that you can spend on skills with the
Athleticism tag.
Your Fighting Instinct also grants you a +1 to all damage
rolls.
VIGILANT
Ranger, Instinct
Prerequisites: Fighting Instinct III
Gain the Vigilant ability.
Vigilant. If you roll lower than 10 on an AWR check, treat
that roll as 10 instead (AWR/Rest)
S U RV I VA L I N ST I N CT I I I
Ranger, Instinct
Prerequisites: Vigilant
Your ANT increases by +1. Choose REF or FORT to also
increase by +1.
VIGILANT II
Ranger, Instinct
Prerequisites: Survival Instinct III
Vigilant becomes ANT instead of 10.
S U RV I VA L I N ST I N CT I V
Ranger, Instinct
Prerequisites: Vigilant II
Gain +4 Skill Points that you can spend on skills with the
Observation tag.
Gain a +4 bonus to Initiative.
FIGHTING INSTINCT IV
Ranger, Instinct
Prerequisites: Survival Instinct IV
Gain the Pounce ability.
Pounce. On your first turn in Initiative if no enemies have
acted yet, gain 2 additional AP.


VIGILANT III
* '''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.
Ranger, Instinct
 
Prerequisites: Fighting Instinct IV
* '''''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.
Gain +4 Skill Points that you can spend on skills with the
|''Ranger, Hunter, '''Capstone'''''
Survival Tag.
|}
 
=== Instinct Track ===
[[File:InstinctTrack.png|center|frameless|546x546px|Instinct Track Progression]]
{| class="wikitable"
!Talent
!PreReq
!Description
!Tags
|-
|'''Survival Instinct'''
|Ranger Entry
|Gain the Preternatural Dodge ability.
 
* '''Preternatural Dodge (AWR/Rest).''' When a creature attacks one of your physical or mental defenses, you can have it target ANT instead.
|''Ranger, Instinct''
|-
|'''Fighting Instinct II'''
|Survival Instinct
|Fighting Instinct lasts until the end of your next turn.
|''Ranger, Instinct''
|-
|'''Survival Instinct II'''
|Fighting Instinct II
|Gain the Size Up ability.
 
* '''Size Up.''' You can spend 2 AP to study an enemy and learn which defense(s) its attacks target, besides AR.
|''Ranger, Instinct''
|-
|'''Fighting Instinct III'''
|Survival Instinct II
|Gain +4 Skill Points that you can spend on any skills with the athleticism tag.
 
Your Fighting Instinct now grants you a +1 to all damage rolls.
|''Ranger, Instinct''
|-
|'''Vigilant'''
|Fighting Instinct III
|Gain the Vigilant ability.
 
* '''Vigilant (AWR/Rest).''' If you roll lower than 10 on an AWR check, treat that roll as 10 instead.
|''Ranger, Instinct''
|-
|'''Survival Instinct III'''
|Vigilant
|Your ANT increases by +1. Choose REF or FORT to also increase by +1.
|''Ranger, Instinct''
|-
|'''Vigilant II'''
|Survival Instinct III
|Vigilant becomes: If you roll lower than 10 on an AWR check, treat that roll as your ANT instead.
|''Ranger, Instinct''
|-
|'''Survival Instinct IV'''
|Vigilant II
|Gain +4 Skill Points that you can spend on any skills with the observation tag.
 
Gain +4 to Initiative.
|''Ranger, Instinct''
|-
|'''Fighting Instinct IV'''
|Survival Instinct IV
|Gain the Pounce ability.
 
* '''Pounce.''' On your first turn in Initiative if no enemies have acted yet, gain +2 AP that turn.
|''Ranger, Instinct''
|-
|'''Vigilant III'''
|Fighting Instinct IV
|Gain +4 Skill Points that you can spend on any skills with the survival tag.
 
Vigilant is AWR/Recoup.
Vigilant is AWR/Recoup.
S U RV I VA L I N ST I N CT V
|''Ranger, Instinct''
Ranger, Instinct
|-
Prerequisites: Vigilant III
|'''Survival Instinct V'''
Gain a +4 bonus to Initiative.
|Vigilant III
|Gain a +4 bonus to Initiative.
 
Preternatural Dodge is AWR/Recoup.
Preternatural Dodge is AWR/Recoup.
VIGILANT IV
|''Ranger, Instinct''
Ranger, Instinct
|-
Prerequisites: Survival Instinct V
|'''Vigilant IV'''
Gain +4 Skill Points in skills with the Observation tag.
|Survival Instinct V
|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.
FIGHTING INSTINCT V
|''Ranger, Instinct''
Ranger, Instinct
|-
Prerequisites: Vigilant IV
|'''Fighting Instinct V'''
Pounce grants you 4 AP.
|Vigilant IV
If you start initiative with no Fighting Instinct, regain one
|Pounce grants you 4 AP.
Fighting Instinct.
 
VIGILANT V
If you roll Initiative with no Fighting Instinct, regain one use of Fighting Instinct.
Ranger, Instinct
|''Ranger, Instinct''
Prerequisites: Fighting Instinct V
|-
Vigilant is always active.
|'''Vigilant V'''
CORNERED ANIMAL
|Fighting Instinct V
Ranger, Instinct, Capstone
|Vigilant is always active.
Prerequisites: Vigilant V
|''Ranger, Instinct''
Your base animal instinct to fight and live is overwhelming.
|-
Fighting Instinct becomes AWR/Catch Breath.
|'''Cornered Animal'''
When you start your turn with 0 HP, you may gain 2
|Vigilant V
Death Points. If you do, then until the end of your next turn,
|Your base animal instinct to fight and live is overwhelming. Fighting Instinct becomes AWR/Catch Breath.
your speed doubles, you gain TA on all attacks, creatures
 
cannot make reactive attacks against you, and your first hit
Gain the Cornered Animal ability.
that was not a crit counts as a crit. (1/Rest)
 
Level 30: Cornered Animal no longer costs 2 Death Points
* '''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.
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.
SURVIVOR TRACK
|''Ranger, Instinct, '''Capstone'''''
N AT U R A L H A B I TAT
|}
Ranger, Survivor
 
Prerequisites: Ranger Entry
=== Survivor Track ===
Gain +4 Skill Points that you can assign to skills with the
[[File:SurvivorTrack.png|center|frameless|555x555px|Survivor Track Progression]]
Survival or Stamina tags.
{| class="wikitable"
Pick one of the 11 environments: Aquatic, Coastal, Desert,
!Talent
Forest, Grassland, Jungle, Mountain, Subterranean, Swamp,
!PreReq
Tundra, or Volcanic. This is your Natural Habitat. While in
!Description
that environment, you can always find enough food for a
!Tags
number of creatures equal to your AWR.
|-
|'''Natural Habitat'''
|Ranger Entry
|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.
|''Ranger, Survivor''
|-
|'''Primeval Senses'''
|Natural Habitat
|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 minutes.
|''Ranger, Survivor''
|-
|'''Natural Habitat II'''
|Primeval Senses
|Gain the Wilderness Mastery ability.
 
* '''Wilderness Mastery (AWR/Rest).''' When in your Natural Habitat, give yourself double your Skill Points before you make an AWR skill check.
|''Ranger, Survivor''
|-
|'''Primeval Senses II'''
|Natural Habitat II
|When you use Primeval Senses, you can use Primal Identification.
 
* '''Primal Identification.''' Learn the identity of one creature that you sense with Primeval Senses.
|''Ranger, Survivor''
|-
|'''Nature Stride'''
|Primeval Senses II
|Gain +4 Skill Points that you can assign to any skills with the acrobatics tag.
 
Ignore Difficult Terrain while in your Natural Habitat.
|''Ranger, Survivor''
|-
|'''Survivor'''
|Nature Stride
|Gain the Primal Aspect talent.
 
Pick one: Extreme Heat, Extreme Cold, or Forced Marching. You can no longer gain Fatigue from that selection.
|''Ranger, Survivor''
|-
|'''Primeval Senses III'''
|Survivor
|You cannot become lost, except through the use of magic.
 
Primeval Senses becomes AWR/Recoup.
|''Ranger, Survivor''
|-
|'''Natural Habitat III'''
|Primeval Senses III
|Gain +4 Skill Points that you can spend on any skills with the acrobatics or athleticism tag.


P R I M E VA L S E N S E S
Ranger, Survivor
Prerequisites: Natural Habitat
Gain the Primeval Sense ability.
Primeval Senses. By focusing for 1 minute, you learn
whether any of the following creatures are within 1 mile
of you: Arcane, Divine, Occult, Primal, Psionic, Undead,
Monstrosity, Fae, and Eldritch. You do not learn their
identities but learn their exact numbers and direction/
distance from you. This information is fleeting, but if you do
no strenuous activity you can maintain it for up to 10 mins.
(AWR/Rest)
N AT U R A L H A B I TAT I I
Ranger, Survivor
Prerequisites: Primeval Senses
Gain the Wilderness Mastery talent.
Wilderness Mastery. When in your favored environment,
give yourself double your skill points before you make an
AWR Skill check. (AWR/Rest)
P R I M E VA L S E N S E S I I
Ranger, Survivor
Prerequisites: Natural Habitat II
When you use Primeval Senses, you can use Primal
Identification.
Primal Identification. Learn the identity of one creature
that you sense.
NATURE STRIDE
Ranger, Survivor
Prerequisites: Primeval Senses II
Gain +4 Skill Points that you can assign to skills with the
Acrobatics Tag.
Ignore Difficult Terrain while in a Natural Habitat.
SURVIVOR
Ranger, Survivor
Prerequisites: Nature Stride
Gain a Primal Aspect.
Pick one: Natural Heat, Natural Cold, or Forced Marching.
You can no longer gain Fatigue from that selection.
P R I M E VA L S E N S E S I I I
Ranger, Survivor
Prerequisites: Survivor
You cannot become lost, except through the use of magic.
Primeval Senses recharges AWR/Recoup.
N AT U R A L H A B I TAT I I I
Ranger, Survivor
Prerequisites: Primeval Senses III
Gain +4 Skill Points that you can spend on skills with the
Acrobatics or Athleticism tags.
Pick a second environment to be your Natural Habitat.
Pick a second environment to be your Natural Habitat.
SURVIVOR II
|''Ranger, Survivor''
Ranger, Survivor
|-
Prerequisites: Natural Habitat III
|'''Survivor II'''
You become Immune to common poisons and diseases.
|Natural Habitat III
|Gain Immune Common Poison and Immune Common Disease.
|''Ranger, Survivor''
|-
|'''Nature Stride II'''
|Survivor II
|Ignore Hazardous Terrain that is not liquid while in your Natural Habitat.
|''Ranger, Survivor''
|-
|'''Primeval Senses IV'''
|Nature Stride II
|Gain +4 Skill Points that you can spend on any skills with the observation tag.


NATURE STRIDE II
Primeval Identification can be used on a number of targets equal to 1⁄2 AWR.
Ranger, Survivor
|''Ranger, Survivor''
Prerequisites: Survivor II
|-
Ignore Hazardous Terrain that isn’t liquid while in your
|'''Natural Habitat IV'''
Natural Habitat.
|Primeval Senses IV
P R I M E VA L S E N S E S I V
|Pick a third environment to be your Natural Habitat. Wilderness Mastery becomes AWR/Recoup.
Ranger, Survivor
|''Ranger, Survivor''
Prerequisites: Nature Stride II
|-
Gain +4 Skill Points that you can assign to skills with the
|'''Nature Stride III'''
Observation tag.
|Natural Habitat IV
Primeval Identification can be used on a number of
|Always ignore Difficult Terrain. Ignore all Hazardous Terrain that is caused by natural phenomena unless it is liquid.
targets equal to 1⁄2 your AWR.
|''Ranger, Survivor''
N AT U R A L H A B I TAT I V
|-
Ranger, Survivor
|'''Primeval Senses V'''
Prerequisites: Primeval Senses IV
|Nature Stride III
Pick a third environment to be your Natural Habitat, and
|You have unlimited uses of your Primeval Senses ability.
Wilderness Mastery is AWR/Recoup.
|''Ranger, Survivor''
NATURE STRIDE III
|-
Ranger, Survivor
|'''Unrivaled Explorer'''
Prerequisites: Natural Habitat IV
|Primeval Senses V
Always ignore difficult terrain. Ignore all hazardous terrain
|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.
that is caused by natural phenomena unless it is liquid.
P R I M E VA L S E N S E V
Ranger, Survivor
Prerequisites: Nature Stride III
You have unlimited uses of your Primeval Senses ability.
U N R I VA L E D E X P LO R E R
Ranger, Survivor, Capstone
Prerequisites: Primeval Sense V
You are known as a person truly in tune with the untamed,
uncharted wilderness in all its splendor, and are commonly
sought out as a guide for high-profile travelers. You may
embrace this or you may hide from civilization to avoid the
recognition and to just spend time in the wild, where your
heart truly lies.
You can never become lost, even by magical means.
You 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.
When you Take a Rest in a type of environment that is not
 
one of your Natural Habitats, you may replace one of your
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.
old Natural Habitats with this new environment. (1/Week)
 
Level 30: The final cap for your AWR increases from 12
* '''''Level 30:''''' The final cap for your AWR increases from 12 to 14.
to 14.
|''Ranger, Survivor, '''Capstone'''''
==='''W I L D E R N E S S WA R D E N TRACK'''===
|}
P R I M A L WA R D E N
 
Ranger, Wilderness Warden
=== Wilderness Warden Track ===
Prerequisites: Ranger Entry
[[File:WildernessWardenTrack.png|center|frameless|505x505px|Wilderness Warden Track Progression]]
Gain the Warden of the Primal talent if you did not already
{| class="wikitable"
have it. If you did already have it, gain a talent from the
!Talent
Primal Magic stack.
!PreReq
Each time you level up and spend your talent point on a
!Description
talent in the Wilderness Warden stack, you gain +5 SP and
!Tags
+1 Primal Power.
|-
E N V I R O N M E N TA L I ST
|'''Primal Warden'''
Ranger, Wilderness Warden
|Ranger Entry
Prerequisites: Primal Warden
|Gain the Warden of the Primal talent if you did not already have it. If you did already have it, gain a talent from the Primal Magic stack.
Pick one of the 11 Environments (Aquatic, Coastal, Desert,
 
Forest, Grassland, Jungle, Mountain, Subterranean, Swamp,
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.
Tundra, or Volcanic). While you are in that environment and
|''Ranger, Wilderness Warden''
not within 1 mile of a settled area, you regain 1 SP when
|-
you Recoup.
|'''Environmentalist'''
RANGER’S INVOCATION
|Primal Warden
Ranger, Wilderness Warden
|Pick one of the 11 Environments: Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic. While you are in that environment and not within 1 mile of a settled area, you regain 1 SP when you Recoup.
Prerequisites: Environmentalist or Planar Protector
|''Ranger, Wilderness Warden''
Learn one Invocation.
|-
Pick an Invocation that you know that has no Tier
|'''Ranger's Invocation'''
prerequisites. You can cast that Invocation 1 time per day
|Environmentalist or Planar Protector
without expending your Invocation slot.
|Learn one invocation.
EMPOWER CHANT
 
Ranger, Wilderness Warden
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.
Prerequisites: Ranger’s invocation or Intrinsic Boon
|''Ranger, Wilderness Warden''
Pick one Chant that does not deal damage. While more than
|-
1 mile from a settled area, you can cast that Chant as if it
|'''Empower Chant'''
were 1 Tier stronger (e.g., if you normally cast Chants at
|Ranger’s Invocation or Intrinsic Boon
Primal Tier 2, cast this Chant at Primal Tier 3).
|Pick one chant that you know, that does not deal damage. While more than 1 mile from a settled area, you can cast that chant as if it were 1 Tier stronger (e.g., if you normally cast chants at Primal Tier 2, cast this chant at Primal Tier 3).
PLANAR PROTECTOR
|''Ranger, Wilderness Warden''
Ranger, Wilderness Warden
|-
Prerequisites: Primal Warden
|'''Planar Protector'''
Pick one creature type: Arcane, Avadri, Celestial, Divine,
|Primal Warden
Eldritch, Elemental, Fae, Fiend, Giant, Occult, Primal,
|Pick one creature tag: arcane, avadri, celestial, divine, eldritch, elemental, fae, fiend, giant, occult, primal, psionic, or undead.
Psionic, or Undead.
 
Your magic attack rolls against those creatures increases
Your magic attack rolls against those creatures increases by +1.
by +1.
|''Ranger, Wilderness Warden''
INTRINSIC BOON
|-
Ranger, Wilderness Warden
|'''Intrinsic Boon'''
Prerequisites: Environmentalist or Planar Protector
|Environmentalist or Planar Protector
Learn one chant, one invocation, and one spell that all have
|Learn one chant, one invocation, and one spell that all have the intrinsic tag.
the Intrinsic tag.
|''Ranger, Wilderness Warden''
RANGER’S SPELLS
|-
Ranger, Wilderness Warden
|'''Ranger's Spells'''
Prerequisites: Ranger’s invocation or Intrinsic Boon
|Ranger’s Invocation or Intrinsic Boon
Pick two Intrinsic spells that you know. They cost 1 fewer SP
|Pick two intrinsic spells that you know. They cost 1 fewer SP (min 1 SP).
(min 1 SP).
|''Ranger, Wilderness Warden''
P R I M A L WA R D E N I I
|-
Ranger, Wilderness Warden
|'''Primal Warden II'''
Prerequisites: Empower Chant or Ranger’s Spells
|Empower Chant or Ranger’s Spells
Gain +4 Skill Points that you can assign to skills with the
|Gain +4 Skill Points that you can spend on any skills with the observation or survival tag.
Observation or Survival tags.
 
Gain a talent from the Primal Magic stack.
Gain a talent from the Primal Magic stack.
|''Ranger, Wilderness Warden''
|-
|'''Environmentalist II'''
|Primal Warden II, Environmentalist
|Learn a new Primal Aspect.
The environment you picked for Environmentalist now restores 2 SP per Recoup.
|''Ranger, Wilderness Warden''
|-
|'''Wanderer's Invocation'''
|Environmentalist II or Planar Protector II
|Learn one invocation.
Pick an invocation that you know that has no tier prerequisites. You can cast that invocation one time per day without expending an invocation use.
|''Ranger, Wilderness Warden''
|-
|'''Furious Chant'''
|Wanderer’s Invocation or Intrinsic Boon II
|Pick one chant that you did not select with Empowered Chant. While more than 1 mile from a settled area, you can cast that chant as if it were 1 Tier stronger.
|''Ranger, Wilderness Warden''
|-
|'''Planar Protector II'''
|Primal Warden II, Planar Protector
|Select a second creature tag for your Planar Protector talent.
|''Ranger, Wilderness Warden''
|-
|'''Intrinsic Boon II'''
|Environmentalist II or Planar Protector II; Intrinsic Boon
|Learn one chant, one invocation, and one spell that all have the intrinsic tag.
|''Ranger, Wilderness Warden''
|-
|'''Wanderer's Spells'''
|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 talent. They cost 1 fewer SP (min 1 SP).
|''Ranger, Wilderness Warden''
|-
|'''Primal Warden III'''
|Furious Chant or Wanderer’s Spells
|You cannot become lost except through the use of magic.


E N V I R O N M E N TA L I ST I I
Ranger, Wilderness Warden
Prerequisites: Primal Warden II, Environmentalist
Learn a new Primal Aspect.
The environment you picked now restores 2 SP per
Recoup.
WA N D E R E R ’ S I N VO CAT I O N
Ranger, Wilderness Warden
Prerequisites: Environmentalist II or Planar Protector II
Learn one invocation.
Pick an invocation that you know that has no tier
prerequisites. You can cast that invocation one time per day
without expending an invocation slot.
FURIOUS CHANT
Ranger, Wilderness Warden
Prerequisites: Wanderer’s Invocation or Intrinsic Boon II
Pick one chant that you did not select with Empowered
Chant. While more than 1 mile from a settled area, you can
cast that chant as if it were 1 Tier stronger.
PLANAR PROTECTOR II
Ranger, Wilderness Warden
Prerequisites: 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.
INTRINSIC BOON II
Ranger, Wilderness Warden
Prerequisites: Environmentalist II or Planar Protector II;
Intrinsic Boon
Learn one chant, one invocation, and one spell that all have
the Intrinsic tag.
WA N D E R E R ’ S S P E L LS
Ranger, Wilderness Warden
Prerequisites: 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).
P R I M A L WA R D E N I I I
Ranger, Wilderness Warden
Prerequisites: Furious Chant or Wanderer’s Spells
You cannot become lost except through the use of magic.
Gain a talent from the Primal Magic stack.
Gain a talent from the Primal Magic stack.
P R I M A L WA R D E N I V
|''Ranger, Wilderness Warden''
Ranger, Wilderness Warden
|-
Prerequisites: Primal Warden III
|'''Primal Warden IV'''
Gain +4 Skill Points that you can assign to skills with the
|Primal Warden III
Observation or Survival tags.
|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.
E N V I R O N M E N TA L I ST I I I
|''Ranger, Wilderness Warden''
Ranger, Wilderness Warden
|-
Prerequisites: Primal Warden IV, Environmentalist II
|'''Environmentalist III'''
The environment you picked now restores 3 SP per Recoup.
|Primal Warden IV, Environmentalist II
All environments now restore 1 SP per Recoup.
|The environment you picked now restores 3 SP per Recoup.
 
All other environments now restore 1 SP per Recoup.
|''Ranger, Wilderness Warden''
|-
|'''Primeval Invocation'''
|Environmentalist III or Planar Protector III
|Learn one invocation.
 
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''
|-
|'''Chant of the Wild Heart'''
|Primeval Invocation or Intrinsic Boon III
|Gain the Wild Heart ability.
 
* '''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''
|-
|'''Planar Protector III'''
|Primal Warden IV, Planar Protector II
|Choose one of the tags you selected for Planar Protector.


CHAPTER 3 | CLASSES 137
Gain an additional +1 on magic attacks against creatures with that tag.
|''Ranger, Wilderness Warden''
|-
|'''Intrinsic Boon III'''
|Environmentalist III or Planar Protector III; Intrinsic Boon II
|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.
|''Ranger, Wilderness Warden''
|-
|'''Primeval Spells'''
|Primeval Invocation or Intrinsic Boon III
|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''
|-
|'''Primal Warden V'''
|Chant of the Wild Heart or Primeval Spells
|Gain +4 Skill Points that you can spend on any skills with the observation or survival tags.


P R I M E VA L I N VO CAT I O N
Ranger, Wilderness Warden
Prerequisites: Environmentalist III or Planar Protector III
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.
CHANT OF THE WILD HEART
Ranger, Wilderness Warden
Prerequisites: Primeval Invocation or Intrinsic Boon III
You can choose which Intrinsic chants get your bonus from
the “Chant” abilities in this stack when you Rest. (1/Week)
When you reach Primal Tier 6, gain +12 Skill Points that
you can assign to skills with the Athleticism, Acrobatics,
Stamina, Observation, or Survival Tags.
PLANAR PROTECTOR III
Ranger, Wilderness Warden
Prerequisites: Primal Warden IV, Planar Protector II
Choose a creature type you’ve already chosen with Planar
Protector 1 or 2. Gain an additional +1 on magic attacks
against creatures of that type.
INTRINSIC BOON III
Ranger, Wilderness Warden
Prerequisites: Environmentalist 3 or Planar Protector 3;
Intrinsic Boon II
Gain +4 Skill Points that you can assign to skills with the
Survival tag.
Learn 1 chant, 1 invocation, and 1 spell that all have the
Intrinsic tag.
P R I M E VA L S P E L LS
Ranger, Wilderness Warden
Prerequisites: Primeval Invocation or Intrinsic Boon III
Pick 3 Intrinsic spells that you know and that have
benefitted either from Ranger’s Spells or Wanderer’s Spells.
They cost 1 fewer SP (min 1 SP).
P R I M A L WA R D E N V
Ranger, Wilderness Warden
Prerequisites: Chant of the Wild Heart or Primeval Spells
Gain +4 Skill Points that you can assign to skills with the
Observation or Survival tags.
Gain a talent from the Primal Magic stack.
Gain a talent from the Primal Magic stack.
PRIMAL EXEMPLAR
|''Ranger, Wilderness Warden''
Ranger, Wilderness Warden, Capstone
|-
Prerequisites: Primal Warden V
|'''Primal Exemplar'''
Your heart, soul, and body are intertwined with the
|Primal Warden V
wellbeing of the natural world. Fae generally see 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.
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.


Level 30: Choose one Intrinsic spell and one Intrinsic
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.
invocation. Both must have the Nature tag. You can cast
 
each of those abilities indefinitely, without spending SP or
* '''''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.
invocation slots.
|''Ranger, Wilderness Warden, '''Capstone'''''
|}
''*Updated to v1.2''
 
== Additional Subclass Tracks ==
[[File:VampireHunter.png|thumb|250x250px]]
 
=== Vampire Hunter Track ===
''Source: Harker's Guide to  Vampire Hunting''
 
The ultimate specialist, the Vampire Hunter excels in their mastery of undead, or rather, their ability to dispatch them. Dedicated to hunting down and eradicating the risen and all their ilk, these rangers learn to craft an array of unique weapons, equipped to handle the foul powers brought to bear against them. Vampire Hunters come from all walks of life: sacred orders tasked with the eradication of the profane, warriors plagued by a vampire’s devastation, or even those that seek to keep the wilds free of undead influence, all of them united by a singular philosophy: the dead should remain buried.
{| class="wikitable"
!Talent
!PreReq
!Description
!Tags
|-
|'''Apprentice Hunter'''
|Ranger Entry
|''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 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, 1⁄2 AWR/Rest.
 
'''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.
* '''''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.
 
* '''''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.
|''Ranger, Vampire Hunter, Repeatable''
|-
|'''Profane Hunt'''
|Apprentice Hunter
|Gain the Profane Hunt ability.
 
* '''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''
|-
|'''Profane Hunt II'''
|Profane Hunt
|You no longer need to see a creature to start a Profane Hunt. So long as you have a possession that belonged to the target, or evidence of its passing (such as a corpse slain by the creature, or obvious foot prints), you may use Profane Hunt as if that creature was in your Line of Sight. If you have successfully used Profane Hunt on this creature before, you may roll 2d20 for the attack and take the higher of the two rolls.
|''Ranger, Vampire Hunter''
|-
|'''Indiscriminate Hunter'''
|Profane Hunt II
|Choose the beast, humanoid, monstrosity, plant, celestial, eldritch, elemental, or fae tag. You may now apply the effects of Profane Hunt to these creatures.
|''Ranger, Vampire Hunter, Repeatable''
|-
|'''Profane Hunt III'''
|Indiscriminate Hunter
|Should you, or an ally, reduce a creature affected by your Profane Hunt to 0 HP you immediately regain +1 use of the ability and you gain the Rallied condition for 1 minute.
|''Ranger, Vampire Hunter''
|-
|'''Profane Hunt IV'''
|Profane Hunt III
|The number of creatures you are able to target with your Profane Hunt becomes 1⁄2 your AWR.
|''Ranger, Vampire Hunter''
|-
|'''Enduring Hunter'''
|Profane Hunt
|Gain Resist Occult 3 and +4 Skill Points that you can spend on any skill with the stamina or survival tag.
|''Ranger, Vampire Hunter''
|-
|'''Enduring Hunter II'''
|Enduring Hunter
|You reduce any necrotic damage you take by 5 (min 0) and cannot be Charmed by any creatures under the effects of Profane Hunt.
|''Ranger, Vampire Hunter''
|-
|'''Enduring Hunter III'''
|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 + 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''
|-
|'''Throwing Crucifix Expert'''
|Apprentice Hunter, Throwing Crucifix Tool
|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.
|''Ranger, Vampire Hunter''
|-
|'''Throwing Crucifix Expert II'''
|Throwing Crucifix Expert
|You may target +1 creature within 5 ft of your target with your Throwing Crucifix and you gain +1 TA against any creature under the effects of Profane Hunt with your Throwing Crucifix.
|''Ranger, Vampire Hunter''
|-
|'''Throwing Crucifix Expert III'''
|Throwing Crucifix Expert II
|You regain +1 use of your Throwing Crucifix when you Recoup.
Gain the Scything Crucifix ability.
 
* '''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''
|-
|'''Throwing Crucifix Master'''
|Throwing Crucifix Expert III, Vampire Hunter 7
|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.
|''Ranger, Vampire Hunter''
|-
|'''Trap Expert'''
|Apprentice Hunter, Combat Trap Tool
|You may now choose to have your traps deal fire or corrosive damage instead of sharp. The creature suffers an additional effect based on what you choose when setting the trap:
 
* '''''Fire:''''' A creature that takes fire damage gains Burning 1d4 for 1 minute instead of Slowed. If under the effects of Profane Hunt, Burning increases to 1d6.
* '''''Corrosive:''''' A creature that takes corrosive damage gains Staggered instead of Slowed until the end of their next turn. If under the effects of Profane Hunt, this condition lasts for 1 additional turn.
 
* '''''Sharp:''''' A creature under the effects of Profane Hunt that triggers sharp damage becomes Suppressed instead of Slowed.
|''Ranger, Vampire Hunter''
|-
|'''Trap Expert II'''
|Trap Expert
|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''
|-
|'''Trap Expert III'''
|Trap Expert II
|Regain +1 use of your Combat Traps when you Recoup.
Gain the Trap Expert ability.
 
* '''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''
|-
|'''Trap Master'''
|Trap Expert III, Vampire Hunter 7
|All of your traps gain a new effect depending on their damage type:
 
* '''''Fire:''''' The creature that triggers the trap gains the Shaken condition while it remains Burning.
* '''''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 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''
|-
|'''Crossbow Expert'''
|Apprentice, Repeating Crossbow Tool
|You no longer receive a penalty for firing your crossbow in melee and you gain +1 TA to attacks with your crossbow against creatures under the effects of Profane Hunt.
|''Ranger, Vampire Hunter''
|-
|'''Crossbow Expert II'''
|Crossbow Expert
|You may apply special alterations to bolts used with your crossbow. When firing, you may choose to deal normal damage, fire, or corrosive. If you possess the Holy Water Expert talent, you may expend +1 use of Holy Water to deal radiant damage instead.
|''Ranger, Vampire Hunter''
|-
|'''Crossbow Expert III'''
|Crossbow Expert II
|You regain +2 uses of your crossbow when you Recoup.
|''Ranger, Vampire Hunter''
|-
|'''Crossbow Master'''
|Crossbow Expert III, Vampire Hunter 7
|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 + 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''
|-
|'''Spark Expert'''
|Apprentice Hunter, Scatter Spark Tool
|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.
|''Ranger, Vampire Hunter''
|-
|'''Spark Expert II'''
|Spark Expert
|Gain the Spark Blast ability.
 
* '''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''
|-
|'''Spark Expert III'''
|Spark Expert II
|Regain +1 use of Scatter Spark when you Recoup.
Gain the Quick Distraction ability.
 
* '''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''
|-
|'''Spark Master'''
|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.
|''Ranger, Vampire Hunter''
|-
|'''Tool Belt'''
|Any Hunter Tool Expert Talent
|You create a special belt or bandolier that stores items and your hunter tools for quick access.
You gain the following benefits:
* 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 administer potions to allies within 5 ft of you for only 1 AP.
|''Ranger, Vampire Hunter''
|-
|'''Holy Water Expert'''
|Tool Belt, Any Hunter Tool Expert II Talent
|When you craft new hunter’s tools you may expend 2 uses of any tool to instead create a single vial of Holy Water. You may use this Holy Water as normal, or spend 2 AP to coat a weapon (including your Repeating Crossbow and Throwing Crucifix) with it. Coated weapons deal +1d4 radiant damage to creatures with the fiend or undead tag for 1 minute.
|''Ranger, Vampire Hunter''
|-
|'''Master Hunter'''
|Any Hunter Tool Master talent, Profane Hunt II, Vampire Hunter 14
|You’ve become a nightmare for any profane creature that dares draw your ire. You gain the following benefits.
 
* Pick a hunter’s tool for which you possess the master talent for. The number of uses for that tool becomes AWR/Rest.
* '''(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.
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.
 
* '''''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'''''
|}

Latest revision as of 12:50, 12 October 2025

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

Grim, monster slayer

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.

Ranger Tracks

Bravery. You tap into your instinct to fight, flee, or freeze in the face of danger, channeling this into fighting prowess.

Hunter. You are an unparalleled hunter of creatures both natural and otherworldly, mastering both blade and bow.

Instinct. Your fighting instinct is sharper than the finest steel and keener than an eagle’s eye.

Survivor. You know the natural world like the back of your hand. Wherever you end up, you know how to survive.

Wilderness Warden. You learn primal magic and enhance some of your primal spells as you gain skill as a magical ranger.

Vampire Hunter. Harker's Guide to Vampire Hunting. Dedicated to hunting down and eradicating the risen and all their ilk, these rangers learn to craft an array of unique weapons, equipped to handle the foul powers brought to bear against them.

Core Subclass Tracks

Ranger Entry Talent

After gaining the Ranger Entry Talent, you can take talents from any of the Ranger tracks. After gaining the Ranger Entry Talent, you can also gain Primal Aspect Talents.

Talent PreReq Description Tags
Ranger Entry Character Level 2 When you take this entry talent, you gain the following benefits.

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 tags.

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
Primal Aspects Table
Aspect Ability
A’rl’ng You may spend 1 AP to magically double all movement you take for this turn. (1/Catch Breath)
Al’An You cannot be Surprised and creatures cannot gain TA against you from being Unseen.
Heq You gain +2 to your attack roll when attempting one of these Maneuvers: Shove, Grapple, or Trip.
Leshy 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 Gain +6 to Smithing and Masonry checks.
Sekh 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 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 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 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 Gain +6 to Vehicles* [water] and Navigation checks.

Bravery Track

 
Bravery Track Progression
Talent PreReq Description Tags
Bravery Ranger Entry Gain Resist Frightened +2. Ranger, Bravery
Courage Bravery Gain the Courage ability.
  • 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
Bravery II Courage Your Resist ability from Bravery increases by +1 and applies to Demoralized. Ranger, Bravery
Courage II Bravery II When you use Courage, and you are Bloodied, regain HP equal to your AWR. Ranger, Bravery
Fight Courage II

Incompatible: Flight, Freeze

When you use Courage, deal +1d6 damage against the source of the condition for its duration. Ranger, Bravery
Flight Courage II

Incompatible: Fight, Freeze

When you use Courage, gain +5 ft speed when you use AP to move. This lasts for the condition’s duration. Ranger, Bravery
Freeze Courage II

Incompatible: Flight, Flight

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. Ranger, Bravery
Bravery III Bravery 5 Your Resist ability from Bravery increases by +1, and applies to Broken. Ranger, Bravery
Drive to Survive Bravery III 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 choose to become Shaken by that creature. You remain Shaken for 1 minute or until the creature dies (whichever comes first).
Ranger, Bravery
Bravery IV Drive to Survive Gain +2 Skill Points in any one skill with the observation tag.

Your Resist ability from Bravery increases by +1.

Ranger, Bravery
Courage III Bravery IV 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).

Ranger, Bravery
Fight II Courage III, Fight Gain +4 Skill Points that you can spend on any skills with the athleticism tag.

Your damage from the Fight talent becomes 1d8.

Ranger, Bravery
Flight II Courage III, Flight Gain +4 Skill Points that you can spend on any skills with the acrobatics tag.

You ignore Difficult Terrain while Courage is active.

Ranger, Bravery
Freeze II Courage III, Freeze Gain +4 Skill Points that you can spend on any skills with the stamina tag.

You no longer suffer the Chilled condition when you use Courage.

Ranger, Bravery
Drive to Survive II Bravery 10 Drive to Survive becomes AWR/Rest. Ranger, Bravery
Courage IV Drive to Survive II Gain +2 Skill Points that you can spend on any skills with the stamina tag.

Courage becomes AWR/Recoup.

Ranger, Bravery
Fight III Courage IV, Fight II The damage from the Fight talent becomes 1d12. Ranger, Bravery
Flight III Courage IV, Flight II The extra speed from the Flight talent becomes +10 ft. Ranger, Bravery
Freeze III Courage IV, Freeze II Gain +4 Skill Points that you can spend on any skills with the stamina tag.

The Freeze talent now increases your defenses by +5.

Ranger, Bravery
Undaunted Bravery 13 The Shaken condition only reduces your d20 rolls by 1. Ranger, Bravery
Fear Itself Undaunted It is said that in the face of fear you rise above or you crumble. However, those who know you have seen you strike fear in the hearts of those who would typically terrify others.

Gain the Fear Itself ability.

  • Fear Itself (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

Hunter Track

 
Hunter Track Progression
Talent PreReq Description Tags
Hunter Ranger Entry When you have been tracking a creature for at least 1 hour using AWR/Tracking, when you start Initiative in combat against it, you deal +2 damage against it for the first minute. Ranger, Hunter
Corner Quarry Hunter

Incompatible: Outnumbered

When you are Flanking a creature, gain +1 TA against it. Ranger, Hunter
Corner Quarry II Corner Quarry

Incompatible: Outnumbered II

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.
Ranger, Hunter
Outnumbered Hunter

Incompatible: Corner Quarry

When you are Flanked, you gain +1 TA. Ranger, Hunter
Outnumbered II Outnumbered

Incompatible: Corner Quarry II

Outnumbered becomes: When two or more hostile creatures are adjacent to you, gain +1 TA. Ranger, Hunter
Deadeye Hunter

Incompatible: Volley

When you make a ranged attack against a creature with no Cover and none of its allies are adjacent, gain +1 TA. Ranger, Hunter
Deadeye II Deadeye

Incompatible: Rain of Arrows

Gain the Takedown Shot ability.
  • 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
Volley Hunter

Incompatible: Deadeye

Gain the Volley ability.
  • 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
Rain of Arrows Volley

Incompatible: Deadeye II

Gain the Rain of Arrows ability. You may only use this ability when wielding a bow.
  • 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
Hunter's Quarry Hunter 3 Learn the Hunter’s Quarry spell if you do not already know it. Gain the Primal Quarry ability.
  • Primal Quarry (2/Rest). You may cast the Hunter’s Quarry spell without expending SP.
Ranger, Hunter
Hunter II Hunter’s Quarry Gain +4 Skill Points that you can spend on any skills with the acrobatics or survival tag.

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.

  • Target Prey. Gain +4 on History, Perceiving, Sneaking, and Tracking checks made in relation to creatures of the tag that you chose.
Ranger, Hunter
Hew Hunter II, Corner Quarry II Gain the Hew ability.
  • Hew (2/Recoup). When you hit a creature that has none of its allies adjacent to it, deal +1d10 damage.
Ranger, Hunter
Hew II Hew Your crit range increases by +1 against creatures that have no adjacent allies. Ranger, Hunter
Hordesbane Hunter II, Outnumbered II Gain the Hordesbane ability.
  • 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
Hordesbane II Hordesbane 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 full damage on a hit and 1⁄2 on a miss.
Ranger, Hunter
Eagle Eye Hunter II, Deadeye II When making a ranged attack, you do not suffer any penalty for targeting a Concealed enemy. Ranger, Hunter
Eagle Eye II Eagle Eye When making a ranged attack, you do not suffer any penalty for targeting an enemy in Darkness, provided that you know the enemy’s location. Ranger, Hunter
Volley II Hunter II, Rain of Arrows Volley becomes DEX/Recoup and works on hostile creatures within 15 ft of each other. Ranger, Hunter
Rain of Arrows II Volley II Rain of Arrows becomes 1⁄2 AWR/Rest and does three times your normal damage dice. Ranger, Hunter
Hunter III Hunter 7 Choose two additional creature tags from Hunter II to use with Target Prey. Ranger, Hunter
Hunter IV Hunter III 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.
Ranger, Hunter
One with the Land Hunter IV 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
Primeval Speed Hunter 10 Gain +5 ft speed when you can see your Target Prey. Ranger, Hunter
Fletcher Hunter IV Gain the Fletcher ability.
  • Fletcher (1/Rest). You can fletch your own arrows, making 1d8 + INT/Woodcarving arrows.
Ranger, Hunter
Shroud Hunter 10 When you are Concealed, creatures that attack you suffer 1 additional TD. Ranger, Hunter
Quickdraw Hunter IV You can draw/stow weapons without spending AP any number of times on your turn. Ranger, Hunter
Calculating Hunter 10 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.
Ranger, Hunter
Ruthless Hunter 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. Ranger, Hunter
Cornered Quarry III Ruthless Hunter, Hew II Gain +2 Skill Points that you can spend on any skills with the athleticism or stamina tag.

Cornered Quarry becomes END/Recoup.

Ranger, Hunter
Hew III Cornered Quarry III When you use Hew against a target and it does not die, gain +3 AP that turn. Ranger, Hunter
Hordesbane III Ruthless Hunter, Hordesbane II Whirling Blades becomes END/Rest. Ranger, Hunter
Horde Breaker Hordesbane III 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.
Ranger, Hunter
Deadeye III Ruthless Hunter, Eagle Eye II When using Deadeye, increase your crit range by +1.

Takedown Shot becomes AWR/Recoup.

Ranger, Hunter
Rapid Takedown Deadeye III When you use Takedown Shot against a target and it does not die, +3 AP that turn. Ranger, Hunter
Volley III Ruthless Hunter, Rain of Arrows II Volley works on creatures within 30 ft of each other.

When you use Volley on a creature that was adjacent to your first target, it does not expend a use of Volley.

Ranger, Hunter
Arrow Storm Volley III 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.
Ranger, Hunter
Peerless Hunter 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.

When you roll Initiative and you have no Target Prey, choose one enemy to be your Target Prey.

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: 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

Instinct Track

 
Instinct Track Progression
Talent PreReq Description Tags
Survival Instinct Ranger Entry Gain the Preternatural Dodge ability.
  • Preternatural Dodge (AWR/Rest). When a creature attacks one of your physical or mental defenses, you can have it target ANT instead.
Ranger, Instinct
Fighting Instinct II Survival Instinct Fighting Instinct lasts until the end of your next turn. Ranger, Instinct
Survival Instinct II Fighting Instinct II Gain the Size Up ability.
  • Size Up. You can spend 2 AP to study an enemy and learn which defense(s) its attacks target, besides AR.
Ranger, Instinct
Fighting Instinct III Survival Instinct II Gain +4 Skill Points that you can spend on any skills with the athleticism tag.

Your Fighting Instinct now grants you a +1 to all damage rolls.

Ranger, Instinct
Vigilant Fighting Instinct III Gain the Vigilant ability.
  • Vigilant (AWR/Rest). If you roll lower than 10 on an AWR check, treat that roll as 10 instead.
Ranger, Instinct
Survival Instinct III Vigilant Your ANT increases by +1. Choose REF or FORT to also increase by +1. Ranger, Instinct
Vigilant II Survival Instinct III Vigilant becomes: If you roll lower than 10 on an AWR check, treat that roll as your ANT instead. Ranger, Instinct
Survival Instinct IV Vigilant II Gain +4 Skill Points that you can spend on any skills with the observation tag.

Gain +4 to Initiative.

Ranger, Instinct
Fighting Instinct IV Survival Instinct IV Gain the Pounce ability.
  • Pounce. On your first turn in Initiative if no enemies have acted yet, gain +2 AP that turn.
Ranger, Instinct
Vigilant III Fighting Instinct IV Gain +4 Skill Points that you can spend on any skills with the survival tag.

Vigilant is AWR/Recoup.

Ranger, Instinct
Survival Instinct V Vigilant III Gain a +4 bonus to Initiative.

Preternatural Dodge is AWR/Recoup.

Ranger, Instinct
Vigilant IV Survival Instinct V Gain +4 Skill Points that you can spend on any skills with the observation tag.

Vigilant is AWR/Catch Breath.

Ranger, Instinct
Fighting Instinct V Vigilant IV Pounce grants you 4 AP.

If you roll Initiative with no Fighting Instinct, regain one use of Fighting Instinct.

Ranger, Instinct
Vigilant V Fighting Instinct V Vigilant is always active. Ranger, Instinct
Cornered Animal Vigilant V Your base animal instinct to fight and live is overwhelming. Fighting Instinct becomes AWR/Catch Breath.

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 +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 always active whenever you are at 0 HP.
Ranger, Instinct, Capstone

Survivor Track

 
Survivor Track Progression
Talent PreReq Description Tags
Natural Habitat Ranger Entry 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.

Ranger, Survivor
Primeval Senses Natural Habitat 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 minutes.
Ranger, Survivor
Natural Habitat II Primeval Senses Gain the Wilderness Mastery ability.
  • Wilderness Mastery (AWR/Rest). When in your Natural Habitat, give yourself double your Skill Points before you make an AWR skill check.
Ranger, Survivor
Primeval Senses II Natural Habitat II When you use Primeval Senses, you can use Primal Identification.
  • Primal Identification. Learn the identity of one creature that you sense with Primeval Senses.
Ranger, Survivor
Nature Stride Primeval Senses II Gain +4 Skill Points that you can assign to any skills with the acrobatics tag.

Ignore Difficult Terrain while in your Natural Habitat.

Ranger, Survivor
Survivor Nature Stride Gain the Primal Aspect talent.

Pick one: Extreme Heat, Extreme Cold, or Forced Marching. You can no longer gain Fatigue from that selection.

Ranger, Survivor
Primeval Senses III Survivor You cannot become lost, except through the use of magic.

Primeval Senses becomes AWR/Recoup.

Ranger, Survivor
Natural Habitat III Primeval Senses III 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.

Ranger, Survivor
Survivor II Natural Habitat III Gain Immune Common Poison and Immune Common Disease. Ranger, Survivor
Nature Stride II Survivor II Ignore Hazardous Terrain that is not liquid while in your Natural Habitat. Ranger, Survivor
Primeval Senses IV Nature Stride II 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 AWR.

Ranger, Survivor
Natural Habitat IV Primeval Senses IV Pick a third environment to be your Natural Habitat. Wilderness Mastery becomes AWR/Recoup. Ranger, Survivor
Nature Stride III Natural Habitat IV Always ignore Difficult Terrain. Ignore all Hazardous Terrain that is caused by natural phenomena unless it is liquid. Ranger, Survivor
Primeval Senses V Nature Stride III You have unlimited uses of your Primeval Senses ability. Ranger, Survivor
Unrivaled Explorer 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 can never become lost, even by magical means.

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

When you Take a Rest in a type of environment that is not one of your Natural Habitats, you may replace one of your old Natural Habitats with this new environment.

  • Level 30: The final cap for your AWR increases from 12 to 14.
Ranger, Survivor, Capstone

Wilderness Warden Track

 
Wilderness Warden Track Progression
Talent PreReq Description Tags
Primal Warden 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.

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
Environmentalist Primal Warden Pick one of the 11 Environments: Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic. While you are in that environment and not within 1 mile of a settled area, you regain 1 SP when you Recoup. Ranger, Wilderness Warden
Ranger's Invocation Environmentalist or Planar Protector 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 use.

Ranger, Wilderness Warden
Empower Chant Ranger’s Invocation or Intrinsic Boon Pick one chant that you know, that does not deal damage. While more than 1 mile from a settled area, you can cast that chant as if it were 1 Tier stronger (e.g., if you normally cast chants at Primal Tier 2, cast this chant at Primal Tier 3). Ranger, Wilderness Warden
Planar Protector 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.

Ranger, Wilderness Warden
Intrinsic Boon Environmentalist or Planar Protector Learn one chant, one invocation, and one spell that all have the intrinsic tag. Ranger, Wilderness Warden
Ranger's Spells Ranger’s Invocation or Intrinsic Boon Pick two intrinsic spells that you know. They cost 1 fewer SP (min 1 SP). Ranger, Wilderness Warden
Primal Warden II Empower Chant or Ranger’s Spells 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.

Ranger, Wilderness Warden
Environmentalist II Primal Warden II, Environmentalist Learn a new Primal Aspect.

The environment you picked for Environmentalist now restores 2 SP per Recoup.

Ranger, Wilderness Warden
Wanderer's Invocation Environmentalist II or Planar Protector II Learn one invocation.

Pick an invocation that you know that has no tier prerequisites. You can cast that invocation one time per day without expending an invocation use.

Ranger, Wilderness Warden
Furious Chant Wanderer’s Invocation or Intrinsic Boon II Pick one chant that you did not select with Empowered Chant. While more than 1 mile from a settled area, you can cast that chant as if it were 1 Tier stronger. Ranger, Wilderness Warden
Planar Protector II Primal Warden II, Planar Protector Select a second creature tag for your Planar Protector talent. Ranger, Wilderness Warden
Intrinsic Boon II Environmentalist II or Planar Protector II; Intrinsic Boon Learn one chant, one invocation, and one spell that all have the intrinsic tag. Ranger, Wilderness Warden
Wanderer's Spells 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 talent. They cost 1 fewer SP (min 1 SP). Ranger, Wilderness Warden
Primal Warden III Furious Chant or Wanderer’s Spells You cannot become lost except through the use of magic.

Gain a talent from the Primal Magic stack.

Ranger, Wilderness Warden
Primal Warden IV Primal Warden III 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.

Ranger, Wilderness Warden
Environmentalist III Primal Warden IV, Environmentalist II The environment you picked now restores 3 SP per Recoup.

All other environments now restore 1 SP per Recoup.

Ranger, Wilderness Warden
Primeval Invocation Environmentalist III or Planar Protector III Learn one invocation.

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
Chant of the Wild Heart Primeval Invocation or Intrinsic Boon III Gain the Wild Heart ability.
  • 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
Planar Protector III Primal Warden IV, Planar Protector II 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
Intrinsic Boon III Environmentalist III or Planar Protector III; Intrinsic Boon II 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.

Ranger, Wilderness Warden
Primeval Spells Primeval Invocation or Intrinsic Boon III 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
Primal Warden V Chant of the Wild Heart or Primeval Spells 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.

Ranger, Wilderness Warden
Primal Exemplar Primal Warden V Your heart, soul, and body are intertwined with the wellbeing of the natural world. Fae generally see you as a great friend and will usually go out of their way to cooperate with you.

You can never become lost, even by magical means.

When you Take a Rest and you are not within 1 mile of a settled area, you may reassign all of your Ranger Talent Points, assigning them to other Ranger talents.

  • Level 30: Choose one intrinsic spell and one intrinsic invocation. Both must have the nature tag. You can cast each of those abilities indefinitely, without spending SP or invocation uses.
Ranger, Wilderness Warden, Capstone

*Updated to v1.2

Additional Subclass Tracks

 

Vampire Hunter Track

Source: Harker's Guide to Vampire Hunting

The ultimate specialist, the Vampire Hunter excels in their mastery of undead, or rather, their ability to dispatch them. Dedicated to hunting down and eradicating the risen and all their ilk, these rangers learn to craft an array of unique weapons, equipped to handle the foul powers brought to bear against them. Vampire Hunters come from all walks of life: sacred orders tasked with the eradication of the profane, warriors plagued by a vampire’s devastation, or even those that seek to keep the wilds free of undead influence, all of them united by a singular philosophy: the dead should remain buried.

Talent PreReq Description Tags
Apprentice Hunter Ranger Entry 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 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, 1⁄2 AWR/Rest.

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.
  • 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.
  • 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.
Ranger, Vampire Hunter, Repeatable
Profane Hunt Apprentice Hunter Gain the Profane Hunt ability.
  • 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
Profane Hunt II Profane Hunt You no longer need to see a creature to start a Profane Hunt. So long as you have a possession that belonged to the target, or evidence of its passing (such as a corpse slain by the creature, or obvious foot prints), you may use Profane Hunt as if that creature was in your Line of Sight. If you have successfully used Profane Hunt on this creature before, you may roll 2d20 for the attack and take the higher of the two rolls. Ranger, Vampire Hunter
Indiscriminate Hunter Profane Hunt II Choose the beast, humanoid, monstrosity, plant, celestial, eldritch, elemental, or fae tag. You may now apply the effects of Profane Hunt to these creatures. Ranger, Vampire Hunter, Repeatable
Profane Hunt III Indiscriminate Hunter Should you, or an ally, reduce a creature affected by your Profane Hunt to 0 HP you immediately regain +1 use of the ability and you gain the Rallied condition for 1 minute. Ranger, Vampire Hunter
Profane Hunt IV Profane Hunt III The number of creatures you are able to target with your Profane Hunt becomes 1⁄2 your AWR. Ranger, Vampire Hunter
Enduring Hunter Profane Hunt Gain Resist Occult 3 and +4 Skill Points that you can spend on any skill with the stamina or survival tag. Ranger, Vampire Hunter
Enduring Hunter II Enduring Hunter You reduce any necrotic damage you take by 5 (min 0) and cannot be Charmed by any creatures under the effects of Profane Hunt. Ranger, Vampire Hunter
Enduring Hunter III 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 + 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
Throwing Crucifix Expert Apprentice Hunter, Throwing Crucifix Tool 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.
Ranger, Vampire Hunter
Throwing Crucifix Expert II Throwing Crucifix Expert You may target +1 creature within 5 ft of your target with your Throwing Crucifix and you gain +1 TA against any creature under the effects of Profane Hunt with your Throwing Crucifix. Ranger, Vampire Hunter
Throwing Crucifix Expert III Throwing Crucifix Expert II You regain +1 use of your Throwing Crucifix when you Recoup.

Gain the Scything Crucifix ability.

  • 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
Throwing Crucifix Master Throwing Crucifix Expert III, Vampire Hunter 7 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.
Ranger, Vampire Hunter
Trap Expert Apprentice Hunter, Combat Trap Tool You may now choose to have your traps deal fire or corrosive damage instead of sharp. The creature suffers an additional effect based on what you choose when setting the trap:
  • Fire: A creature that takes fire damage gains Burning 1d4 for 1 minute instead of Slowed. If under the effects of Profane Hunt, Burning increases to 1d6.
  • Corrosive: A creature that takes corrosive damage gains Staggered instead of Slowed until the end of their next turn. If under the effects of Profane Hunt, this condition lasts for 1 additional turn.
  • Sharp: A creature under the effects of Profane Hunt that triggers sharp damage becomes Suppressed instead of Slowed.
Ranger, Vampire Hunter
Trap Expert II Trap Expert 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
Trap Expert III Trap Expert II Regain +1 use of your Combat Traps when you Recoup.

Gain the Trap Expert ability.

  • 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
Trap Master Trap Expert III, Vampire Hunter 7 All of your traps gain a new effect depending on their damage type:
  • Fire: The creature that triggers the trap gains the Shaken condition while it remains Burning.
  • 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 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
Crossbow Expert Apprentice, Repeating Crossbow Tool You no longer receive a penalty for firing your crossbow in melee and you gain +1 TA to attacks with your crossbow against creatures under the effects of Profane Hunt. Ranger, Vampire Hunter
Crossbow Expert II Crossbow Expert You may apply special alterations to bolts used with your crossbow. When firing, you may choose to deal normal damage, fire, or corrosive. If you possess the Holy Water Expert talent, you may expend +1 use of Holy Water to deal radiant damage instead. Ranger, Vampire Hunter
Crossbow Expert III Crossbow Expert II You regain +2 uses of your crossbow when you Recoup. Ranger, Vampire Hunter
Crossbow Master Crossbow Expert III, Vampire Hunter 7 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 + 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
Spark Expert Apprentice Hunter, Scatter Spark Tool 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.
Ranger, Vampire Hunter
Spark Expert II Spark Expert Gain the Spark Blast ability.
  • 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
Spark Expert III Spark Expert II Regain +1 use of Scatter Spark when you Recoup.

Gain the Quick Distraction ability.

  • 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
Spark Master 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. Ranger, Vampire Hunter
Tool Belt Any Hunter Tool Expert Talent You create a special belt or bandolier that stores items and your hunter tools for quick access.

You gain the following benefits:

  • 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 administer potions to allies within 5 ft of you for only 1 AP.
Ranger, Vampire Hunter
Holy Water Expert Tool Belt, Any Hunter Tool Expert II Talent When you craft new hunter’s tools you may expend 2 uses of any tool to instead create a single vial of Holy Water. You may use this Holy Water as normal, or spend 2 AP to coat a weapon (including your Repeating Crossbow and Throwing Crucifix) with it. Coated weapons deal +1d4 radiant damage to creatures with the fiend or undead tag for 1 minute. Ranger, Vampire Hunter
Master Hunter Any Hunter Tool Master talent, Profane Hunt II, Vampire Hunter 14 You’ve become a nightmare for any profane creature that dares draw your ire. You gain the following benefits.
  • Pick a hunter’s tool for which you possess the master talent for. The number of uses for that tool becomes AWR/Rest.
  • (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.

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.
  • 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