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===Ranger Entry Talent=== | ===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]] | 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" | ||
!Feature | !Feature | ||
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|When you take this entry talent, you gain the following abilities. | |When you take this entry talent, you gain the following abilities. | ||
* <u>Primal Aspect</u>: ''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. | * <u>Primal Aspect</u>: ''Repeatable.'' Learn a Primal Aspect from the ''Primal Aspects'' table. 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. | ||
* <u>Skilled</u>: Gain +4 Skill Points, which you can spend on skills with the Observation and/or Survival tags. | * <u>Skilled</u>: Gain +4 Skill Points, which you can spend on skills with the Observation and/or Survival tags. | ||
* <u>Fighting Instinct</u>: (AWR/Recoup) You may grant yourself TA until the end of your current turn. While you have fighting instinct, when you spend AP to move, gain +5 ft movement. You regain all expended uses when you Recoup. | * <u>Fighting Instinct</u>: (AWR/Recoup) You may grant yourself TA until the end of your current turn. While you have fighting instinct, when you spend AP to move, gain +5 ft movement. You regain all expended uses when you Recoup. | ||
|''Ranger, Class Entry'' | |''Ranger, Class Entry'' | ||
|} | |||
==== Primal Aspects Table ==== | |||
{| class="wikitable" | |||
|+ | |||
!Aspect | |||
!Ability | |||
|- | |||
|'''A’rl’ng''' | |||
|(1/Catch Breath) You may spend 1 AP to magically double all movement you take for this turn. | |||
|- | |||
|'''Al’An''' | |||
|You cannot be Surprised and creatures cannot gain TA against you from being Unseen. | |||
|- | |||
|'''Heq''' | |||
|You gain a +2 bonus on rolls when attempting one of these Maneuvers: Shove, Grapple, or Trip. | |||
|- | |||
|'''Leshy''' | |||
|You can always find food and shelter in the wild for yourself and 6 other individuals if given at least 4 hours to prepare. If you do not have 4 hours to prepare, you instead gain +2 on all Survival and Observation checks made to find food and shelter. | |||
|- | |||
|'''Porov''' | |||
|Gain +6 to Smithing and Masonry checks. | |||
|- | |||
|'''Sekh''' | |||
|1 AP: You can leap 10ft in a line towards an enemy you can see, attacking their REF with a weapon you are holding. On a hit, they fall prone. | |||
|- | |||
|'''Stoll''' | |||
|(1/Catch Breath) [[Commune]] with the body of a deceased, briefly gaining a connection with its soul. You gain surface level insights into its state of emotions and wellbeing from the 4 hours leading up to its death, but not exact thoughts or words. | |||
|- | |||
|'''Tamat''' | |||
|Gain awareness of nearby magic: If a creature or object is within 30ft of you and you can see it, you know if it’s magical or under the effects of magic. You also learn the Source and Function of that magical effect. | |||
|- | |||
|'''Vele''' | |||
|(1/Catch Breath) 1 AP: Creatures within 5ft of you gain [[Shield]] HP equal to your Character Level. While they have this Shield HP, attacks against them have TD. | |||
|- | |||
|'''Woden''' | |||
|Gain +6 to Water Vehicle and Navigation checks. | |||
|} | |} | ||
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|Gain the Primeval Sense ability. | |Gain the Primeval Sense ability. | ||
* <u>Primeval Senses</u> (AWR/Rest) 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. | * <u>Primeval Senses</u>: (AWR/Rest) 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. You regain all expended uses when you Take a Rest. | ||
|''Ranger, Survivor'' | |''Ranger, Survivor'' | ||
|- | |- | ||
|'''Natural Habitat II''' | |'''Natural Habitat II''' | ||
|Primeval Senses | |Primeval Senses | ||
| | |Gain the Wilderness Mastery ability | ||
* <u>Wilderness Mastery</u>: (AWR/Rest) When in your favored environment, give yourself double your skill points before you make an AWR Skill check. You regain all expended uses when you Take a Rest. | |||
|''Ranger, Survivor'' | |''Ranger, Survivor'' | ||
|- | |- | ||
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|Natural Habitat II | |Natural Habitat II | ||
|When you use Primeval Senses, you can use Primal Identification. | |When you use Primeval Senses, you can use Primal Identification. | ||
Primal Identification Learn the identity of one creature that you sense. | |||
* <u>Primal Identification</u>: Learn the identity of one creature that you sense. | |||
|''Ranger, Survivor'' | |''Ranger, Survivor'' | ||
|- | |- | ||
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|'''Survivor''' | |'''Survivor''' | ||
|Nature Stride | |Nature Stride | ||
| | |Pick one: Natural Heat, Natural Cold, or Forced Marching. You can no longer gain Fatigue from that selection. | ||
Gain a Primal Aspect from the ''Primal Aspects'' Table. | |||
|''Ranger, Survivor'' | |''Ranger, Survivor'' | ||
|- | |- | ||