Ranger: Difference between revisions

471 bytes removed ,  21 June 2024
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|'''Hunter'''
|'''Hunter'''
|Ranger Entry
|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.
|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''
|''Ranger, Hunter''
|-
|-
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|Hunter
|Hunter
<u>Incompatible</u>: Outnumbered
<u>Incompatible</u>: Outnumbered
|When you are Flanking a creature, gain an additional [[Tactical Advantages|TA]] against it.
|When you are Flanking a creature, gain an additional TA against it.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Gain the Corner Quarry ability.  
|Gain the Corner Quarry ability.  


* <u>Corner Quarry</u>: (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. You regain all expended uses when you Recoup.
* '''Corner Quarry.''' (2/Recoup) If you are Flanking a creature, you may spend 2 AP to Engage it for 1 minute or until you are no longer within 5 ft of it.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Outnumbered
|Outnumbered
<u>Incompatible</u>: Corner Quarry II
<u>Incompatible</u>: Corner Quarry II
|When you make a Ranged attack against a creature with no cover and no adjacent allies, gain [[Tactical Advantages|TA]].
|When you make a Ranged attack against a creature with no cover and no adjacent allies, gain TA.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Hunter
|Hunter
<u>Incompatible</u>: Volley
<u>Incompatible</u>: Volley
|Gain the Deadeye ability. Deadeye When you make a Ranged attack against a creature with no cover and no adjacent allies, gain [[Tactical Advantages|TA]].
|Gain the Deadeye ability.  
 
* '''Deadeye.''' When you make a ranged attack against a creature with no cover and no adjacent allies, gain TA.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Gain the Takedown Shot ability.  
|Gain the Takedown Shot ability.  


* <u>Takedown Shot</u>: (2/Recoup) When you use Deadeye, deal 1d8 additional damage. You regain all expended uses when you Recoup.
* '''Takedown Shot.''' (2/Recoup) When you use Deadeye, deal 1d8 additional damage.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Gain the Volley ability.  
|Gain the Volley ability.  


* <u>Volley</u>: (2/Recoup) When you hit a creature that has an ally adjacent to it, make the same attack against that creature for 0 AP. You regain all expended uses when you Recoup.
* '''Volley.''' (2/Recoup) When you hit a creature that has an ally adjacent to it, make the same attack against that creature for 0 AP.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Gain the Rain of Arrows ability.  
|Gain the Rain of Arrows ability.  


* <u>Rain of Arrows</u>: (2/Rest) Spend 4 AP and pick a point within range. Make your ranged attack roll and compare vs the AR of every creature in a 20 ft radius. Roll double the damage dice that you normally would. Creatures take full damage on a hit and 1/2 on a miss. You regain all expended uses when you Take a Rest.
* '''Rain of Arrows.''' (2/Rest) Spend 4 AP and pick a point within range. Make your ranged attack roll and compare vs the AR of every creature in a 20 ft radius. Roll double the damage dice that you normally would. Creatures take full damage on a hit and 1⁄2 on a miss.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
|'''Hunter's Quarry'''
|'''Hunter's Quarry'''
|Hunter 3
|Hunter 3
|(2/Rest) Learn the [[Hunter's Quarry]] spell if you do not already know it. You may cast this spell without expending SP. You regain all expended uses when you Take a Rest.  
|Learn the [[Hunter's Quarry|Hunter’s Quarry]] spell if you do not already know it.  
(2/Rest) You may cast this spell without expending SP.  
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
|'''Hunter II'''
|'''Hunter II'''
|Hunter’s Quarry
|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.  
|Gain +4 Skill Points that you can spend on any 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.


* <u>Target Prey</u>: 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.
Gain the Target Prey ability.
* '''Target Prey.''' Gain an additional +4 on History, Perceiving, Sneaking, and Tracking rolls made in relation to creatures of the type that you chose from Hunter II.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Gain the Hew ability.
|Gain the Hew ability.


* <u>Hew</u>: (2/Recoup) When you hit a creature that has no allies adjacent to it, deal +1d10 damage. You regain all expended uses when you Recoup.
* '''Hew.''' (2/Recoup) When you hit a creature that has no allies adjacent to it, deal +1d10 damage.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Gain the Hordesbane ability.  
|Gain the Hordesbane ability.  


* <u>Hordesbane</u>: Once per turn, When you hit a creature and another creature is adjacent to you, you can attack that second creature with the same weapon for 1 fewer AP (min 1 AP).
* '''Hordesbane.''' Once per turn, when you hit a creature and another creature is adjacent to you, you can attack that second creature with the same weapon for 1 fewer AP (min 1 AP).
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Gain the Whirling Blades ability.  
|Gain the Whirling Blades ability.  


* <u>Whirling Blades</u>: (2/Rest) When you use Hordesbane, your second attack can target each creature of your choice that is adjacent to you. Roll attack and damage once, comparing against each target’s REF. Roll twice as many damage dice as you normally would. Creatures take 1⁄2 damage on a miss. You regain all expended uses when you Take a Rest.
* '''Whirling Blades.''' (2/Rest) When you use Hordesbane, your second attack can target each creature of your choice that is adjacent to you. Roll attack and damage once, comparing against each target’s REF. Roll twice as many damage dice as you normally would. Creatures take 1⁄2 damage on a miss.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|'''Eagle Eye II'''
|'''Eagle Eye II'''
|Eagle Eye
|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.
|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''
|''Ranger, Hunter''
|-
|-
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|'''Hunter III'''
|'''Hunter III'''
|Hunter 7
|Hunter 7
|Choose two additional creature types to gain Favored Prey.
|Choose two additional creature types to gain Target Prey.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Gain the Mark ability.
|Gain the Mark ability.


* <u>Mark</u>: (1/Rest) When you roll Initiative, you may Mark a Target Prey creature that you can see. It becomes Vulnerable 1 to your weapon attacks for 1 minute.
* '''Mark.''' (1/Rest) When you roll Initiative, you may Mark a Target Prey creature that you can see. It becomes Vulnerable 1 to your weapon attacks for 1 minute.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-