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|Ranger, Bravery | |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''' When you are Broken, Demoralized, Frightened, or Shaken by an enemy, gain TA against that enemy while your effect persists. (AWR/Rest) | ||
|- | |- | ||
| Line 98: | Line 98: | ||
|Ranger, Bravery | |Ranger, Bravery | ||
|Bravery III | |Bravery III | ||
Gain the Drive to Survive ability. | |Gain the Drive to Survive ability. | ||
Drive to Survive | '''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) | ||
creature that has any Planar, Modifying, or Magical creature | |- | ||
tags, you may become Shaken. This counts as you becoming | |BRAVERY IV | ||
Shaken by that creature. You remain Shaken for 1 minute or | |Ranger, Bravery | ||
until the creature dies (whichever is first). (1⁄2 AWR/Rest) | |Drive to Survive | ||
|Gain +2 Skill Points in Skill(s) with the Observation tag. Your Resist ability from Bravery increases by 1. | |||
Ranger, Bravery | |- | ||
|COURAGE III | |||
Gain +2 Skill Points in Skill(s) with the Observation tag. | |Ranger, Bravery | ||
Your Resist ability from Bravery increases by 1. | |Bravery IV | ||
COURAGE III | |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). | ||
Ranger, Bravery | |- | ||
|FIGHT II | |||
Gain +2 Skill Points that you can spend on skills with the | |Ranger, Bravery | ||
Stamina tag. | |Courage III, Fight | ||
When you use Courage, regain HP equal to your AWR | |Gain +4 Skill Points that you can spend on skills with the Athleticism tag. Your damage from the Fight ability becomes 1d8. | ||
(regardless of whether you are Bloodied). | |- | ||
FIGHT II | |FLIGHT II | ||
Ranger, Bravery | |Ranger, Bravery | ||
|COurage III, Flight | |||
Gain +4 Skill Points that you can spend on skills with the | |Gain +4 Skill Points that you can spend on skills with the Acrobatics tag. You ignore difficult terrain when you use the Flight ability. | ||
Athleticism tag. | |- | ||
Your damage from the Fight ability becomes 1d8. | |FREEZE II | ||
|Ranger, Bravery | |||
|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 | |||
FLIGHT II | |Ranger, Bravery | ||
Ranger, Bravery | |Bravery 10 | ||
|Drive to Survive becomes AWR/Rest. | |||
Gain +4 Skill Points that you can spend on skills with the | |- | ||
Acrobatics tag. | |COURAGE IV | ||
You ignore difficult terrain when you use the Flight ability. | |Ranger, Bravery | ||
FREEZE II | |Drive to Survive II | ||
Ranger, Bravery | |Gain +2 Skill Points that you can spend on skills with the Stamina tag. Courage recharges AWR/Recoup. | ||
|- | |||
Gain +4 Skill Points that you can spend on skills with the | |FIGHT III | ||
Stamina tag. | |Ranger, Bravery | ||
You no longer suffer the Frozen condition with this ability. | |Courage IV, Fight II | ||
DRIVE TO SURVIVE II | |The additional damage from the Fight ability becomes 1d12. | ||
Ranger, Bravery | |- | ||
|FLIGHT III | |||
Drive to Survive becomes AWR/Rest. | |Ranger, Bravery | ||
COURAGE IV | |Courage IV, Flight II | ||
Ranger, Bravery | |Your speed from the Flight ability becomes +10 ft. | ||
|- | |||
Gain +2 Skill Points that you can spend on skills with the | |FREEZE III | ||
Stamina tag. | |Ranger, Bravery | ||
Courage recharges AWR/Recoup. | |Courage IV, Freeze II | ||
FIGHT III | |Gain +4 Skill Points that you can spend on skills with the Stamina tag. The Freeze ability increases your defenses by +5. | ||
Ranger, Bravery | |- | ||
|UNDAUNTED | |||
The additional damage from the Fight ability becomes 1d12. | |Ranger, Bravery | ||
FLIGHT III | |Bravery 13 | ||
Ranger, Bravery | |The Shaken condition only reduces your d20 rolls by 1. | ||
|- | |||
Your speed from the Flight ability becomes +10 ft. | |FEAR ITSELF | ||
FREEZE III | |Ranger, Bravery, Capstone | ||
Ranger, Bravery | |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 +4 Skill Points that you can spend on skills with the | '''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) | ||
Stamina tag. | Level 30: Whenever a creature imposes Broken, Demoralized, Frightened, or Shaken against you, you are both Focused and Protected against it. | ||
The Freeze ability increases your defenses by +5. | |} | ||
UNDAUNTED | |||
Ranger, Bravery | |||
The Shaken condition only reduces your d20 rolls by 1. | |||
FEAR ITSELF | |||
Ranger, Bravery, Capstone | |||
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 | |||
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) | |||
Level 30: Whenever a creature imposes Broken, | |||
Demoralized, Frightened, or Shaken against you, you are | |||
both Focused and Protected against it. | |||
==='''HUNTER TRACK'''=== | ==='''HUNTER TRACK'''=== | ||
HUNTER | {| class="wikitable" | ||
Ranger, Hunter | |+ | ||
!Feature | |||
When you have been tracking a creature for at least 1 hour | !Tags | ||
using AWR/Tracking, when you start Initiative in combat | !PreReq | ||
against it, you deal +2 damage against it for the first | !Discreption | ||
minute. | |- | ||
CORNER QUARRY | |HUNTER | ||
Ranger, Hunter | |Ranger, 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. | |||
|- | |||
|CORNER QUARRY | |||
|Ranger, Hunter | |||
|Hunter | |||
Incompatible: Outnumbered | Incompatible: Outnumbered | ||
When you are Flanking a creature, gain an additional TA | |When you are Flanking a creature, gain an additional TA against it. | ||
against it. | |- | ||
CORNER QUARRY II | |CORNER QUARRY II | ||
Ranger, Hunter | |Ranger, Hunter | ||
|Corner Quarry | |||
Incompatible: Outnumbered II | Incompatible: Outnumbered II | ||
Gain the Corner Quarry ability. | |Gain the Corner Quarry ability. | ||
Corner Quarry | '''Corner Quarry''' 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. (2/Recoup) | ||
spend 2 AP to Engage it for 1 minute or until you are no | |- | ||
longer within 5 ft of it. (2/Recoup) | |OUTNUMBERED | ||
OUTNUMBERED | |Ranger, Hunter | ||
Ranger, Hunter | |Hunter | ||
Incompatible: Corner Quarry | Incompatible: Corner Quarry | ||
When you are Flanked, you gain TA. | |When you are Flanked, you gain TA. | ||
OUTNUMBERED II | |- | ||
Ranger, Hunter | |OUTNUMBERED II | ||
|Ranger, Hunter | |||
|Outnumbered | |||
Incompatible: Corner Quarry II | Incompatible: Corner Quarry II | ||
When you make a Ranged attack against a creature with no | |When you make a Ranged attack against a creature with no cover and no adjacent allies, gain TA. | ||
cover and no adjacent allies, gain TA. | |- | ||
DEADEYE | |DEADEYE | ||
Ranger, Hunter | |Ranger, Hunter | ||
|Hunter | |||
Incompatible: Volley | Incompatible: Volley | ||
Gain the Deadeye ability. | |Gain the Deadeye ability. | ||
Deadeye | '''Deadeye''' When you make a Ranged attack against a creature with no cover and no adjacent allies, gain TA. | ||
creature with no cover and no adjacent allies, gain TA. | |- | ||
DEADEYE II | |DEADEYE II | ||
Ranger, Hunter | |Ranger, Hunter | ||
|Deadeye | |||
Incompatible: Rain of Arrows | Incompatible: Rain of Arrows | ||
Gain the Takedown Shot ability. | |Gain the Takedown Shot ability. | ||
Takedown Shot | '''Takedown Shot''' When you use Deadeye, deal 1d8 additional damage. (2/Recoup) | ||
additional damage. (2/Recoup) | |- | ||
VOLLEY | |VOLLEY | ||
Ranger, Hunter | |Ranger, Hunter | ||
|Hunter | |||
Incompatible: Deadeye | Incompatible: Deadeye | ||
Gain the Volley ability. | |Gain the Volley ability. | ||
Volley | '''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) | ||
to it, make the same attack against that creature for 0 AP | |- | ||
(2/Recoup) | |RAIN OF ARROWS | ||
RAIN OF ARROWS | |Ranger, Hunter | ||
Ranger, Hunter | |Volley | ||
Incompatible: Deadeye II | Incompatible: Deadeye II | ||
Gain the Rain of Arrows ability. | |Gain the Rain of Arrows ability. | ||
Rain of Arrows | '''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) | ||
range. Make your ranged attack roll and compare vs the AR | |- | ||
of every creature in a 20 ft radius. Roll double the damage | |HUNTER’S QUARRY | ||
dice that you normally would. Creatures take full damage | |Ranger, Hunter | ||
on a hit and 1⁄2 on a miss. (2/Rest) | |3 | ||
HUNTER’S QUARRY | |Learn the Hunter’s Quarry spell if you do not already know it. You may cast this spell without expending SP. (2/Rest) | ||
Ranger, Hunter | |- | ||
|HUNTER II | |||
Learn the Hunter’s Quarry spell if you do not already know | |Ranger, Hunter | ||
it. You may cast this spell without expending SP. (2/Rest) | |Hunter’s Quarry | ||
HUNTER II | |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. | ||
Ranger, Hunter | '''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. | ||
|- | |||
Gain +4 Skill Points that you can spend on skills with the | |HEW | ||
Acrobatics or Survival tags. | |Ranger, Hunter | ||
Pick a creature with one of the following creature tags: | |Hunter II, Corner Quarry II | ||
Arcane, Avadri, Celestial, Divine, Eldritch, [[Elemental]], | |Gain the Hew ability. | ||
Fae, Fiend, Giant, Monstrosity, Occult, Primal, Psionic, or | '''Hew''' When you hit a creature that has no allies adjacent to it, deal +1d10 damage. (2/Recoup) | ||
[[Undead]]. | |- | ||
Gain the Target Prey ability against creatures with the tag | |HEW II | ||
that you chose. | |Ranger, Hunter | ||
Target Prey | |Hew | ||
Sneaking, and Tracking rolls made in relation to creatures of | |Your crit range increases by 1 against creatures that have no adjacent allies. | ||
the type that you chose from Hunter II. | |- | ||
HEW | |HORDESBANE | ||
Ranger, Hunter | |Ranger, Hunter | ||
|Hunter II, Outnumbered II | |||
Gain the Hew ability. | |Gain the Hordesbane ability. | ||
Hew | '''Hordesbane''' Once per turn, When you hit a creature | ||
to it, deal +1d10 damage. (2/Recoup) | |||
HEW II | |||
Ranger, Hunter | |||
Your crit range increases by 1 against creatures that have no | |||
adjacent allies. | |||
HORDESBANE | |||
Ranger, Hunter | |||
Gain the Hordesbane ability. | |||
Hordesbane | |||
and another creature is adjacent to you, you can attack that | and another creature is adjacent to you, you can attack that | ||
second creature with the same weapon for 1 fewer AP (min | second creature with the same weapon for 1 fewer AP (min | ||
1 AP). | 1 AP). | ||
HORDESBANE II | |- | ||
Ranger, Hunter | |HORDESBANE II | ||
|Ranger, Hunter | |||
Gain the Whirling Blades ability. | |Hordesbane | ||
Whirling Blades | |Gain the Whirling Blades ability. | ||
second attack can target each creature of your choice that | '''Whirling Blades''' 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. (2/Rest) | ||
is adjacent to you. Roll attack and damage once, comparing | |- | ||
against each target’s REF. Roll twice as many damage dice | |EAGLE EYE | ||
as you normally would. Creatures take 1⁄2 damage on a miss. | |Ranger, Hunter | ||
(2/Rest) | |Hunter II, Deadeye II | ||
EAGLE EYE | |When making a ranged attack, you do not suffer any penalty for targeting a Concealed enemy. | ||
Ranger, Hunter | |- | ||
|EAGLE EYE II | |||
When making a ranged attack, you do not suffer any penalty | |Ranger, Hunter | ||
for targeting a Concealed enemy. | |Eagle Eye | ||
EAGLE EYE II | |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 | |||
When making a ranged attack, you do not suffer any penalty | |Ranger, Hunter | ||
for targeting an enemy in Darkness, provided that you know | |Hunter II, Rain of Arrows | ||
the enemy’s location. | |Volley becomes DEX/Recoup and works on hostile creatures within 15 ft of each other. | ||
VOLLEY II | |- | ||
Ranger, Hunter | |RAIN OF ARROWS II | ||
|Ranger, Hunter | |||
Volley becomes DEX/Recoup and works on hostile creatures | |Volley II | ||
within 15 ft of each other. | |Rain of Arrows does three times your normal damage dice and can be used 1⁄2 AWR/Rest. | ||
RAIN OF ARROWS II | |- | ||
Ranger, Hunter | |HUNTER III | ||
|Ranger, Hunter | |||
Rain of Arrows does three times your normal damage dice | |Hunter 7 | ||
and can be used 1⁄2 AWR/Rest. | |Choose two additional creature types to gain Favored Prey. | ||
HUNTER III | |- | ||
Ranger, Hunter | |HUNTER IV | ||
|Ranger, Hunter | |||
Choose two additional creature types to gain Favored Prey. | |Hunter III | ||
HUNTER IV | |Gain the Mark ability. | ||
Ranger, Hunter | '''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) | ||
|- | |||
Gain the Mark ability. | |ONE WITH THE LAND | ||
Mark | |Ranger, Hunter | ||
Prey creature that you can see. It becomes Vulnerable 1 to | |Hunter IV | ||
your weapon attacks for 1 minute. (1/Rest) | |Pick 1 of the 11 Environments (Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic). While you are in that environment, you and up to AWR allies can move stealthily at a normal pace and remain alert to danger as though traveling cautiously. | ||
ONE WITH THE LAND | |- | ||
Ranger, Hunter | |PRIMEVAL SPEED | ||
|Ranger, Hunter | |||
Pick 1 of the 11 Environments (Aquatic, Coastal, Desert, | |Hunter 10 | ||
Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, | |Gain +5 ft speed when you can see your Target Prey. | ||
Tundra, or Volcanic). While you are in that environment, | |- | ||
|FLETCHER | |||
|Ranger, Hunter | |||
|Hunter IV | |||
you and up to AWR allies can move stealthily at a normal | |You can fletch your own arrows, making 1d8 + INT/ Woodcarving arrows each time you Rest. | ||
pace and remain alert to danger as though traveling | |- | ||
cautiously. | |SHROUD | ||
|Ranger, Hunter | |||
Ranger, Hunter | |Hunter 10 | ||
|When you are Concealed, creatures that attack you gain 1 additional TD. | |||
Gain +5 ft speed when you can see your Target Prey. | |- | ||
FLETCHER | |QUICKDRAW | ||
Ranger, Hunter | |Ranger, Hunter | ||
|Hunter IV | |||
You can fletch your own arrows, making 1d8 + INT/ | |You can draw/stow [[weapons]] without spending AP once on your turn. | ||
Woodcarving arrows each time you Rest. | |- | ||
SHROUD | |CALCULATING | ||
Ranger, Hunter | |Ranger, Hunter | ||
|Hunter 10 | |||
When you are Concealed, creatures that attack you gain 1 | |Gain the Calculating ability. | ||
additional TD. | '''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) | ||
QUICKDRAW | |- | ||
Ranger, Hunter | |RUTHLESS HUNTER | ||
|Ranger, Hunter | |||
You can draw/stow [[weapons]] without spending AP once on | |Hunter 11 | ||
your turn. | |Gain two of the following: Cornered Quarry, Outnumbered, Deadeye, and Volley. Ignore any Incompatibility restrictions for these selections. | ||
CALCULATING | |- | ||
Ranger, Hunter | |CORNERED QUARRY III | ||
|Ranger, Hunter | |||
Gain the Calculating ability. | |Ruthless Hunter, Hew II | ||
Calculating | |Gain +2 Skill Points, which you can spend on skills with the Athleticism or Stamina tags. Cornered Quarry becomes END/Recoup. | ||
Target Prey, you may choose for all of your attacks that | |- | ||
would target their AR to instead target either REF, FORT, or | |HEW III | ||
ANT (your choice at the start of combat). This effect lasts | |Ranger, Hunter | ||
until combat concludes. (3/Rest) | |Cornered Quarry III | ||
RUTHLESS HUNTER | |When you use Hew against a target and it does not die, gain 3 AP. | ||
Ranger, Hunter | |- | ||
|HORDESBANE III | |||
Gain two of the following: Cornered Quarry, Outnumbered, | |Ranger, Hunter | ||
Deadeye, and Volley. Ignore any Incompatibility restrictions | |Ruthless Hunter, Hordesbane II | ||
for these selections. | |Whirling Blades becomes END/Rest. | ||
CORNERED QUARRY III | |- | ||
Ranger, Hunter | |HORDE BREAKER | ||
|Ranger, Hunter | |||
Gain +2 Skill Points, which you can spend on skills with the | |Hordesbane III | ||
Athleticism or Stamina tags. | |Gain the Horde Breaker ability. | ||
Cornered Quarry becomes END/Recoup. | '''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) | ||
HEW III | |- | ||
Ranger, Hunter | |DEADEYE III | ||
|Ranger, Hunter | |||
When you use Hew against a target and it does not die, gain | |Ruthless Hunter, Eagle Eye II | ||
3 AP. | |When using Deadeye, increase your Crit range by 1. Takedown Shot becomes AWR/Recoup. | ||
HORDESBANE III | |- | ||
Ranger, Hunter | |RAPID TAKEDOWN | ||
|Ranger, Hunter | |||
Whirling Blades becomes END/Rest. | |Deadeye III | ||
|When you use Takedown Shot against a target and it does not die, gain 3 AP. | |||
|- | |||
|VOLLEY III | |||
|Ranger, Hunter | |||
|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. | |||
|- | |||
|ARROW STORM | |||
|Ranger, Hunter | |||
|Volley III | |||
|Gain the Arrow Storm ability. | |||
'''Arrow Storm''' When you use Rain of Arrows, deal four times your normal damage dice and the radius is 30 ft. (1/ Rest) | |||
|- | |||
|PEERLESS HUNTER | |||
|Ranger, Hunter, Capstone | |||
|Hunter 14 | |||
|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. 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'''=== | ==='''INSTINCT TRACK'''=== | ||
{| class="wikitable" | |||
Ranger, Instinct | |+ | ||
!Feature | |||
Gain the Preternatural Dodge ability. | !Tags | ||
Preternatural Dodge | !PreReq | ||
your Physical or Mental defenses, you can use ANT in place | !Discreption | ||
of whatever was targeted. (AWR/Rest) | |- | ||
FIGHTING INSTINCT II | |SURVIVAL INSTINCT | ||
Ranger, Instinct | |Ranger, Instinct | ||
|Ranger Entry | |||
Fighting Instinct lasts until the end of your next turn. | |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) | |||
Ranger, Instinct | |- | ||
|FIGHTING INSTINCT II | |||
Gain the Size Up ability. | |Ranger, Instinct | ||
Size Up | |Survival Instinct | ||
which defense(s) its attacks target, besides AR. | |Fighting Instinct lasts until the end of your next turn. | ||
FIGHTING INSTINCT III | |- | ||
Ranger, Instinct | |SURVIVAL INSTINCT II | ||
|Ranger, Instinct | |||
Gain +4 Skill Points that you can spend on skills with the | |Fighting Instinct II | ||
Athleticism tag. | |Gain the Size Up ability. | ||
Your Fighting Instinct also grants you a +1 to all damage | '''Size Up''' You can spend 2 AP to study an enemy and learn which defense(s) its attacks target, besides AR. | ||
rolls. | |- | ||
VIGILANT | |FIGHTING INSTINCT III | ||
Ranger, Instinct | |Ranger, Instinct | ||
|Survival Instinct II | |||
Gain the Vigilant ability. | |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 | |- | ||
that roll as 10 instead (AWR/Rest) | |VIGILANT | ||
|Ranger, Instinct | |||
Ranger, Instinct | |Fighting Instinct III | ||
|Gain the Vigilant ability. | |||
Your ANT increases by +1. Choose REF or FORT to also | '''Vigilant''' If you roll lower than 10 on an AWR check, treat that roll as 10 instead (AWR/Rest) | ||
increase by +1. | |- | ||
VIGILANT II | |SURVIVAL INSTINCT III | ||
Ranger, Instinct | |Ranger, Instinct | ||
|Vigilant | |||
Vigilant becomes ANT instead of 10. | |Your ANT increases by +1. Choose REF or FORT to also increase by +1. | ||
|- | |||
Ranger, Instinct | |VIGILANT II | ||
|Ranger, Instinct | |||
Gain +4 Skill Points that you can spend on skills with the | |Survival Instinct III | ||
Observation tag. | |Vigilant becomes ANT instead of 10. | ||
Gain a +4 bonus to Initiative. | |- | ||
FIGHTING INSTINCT IV | |SURVIVAL INSTINCTI V | ||
Ranger, Instinct | |Ranger, Instinct | ||
|Vigilant II | |||
Gain the Pounce ability. | |Gain +4 Skill Points that you can spend on skills with the Observation tag. Gain a +4 bonus to Initiative. | ||
Pounce | |- | ||
acted yet, gain 2 additional AP. | |FIGHTING INSTINCT IV | ||
|Ranger, Instinct | |||
|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 | |||
|Ranger, Instinct | |||
|Fighting Instinct IV | |||
|Gain +4 Skill Points that you can spend on skills with the Survival Tag. Vigilant is AWR/Recoup. | |||
|- | |||
|SURVIVAL INSTINCT V | |||
|Ranger, Instinct | |||
|Vigilant III | |||
|Gain a +4 bonus to Initiative. Preternatural Dodge is AWR/Recoup. | |||
|- | |||
|VIGILANT IV | |||
|Ranger, Instinct | |||
|Survival Instinct V | |||
|Gain +4 Skill Points in skills with the Observation tag. Vigilant is AWR/Catch Breath. | |||
|- | |||
|FIGHTING INSTINCT V | |||
|Ranger, Instinct | |||
|Vigilant IV | |||
|Pounce grants you 4 AP. If you start initiative with no Fighting Instinct, regain one Fighting Instinct. | |||
|- | |||
|VIGILANT V | |||
|Ranger, Instinct | |||
|Fighting Instinct V | |||
|Vigilant is always active. | |||
|- | |||
|CORNERED ANIMAL | |||
|Ranger, Instinct, Capstone | |||
|Vigilant V | |||
|Your base animal instinct to fight and live is overwhelming. Fighting Instinct becomes AWR/Catch Breath. When you start your turn with 0 HP, you may gain 2 Death Points. If you do, then until the end of your next turn, your speed doubles, you gain TA on all attacks, creatures cannot make reactive attacks against you, and your first hit that was not a crit counts as a crit. (1/Rest) | |||
Level 30: Cornered Animal no longer costs 2 Death Points and is active whenever you are at 0 HP. | |||
|} | |||
==='''SURVIVOR TRACK'''=== | |||
{| class="wikitable" | |||
|+ | |||
!Feature | |||
!Tags | |||
!PreReq | |||
!Discreption | |||
|- | |||
|NATURAL HABITAT | |||
|Ranger, Survivor | |||
|Ranger Entry | |||
|Gain +4 Skill Points that you can assign to skills with the Survival or Stamina tags. 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. | |||
|- | |||
|PRIMEVAL SENSES | |||
|Ranger, Survivor | |||
|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) | |||
|- | |||
|NATURAL HABITAT II | |||
|Ranger, Survivor | |||
|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) | |||
|- | |||
|PRIMEVAL SENSES II | |||
|Ranger, Survivor | |||
|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 | |||
|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 | |||
|Nature Stride | |||
|Gain a Primal Aspect. Pick one: Natural Heat, Natural Cold, or Forced Marching. You can no longer gain Fatigue from that selection. | |||
Ranger, Survivor | |- | ||
|PRIMEVAL SENSES III | |||
Gain +4 Skill Points that you can assign to skills with the | |Ranger, Survivor | ||
Survival or Stamina tags. | |Survivor | ||
Pick one of the 11 environments: Aquatic, Coastal, Desert, | |You cannot become lost, except through the use of magic. Primeval Senses recharges AWR/Recoup. | ||
Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, | |- | ||
Tundra, or Volcanic. This is your Natural Habitat. While in | |NATURAL HABITAT III | ||
that environment, you can always find enough food for a | |Ranger, Survivor | ||
number of creatures equal to your AWR. | |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. | |||
|- | |||
Ranger, Survivor | |SURVIVOR II | ||
|Ranger, Survivor | |||
Gain the Primeval Sense ability. | |Natural Habitat III | ||
Primeval Senses | |You become Immune to common poisons and diseases. | ||
whether any of the following creatures are within 1 mile | |- | ||
of you: Arcane, Divine, Occult, Primal, Psionic, Undead, | |NATURE STRIDE II | ||
Monstrosity, Fae, and Eldritch. You do not learn their | |Ranger, Survivor | ||
identities but learn their exact numbers and direction/ | |Survivor II | ||
distance from you. This information is fleeting, but if you do | |Ignore Hazardous Terrain that isn’t liquid while in your Natural Habitat. | ||
no strenuous activity you can maintain it for up to 10 mins. | |- | ||
(AWR/Rest) | |PRIMEVAL SENSES IV | ||
|Ranger, Survivor | |||
Ranger, Survivor | |Nature Stride II | ||
|Gain +4 Skill Points that you can assign to skills with the Observation tag. Primeval Identification can be used on a number of targets equal to 1⁄2 your AWR. | |||
Gain the Wilderness Mastery talent. | |- | ||
Wilderness Mastery | |N AT U R A L H A B I TAT I V | ||
give yourself double your skill points before you make an | |Ranger, Survivor | ||
AWR Skill check. (AWR/Rest) | |Primeval Senses IV | ||
|Pick a third environment to be your Natural Habitat, and Wilderness Mastery is AWR/Recoup. | |||
Ranger, Survivor | |- | ||
|NATURE STRIDE III | |||
When you use Primeval Senses, you can use Primal | |Ranger, Survivor | ||
Identification. | |Prerequisites: Natural Habitat IV | ||
Primal Identification | |Always ignore difficult terrain. Ignore all hazardous terrain that is caused by natural phenomena unless it is liquid. | ||
that you sense. | |- | ||
NATURE STRIDE | |PRIMEVAL SENSE V | ||
Ranger, Survivor | |Ranger, Survivor | ||
|Nature Stride III | |||
Gain +4 Skill Points that you can assign to skills with the | |You have unlimited uses of your Primeval Senses ability. | ||
Acrobatics Tag. | |- | ||
Ignore Difficult Terrain while in a Natural Habitat. | |UNRIVALED EXPLORER | ||
SURVIVOR | |Ranger, Survivor, Capstone | ||
Ranger, Survivor | |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 have 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. (1/Week) | |||
Gain a Primal Aspect. | Level 30: The final cap for your AWR increases from 12 to 14. | ||
Pick one: Natural Heat, Natural Cold, or Forced Marching. | |} | ||
You can no longer gain Fatigue from that selection. | |||
Ranger, Survivor | |||
You cannot become lost, except through the use of magic. | |||
Primeval Senses recharges AWR/Recoup. | |||
Ranger, Survivor | |||
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. | |||
SURVIVOR II | |||
Ranger, Survivor | |||
You become Immune to common poisons and diseases. | |||
==='''W I L D E R N E S S WA R D E N TRACK'''=== | ==='''W I L D E R N E S S WA R D E N TRACK'''=== | ||
{| class="wikitable" | |||
Ranger, Wilderness Warden | |+ | ||
Prerequisites: Ranger Entry | !Feature | ||
Gain the Warden of the Primal talent if you did not already | !Tags | ||
have it. If you did already have it, gain a talent from the | !PreReq | ||
Primal Magic stack. | !Discreption | ||
Each time you level up and spend your talent point on a | |- | ||
talent in the Wilderness Warden stack, you gain +5 SP and | |PRIMAL WARDEN | ||
+1 Primal Power. | |Ranger, Wilderness Warden | ||
|Prerequisites: Ranger Entry | |||
Ranger, Wilderness 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. Each time you level up and spend your talent point on a talent in the Wilderness Warden stack, you gain +5 SP and +1 Primal Power. | ||
|- | |||
Pick one of the 11 Environments (Aquatic, Coastal, Desert, | |ENVIRONMENTALIST | ||
Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, | |Ranger, Wilderness Warden | ||
Tundra, or Volcanic). While you are in that environment and | |Primal Warden | ||
not within 1 mile of a settled area, you regain 1 SP when | |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. | ||
you Recoup. | |- | ||
RANGER’S INVOCATION | |RANGER’S INVOCATION | ||
Ranger, Wilderness Warden | |Ranger, Wilderness Warden | ||
|Environmentalist or Planar Protector | |||
Learn one Invocation. | |Learn one Invocation. Pick an Invocation that you know that has no Tier prerequisites. You can cast that Invocation 1 time per day without expending your Invocation slot. | ||
Pick an Invocation that you know that has no Tier | |- | ||
prerequisites. You can cast that Invocation 1 time per day | |EMPOWER CHANT | ||
without expending your Invocation slot. | |Ranger, Wilderness Warden | ||
EMPOWER CHANT | |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 were 1 Tier stronger (e.g., if you normally cast Chants at Primal Tier 2, cast this Chant at Primal Tier 3). | ||
|- | |||
Pick one Chant that does not deal damage. While more than | |PLANAR PROTECTOR | ||
1 mile from a settled area, you can cast that Chant as if it | |Ranger, Wilderness Warden | ||
were 1 Tier stronger (e.g., if you normally cast Chants at | |Primal Warden | ||
Primal Tier 2, cast this Chant at Primal Tier 3). | |Pick one creature type: Arcane, Avadri, Celestial, Divine, Eldritch, Elemental, Fae, Fiend, Giant, Occult, Primal, Psionic, or Undead. Your magic attack rolls against those creatures increases by +1. | ||
PLANAR PROTECTOR | |- | ||
Ranger, Wilderness Warden | |INTRINSIC BOON | ||
|Ranger, Wilderness Warden | |||
Pick one creature type: Arcane, Avadri, Celestial, Divine, | |Environmentalist or Planar Protector | ||
Eldritch, Elemental, Fae, Fiend, Giant, Occult, Primal, | |Learn one chant, one invocation, and one spell that all have the Intrinsic tag. | ||
Psionic, or Undead. | |- | ||
Your magic attack rolls against those creatures increases | |RANGER’S SPELLS | ||
by +1. | |Ranger, Wilderness Warden | ||
INTRINSIC BOON | |Ranger’s invocation or Intrinsic Boon | ||
Ranger, Wilderness Warden | |Pick two Intrinsic spells that you know. They cost 1 fewer SP (min 1 SP). | ||
|- | |||
Learn one chant, one invocation, and one spell that all have | |PRIMAL WARDEN II | ||
the Intrinsic tag. | |Ranger, Wilderness Warden | ||
RANGER’S SPELLS | |Prerequisites: Empower Chant or Ranger’s Spells | ||
Ranger, Wilderness Warden | |Gain +4 Skill Points that you can assign to skills with the Observation or Survival tags. Gain a talent from the Primal Magic stack. | ||
|- | |||
Pick two Intrinsic spells that you know. They cost 1 fewer SP | |ENVIRONMENTALIST II | ||
(min 1 SP). | |Ranger, Wilderness Warden | ||
|Primal Warden II, Environmentalist | |||
Ranger, Wilderness Warden | |Learn a new Primal Aspect. The environment you picked now restores 2 SP per Recoup. | ||
Prerequisites: Empower Chant or Ranger’s Spells | |- | ||
Gain +4 Skill Points that you can assign to skills with the | |WANDERER’S INVOCATION | ||
Observation or Survival tags. | |Ranger, Wilderness Warden | ||
Gain a talent from the Primal Magic stack. | |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. | |||
|- | |||
Ranger, Wilderness Warden | |FURIOUS CHANT | ||
|Ranger, Wilderness Warden | |||
Learn a new Primal Aspect. | |Wanderer’s Invocation or Intrinsic Boon II | ||
The environment you picked now restores 2 SP per | |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. | ||
Recoup. | |- | ||
|PLANAR PROTECTOR II | |||
Ranger, Wilderness Warden | |Ranger, Wilderness Warden | ||
|Primal Warden II, Planar Protector | |||
Learn one invocation. | |Choose a new type of creature from your Planar Protector feature. Your Planar Protector bonus works on creatures with either tag. | ||
Pick an invocation that you know that has no tier | |- | ||
prerequisites. You can cast that invocation one time per day | |INTRINSIC BOON II | ||
without expending an invocation slot. | |Ranger, Wilderness Warden | ||
FURIOUS CHANT | |Environmentalist II or Planar Protector II; | ||
Ranger, Wilderness Warden | |Intrinsic Boon Learn one chant, one invocation, and one spell that all have the Intrinsic tag. | ||
|- | |||
Pick one chant that you did not select with Empowered | |WANDERER’S SPELLS | ||
Chant. While more than 1 mile from a settled area, you can | |Ranger, Wilderness Warden | ||
cast that chant as if it were 1 Tier stronger. | |Wanderer’s Invocation or Intrinsic Boon II | ||
PLANAR PROTECTOR 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). | ||
Ranger, Wilderness Warden | |- | ||
|PRIMAL WARDEN III | |||
Choose a new type of creature from your Planar Protector | |Ranger, Wilderness Warden | ||
feature. Your Planar Protector bonus works on creatures | |Furious Chant or Wanderer’s Spells | ||
with either tag. | |You cannot become lost except through the use of magic. Gain a talent from the Primal Magic stack. | ||
INTRINSIC BOON II | |- | ||
Ranger, Wilderness Warden | |PRIMAL WARDEN IV | ||
|Ranger, Wilderness Warden | |||
Intrinsic Boon | |Primal Warden III | ||
Learn one chant, one invocation, and one spell that all have | |Gain +4 Skill Points that you can assign to skills with the Observation or Survival tags. Gain a talent from the Primal Magic stack. | ||
the Intrinsic tag. | |- | ||
|ENVIRONMENTALIST III | |||
Ranger, Wilderness Warden | |Ranger, Wilderness Warden | ||
|Primal Warden IV, Environmentalist II | |||
Pick two spells with the Nature tag that you know and that | |The environment you picked now restores 3 SP per Recoup. All environments now restore 1 SP per Recoup. | ||
you have not selected for your ranger’s spells feature. They | |- | ||
cost 1 fewer SP (min 1 SP). | |PRIMEVAL INVOCATION | ||
|Ranger, Wilderness Warden | |||
Ranger, Wilderness Warden | |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. | |||
You cannot become lost except through the use of magic. | |- | ||
Gain a talent from the Primal Magic stack. | |CHANT OF THE WILD HEART | ||
|Ranger, Wilderness Warden | |||
Ranger, Wilderness Warden | |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. | |||
Gain +4 Skill Points that you can assign to skills with the | |- | ||
Observation or Survival tags. | |PLANAR PROTECTOR III | ||
Gain a talent from the Primal Magic stack. | |Ranger, Wilderness Warden | ||
|Primal Warden IV, Planar Protector II | |||
Ranger, Wilderness Warden | |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. | ||
|- | |||
The environment you picked now restores 3 SP per Recoup. | |INTRINSIC BOON III | ||
All environments now restore 1 SP per Recoup. | |Ranger, Wilderness Warden | ||
|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. | |||
|- | |||
|PRIMEVAL SPELLS | |||
Ranger, Wilderness Warden | |Ranger, Wilderness Warden | ||
|Prerequisites: Primeval Invocation or Intrinsic Boon III | |||
Learn one invocation. | |Pick 3 Intrinsic spells that you know and that have benefitted either from Ranger’s Spells or Wanderer’s Spells. They cost 1 fewer SP (min 1 SP). | ||
Pick an invocation that you know that is Tier 2 or Tier | |- | ||
3. You can cast that invocation one time per day without | |PRIMAL WARDEN V | ||
expending an invocation slot. | |Ranger, Wilderness Warden | ||
CHANT OF THE WILD HEART | |Chant of the Wild Heart or Primeval Spells | ||
Ranger, Wilderness Warden | |Gain +4 Skill Points that you can assign to skills with the Observation or Survival tags. Gain a talent from the Primal Magic stack. | ||
|- | |||
You can choose which Intrinsic chants get your bonus from | |PRIMAL EXEMPLAR | ||
the “Chant” abilities in this stack when you Rest. (1/Week) | |Ranger, Wilderness Warden, Capstone | ||
When you reach Primal Tier 6, gain +12 Skill Points that | |Primal Warden V | ||
you can assign to skills with the Athleticism, Acrobatics, | |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. | ||
Stamina, Observation, or Survival Tags. | Level 30: Choose one Intrinsic spell and one Intrinsic invocation. Both must have the Nature tag. You can cast each of those abilities indefinitely, without spending SP or invocation slots. | ||
PLANAR PROTECTOR III | |||
Ranger, Wilderness Warden | |||
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 | |||
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. | |||
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). | |||
Ranger, Wilderness Warden | |||
Gain +4 Skill Points that you can assign to skills with the | |||
Observation or Survival tags. | |||
Gain a talent from the Primal Magic stack. | |||
PRIMAL EXEMPLAR | |||
Ranger, Wilderness Warden, Capstone | |||
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 slots. | |||
edits