Ranger: Difference between revisions

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|-
|-
|'''A’rl’ng'''
|'''A’rl’ng'''
|(1/Catch Breath) You may spend 1 AP to magically double all movement you take for this turn.
|You may spend 1 AP to magically double all movement you take for this turn. (1/Catch Breath)
|-
|-
|'''Al’An'''
|'''Al’An'''
|You cannot be Surprised and creatures cannot gain [[Tactical Advantages|TA]] against you from being Unseen.
|You cannot be Surprised and creatures cannot gain TA against you from being Unseen.
|-
|-
|'''Heq'''
|'''Heq'''
|You gain a +2 bonus on rolls when attempting one of these Maneuvers: Shove, Grapple, or Trip.
|You gain +2 to your attack roll when attempting one of these Maneuvers: Shove, Grapple, or Trip.
|-
|-
|'''Leshy'''
|'''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.
|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'''
|'''Porov'''
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|-
|-
|'''Sekh'''
|'''Sekh'''
|For 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.
|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'''
|'''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.
|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'''
|'''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.
|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'''
|'''Vele'''
|(1/Catch Breath) For 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 [[Tactical Advantages|TD]].
|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'''
|'''Woden'''
|Gain +6 to Water Vehicle and Navigation checks.
|Gain +6 to Vehicles* [water] and Navigation checks.
|}
|}


=== Bravery Track ===
=== Bravery Track ===
[[File:Bravery Track.png|thumb|567x567px|Bravery Track Progression]]
[[File:BraveryTrack.png|center|frameless|506x506px|Bravery Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
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=== Hunter Track ===
=== Hunter Track ===
[[File:Hunter Track.png|thumb|366x366px|Hunter Track Progression]]
[[File:HunterTrack.png|center|frameless|410x410px|Hunter Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
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|Hunter
|Hunter
<u>Incompatible</u>: Corner Quarry
<u>Incompatible</u>: Corner Quarry
|When you are Flanked, you gain [[Tactical Advantages|TA]].
|When you are Flanked, you gain +1 TA.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Outnumbered
|Outnumbered
<u>Incompatible</u>: Corner Quarry II
<u>Incompatible</u>: Corner Quarry II
|Outnumbered becomes: Whenever two or more enemies are adjacent to you, gain TA.
|Outnumbered becomes: When two or more hostile creatures are adjacent to you, gain +1 TA.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Hunter
|Hunter
<u>Incompatible</u>: Volley
<u>Incompatible</u>: Volley
|Gain the Deadeye ability.
|When you make a ranged attack against a creature with no Cover and none of its allies are adjacent, gain +1 TA.
 
* '''Deadeye.''' When you make a ranged attack against a creature with no Cover and none of its allies adjacent, gain TA.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Deadeye
|Deadeye
<u>Incompatible</u>: Rain of Arrows
<u>Incompatible</u>: Rain of Arrows
|Gain the Takedown Shot ability.  
|Gain the Takedown Shot ability.


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


* '''Volley.''' (2/Recoup) When you hit a creature that has one of its adjacent to it, make the same attack against that creature for 0 AP.
* '''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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|Volley
|Volley
<u>Incompatible</u>: Deadeye II
<u>Incompatible</u>: Deadeye II
|Gain the Rain of Arrows ability.  
|Gain the Rain of Arrows ability. You may only use this ability when wielding a bow.


* '''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.
* '''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''
|''Ranger, Hunter''
|-
|-
|'''Hunter's Quarry'''
|'''Hunter's Quarry'''
|Hunter 3
|Hunter 3
|Learn the [[Hunter's Quarry|Hunter’s Quarry]] spell if you do not already know it.  
|Learn the [[Hunter's Quarry|Hunter’s Quarry]] spell if you do not already know it. Gain the Primal Quarry ability.
(2/Rest) You may cast this spell without expending SP, you cannot upcharge it.
 
* '''Primal Quarry (2/Rest).''' You may cast the Hunter’s Quarry spell without expending SP.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Hunter’s Quarry
|Hunter’s Quarry
|Gain +4 Skill Points that you can spend on any skills with the acrobatics or survival tag.
|Gain +4 Skill Points that you can spend on any skills with the acrobatics or survival tag.
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.
 
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.
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.
 
* '''Target Prey.''' Gain +4 on History, Perceiving, Sneaking, and Tracking checks made in relation to creatures of the tag that you chose.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Gain the Hew ability.
|Gain the Hew ability.


* '''Hew.''' (2/Recoup) When you hit a creature that has none of its allies adjacent to it, deal +1d10 damage.
* '''Hew (2/Recoup).''' When you hit a creature that has none of its allies adjacent to it, deal +1d10 damage.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
|'''Hew II'''
|'''Hew II'''
|Hew
|Hew
|Your crit range increases by 1 against creatures that have none of their allies adjacent.  
|Your crit range increases by +1 against creatures that have no adjacent allies.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
|'''Hordesbane'''
|'''Hordesbane'''
|Hunter II, Outnumbered II
|Hunter II, Outnumbered II
|Gain the Hordesbane ability.  
|Gain the Hordesbane ability.


* '''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).
* '''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''
|''Ranger, Hunter''
|-
|-
|'''Hordesbane II'''
|'''Hordesbane II'''
|Hordesbane
|Hordesbane
|Gain the Whirling Blades ability.  
|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 1⁄2 damage on a miss.
* '''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''
|''Ranger, Hunter''
|-
|-
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|'''Rain of Arrows II'''
|'''Rain of Arrows II'''
|Volley II
|Volley II
|Rain of Arrows does three times your normal damage dice and can be used 1⁄2 AWR/Rest.
|Rain of Arrows becomes 1⁄2 AWR/Rest and does three times your normal damage dice.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
|'''Hunter III'''
|'''Hunter III'''
|Hunter 7
|Hunter 7
|Choose two additional creature tags to gain Target Prey.
|Choose two additional creature tags from Hunter II to use with Target Prey.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Gain the Mark ability.
|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.
* '''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''
|-
|-
|'''One with the Land'''
|'''One with the Land'''
|Hunter IV
|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, you and up to AWR allies can move stealthily at a normal pace and remain alert to danger as though traveling cautiously.
|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''
|''Ranger, Hunter''
|-
|-
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|'''Fletcher'''
|'''Fletcher'''
|Hunter IV
|Hunter IV
|You can fletch your own arrows, making 1d8 + INT/Woodcarving arrows each time you Take a Rest.
|Gain the Fletcher ability.
 
* '''Fletcher (1/Rest).''' You can fletch your own arrows, making 1d8 + INT/Woodcarving arrows.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
|'''Shroud'''
|'''Shroud'''
|Hunter 10
|Hunter 10
|When you are Concealed, creatures that attack you gain 1 additional TD.
|When you are Concealed, creatures that attack you suffer 1 additional TD.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
|'''Quickdraw'''
|'''Quickdraw'''
|Hunter IV
|Hunter IV
|You can draw/stow weapons without spending AP once on your turn.
|You can draw/stow weapons without spending AP any number of times on your turn.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
|'''Calculating'''
|'''Calculating'''
|Hunter 10
|Hunter 10
|Gain the Calculating ability.  
|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.
* '''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''
|''Ranger, Hunter''
|-
|-
|'''Ruthless Hunter'''
|'''Ruthless Hunter'''
|Hunter 11
|Primeval Speed, Shroud, or Calculating
|Gain two of the following Hunter track talents: Cornered Quarry, Outnumbered, Deadeye, or Volley. Ignore any Incompatibility restrictions for these selections.
|Gain two of the following Hunter track talents: Cornered Quarry, Outnumbered, Deadeye, or Volley. Ignore any incompatibilities for these selections.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
|'''Cornered Quarry III'''
|'''Cornered Quarry III'''
|Ruthless Hunter, Hew II
|Ruthless Hunter, Hew II
|Gain +2 Skill Points that you can spend on any skills with th athleticism or stamina tag.
|Gain +2 Skill Points that you can spend on any skills with the athleticism or stamina tag.
 
Cornered Quarry becomes END/Recoup.
Cornered Quarry becomes END/Recoup.
|''Ranger, Hunter''
|''Ranger, Hunter''
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|'''Hew III'''
|'''Hew III'''
|Cornered Quarry III
|Cornered Quarry III
|When you use Hew against a target and it does not die, gain 3 AP.
|When you use Hew against a target and it does not die, gain +3 AP that turn.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|'''Horde Breaker'''
|'''Horde Breaker'''
|Hordesbane III
|Hordesbane III
|Gain the Horde Breaker ability.  
|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.
* '''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''
|''Ranger, Hunter''
|-
|-
|'''Deadeye III'''
|'''Deadeye III'''
|Ruthless Hunter, Eagle Eye II
|Ruthless Hunter, Eagle Eye II
|When using Deadeye, increase your crit range by 1.  
|When using Deadeye, increase your crit range by +1.
 
Takedown Shot becomes AWR/Recoup.
Takedown Shot becomes AWR/Recoup.
|''Ranger, Hunter''
|''Ranger, Hunter''
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|'''Rapid Takedown'''
|'''Rapid Takedown'''
|Deadeye III
|Deadeye III
|When you use Takedown Shot against a target and it does not die, gain 3 AP.
|When you use Takedown Shot against a target and it does not die, +3 AP that turn.
|''Ranger, Hunter''
|''Ranger, Hunter''
|-
|-
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|Ruthless Hunter, Rain of Arrows II
|Ruthless Hunter, Rain of Arrows II
|Volley works on creatures within 30 ft of each other.
|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.
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''
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|'''Arrow Storm'''
|'''Arrow Storm'''
|Volley III
|Volley III
|Gain the Arrow Storm ability.  
|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.
* '''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''
|''Ranger, Hunter''
|-
|-
|'''Peerless Hunter'''
|'''Peerless Hunter'''
|Hunter 14
|Hew III, Horde Breaker, Rapid Takedown, or Arrow Storm
|Those in the know recognize that you are a peerless hunter and might task you with felling great monsters for equally great rewards.
|Those in the know recognize that you are a peerless hunter and might task you with felling great monsters for equally great rewards.
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.''' (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:''' (1/Rest) You can reselect the creature tags that Target Prey features work on.
* '''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'''''
|''Ranger, Hunter, '''Capstone'''''
|}
|}


=== Instinct Track ===
=== Instinct Track ===
[[File:Instinct Track.png|thumb|562x562px|Instinct Track Progression]]
[[File:InstinctTrack.png|center|frameless|546x546px|Instinct Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
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|Gain the Preternatural Dodge ability.
|Gain the Preternatural Dodge ability.


* '''Preternatural Dodge.''' (AWR/Rest) When a creature attacks one of your physical or mental defenses, you can use ANT in place of whatever was targeted.
* '''Preternatural Dodge (AWR/Rest).''' When a creature attacks one of your physical or mental defenses, you can have it target ANT instead.
|''Ranger, Instinct''
|''Ranger, Instinct''
|-
|-
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|Survival Instinct II
|Survival Instinct II
|Gain +4 Skill Points that you can spend on any skills with the athleticism tag.
|Gain +4 Skill Points that you can spend on any skills with the athleticism tag.
Your Fighting Instinct also grants you a +1 to all damage rolls.
 
Your Fighting Instinct now grants you a +1 to all damage rolls.
|''Ranger, Instinct''
|''Ranger, Instinct''
|-
|-
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|Gain the Vigilant ability.
|Gain the Vigilant ability.


* '''Vigilant.''' (AWR/Rest) If you roll lower than 10 on an AWR check, treat that roll as 10 instead.
* '''Vigilant (AWR/Rest).''' If you roll lower than 10 on an AWR check, treat that roll as 10 instead.
|''Ranger, Instinct''
|''Ranger, Instinct''
|-
|-
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|Vigilant II
|Vigilant II
|Gain +4 Skill Points that you can spend on any skills with the observation tag.
|Gain +4 Skill Points that you can spend on any skills with the observation tag.
Gain a +4 bonus to Initiative.
 
Gain +4 to Initiative.
|''Ranger, Instinct''
|''Ranger, Instinct''
|-
|-
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|Gain the Pounce ability.
|Gain the Pounce ability.


* '''Pounce.''' On your first turn in Initiative if no enemies have acted yet, gain 2 additional AP.
* '''Pounce.''' On your first turn in Initiative if no enemies have acted yet, gain +2 AP that turn.
|''Ranger, Instinct''
|''Ranger, Instinct''
|-
|-
|'''Vigilant III'''
|'''Vigilant III'''
|Fighting Instinct IV
|Fighting Instinct IV
|Gain +4 Skill Points that you can spend on any skills with the survival Tag.
|Gain +4 Skill Points that you can spend on any skills with the survival tag.
 
Vigilant is AWR/Recoup.
Vigilant is AWR/Recoup.
|''Ranger, Instinct''
|''Ranger, Instinct''
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|Vigilant III
|Vigilant III
|Gain a +4 bonus to Initiative.
|Gain a +4 bonus to Initiative.
Preternatural Dodge is AWR/Recoup.
Preternatural Dodge is AWR/Recoup.
|''Ranger, Instinct''
|''Ranger, Instinct''
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|Survival Instinct V
|Survival Instinct V
|Gain +4 Skill Points that you can spend on any skills with the observation tag.
|Gain +4 Skill Points that you can spend on any skills with the observation tag.
Vigilant is AWR/Catch Breath.
Vigilant is AWR/Catch Breath.
|''Ranger, Instinct''
|''Ranger, Instinct''
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|'''Fighting Instinct V'''
|'''Fighting Instinct V'''
|Vigilant IV
|Vigilant IV
|Pounce grants you 4 AP.  
|Pounce grants you 4 AP.
If you start Initiative with no Fighting Instinct, regain one Fighting Instinct.
 
If you roll Initiative with no Fighting Instinct, regain one use of Fighting Instinct.
|''Ranger, Instinct''
|''Ranger, Instinct''
|-
|-
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|'''Cornered Animal'''
|'''Cornered Animal'''
|Vigilant V
|Vigilant V
|Your base animal instinct to fight and live is overwhelming.  
|Your base animal instinct to fight and live is overwhelming. Fighting Instinct becomes AWR/Catch Breath.
Fighting Instinct becomes AWR/Catch Breath.
Gain the Cornered Animal Ability.


* '''Cornered Animal.''' (1/Rest) When you start your turn with 0 HP, you may gain 2 Death Points. If you do, then until the end of your next turn, your speed doubles, you gain TA on all attacks, creatures cannot make reactive attacks against you, and your first hit that was not a crit counts as a crit.
Gain the Cornered Animal ability.
** '''Level 30:''' Cornered Animal no longer costs 2 Death Points and is active whenever you are at 0 HP.
 
* '''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'''''
|''Ranger, Instinct, '''Capstone'''''
|}
|}


=== Survivor Track ===
=== Survivor Track ===
[[File:Survivor Track.png|thumb|553x553px|Survivor Track Progression]]
[[File:SurvivorTrack.png|center|frameless|555x555px|Survivor Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
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|'''Natural Habitat'''
|'''Natural Habitat'''
|Ranger Entry
|Ranger Entry
|Gain +4 Skill Points that you can assign to any skills with the survival or stamina tags.
|Gain +4 Skill Points that you can spend on any skills with the survival or stamina tag.
 
Pick one of the 11 environments: Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic. This is your Natural Habitat. While in that environment, you can always find enough food for a number of creatures equal to your AWR.
Pick one of the 11 environments: Aquatic, Coastal, Desert, Forest, Grassland, Jungle, Mountain, Subterranean, Swamp, Tundra, or Volcanic. This is your Natural Habitat. While in that environment, you can always find enough food for a number of creatures equal to your AWR.
|''Ranger, Survivor''
|''Ranger, Survivor''
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|Gain the Primeval Sense ability.
|Gain the Primeval Sense ability.


* '''Primeval Senses.''' (AWR/Rest) By focusing for 1 minute, you learn whether any creatures with the following tags are within 1 mile of you: arcane, divine, occult, primal, psionic, undead, monstrosity, fae, and eldritch. You do not learn their identities but learn their exact numbers and direction/ distance from you. This information is fleeting, but if you do no strenuous activity you can maintain it for up to 10 mins.
* '''Primeval Senses (AWR/Rest).''' By focusing for 1 minute, you learn whether any creatures with the following tags are within 1 mile of you: arcane, divine, occult, primal, psionic, undead, monstrosity, fae, and eldritch. You do not learn their identities but learn their exact numbers and direction/ distance from you. This information is fleeting, but if you do no strenuous activity you can maintain it for up to 10 minutes.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
|'''Natural Habitat II'''
|'''Natural Habitat II'''
|Primeval Senses
|Primeval Senses
|Gain the Wilderness Mastery ability
|Gain the Wilderness Mastery ability.


* '''Wilderness Mastery.''' (AWR/Rest) When in your favored environment, give yourself double your Skill Points before you make an AWR skill check.
* '''Wilderness Mastery (AWR/Rest).''' When in your Natural Habitat, give yourself double your Skill Points before you make an AWR skill check.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
|'''Primeval Seneses II'''
|'''Primeval Senses II'''
|Natural Habitat II
|Natural Habitat II
|When you use Primeval Senses, you can use Primal Identification.
|When you use Primeval Senses, you can use Primal Identification.


* '''Primal Identification.''' Learn the identity of one creature that you sense.
* '''Primal Identification.''' Learn the identity of one creature that you sense with Primeval Senses.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
|'''Nature Stride'''
|'''Nature Stride'''
|Primeval Senses II
|Primeval Senses II
|Gain +4 Skill Points that you can assign to any skills with the acrobatics Tag.
|Gain +4 Skill Points that you can assign to any skills with the acrobatics tag.
Ignore Difficult Terrain while in a Natural Habitat.
 
Ignore Difficult Terrain while in your Natural Habitat.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
|'''Survivor'''
|'''Survivor'''
|Nature Stride
|Nature Stride
|Pick one: Natural Heat, Natural Cold, or Forced Marching. You can no longer gain Fatigue from that selection.
|Gain the Primal Aspect talent.
Gain a Primal Aspect from the ''Primal Aspects'' Table.  
 
Pick one: Extreme Heat, Extreme Cold, or Forced Marching. You can no longer gain Fatigue from that selection.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
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|Survivor
|Survivor
|You cannot become lost, except through the use of magic.
|You cannot become lost, except through the use of magic.
Primeval Senses recharges AWR/Recoup.
 
Primeval Senses becomes AWR/Recoup.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
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|Primeval Senses III
|Primeval Senses III
|Gain +4 Skill Points that you can spend on any skills with the acrobatics or athleticism tag.
|Gain +4 Skill Points that you can spend on any skills with the acrobatics or athleticism tag.
Pick a second environment to be your Natural Habitat.
Pick a second environment to be your Natural Habitat.
|''Ranger, Survivor''
|''Ranger, Survivor''
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|'''Survivor II'''
|'''Survivor II'''
|Natural Habitat III
|Natural Habitat III
|You become Immune to common poisons and diseases.
|Gain Immune Common Poison and Immune Common Disease.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
|'''Nature Stride II'''
|'''Nature Stride II'''
|Survivor II
|Survivor II
|Ignore Hazardous Terrain that isn’t liquid while in your Natural Habitat.
|Ignore Hazardous Terrain that is not liquid while in your Natural Habitat.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
|'''Primeval Senses IV'''
|'''Primeval Senses IV'''
|Nature Stride II
|Nature Stride II
|Gain +4 Skill Points that you can assign to any skills with the observation tag.
|Gain +4 Skill Points that you can spend on any skills with the observation tag.
Primeval Identification can be used on a number of targets equal to 1⁄2 your AWR.
 
Primeval Identification can be used on a number of targets equal to 1⁄2 AWR.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
|'''Natural Habitat IV'''
|'''Natural Habitat IV'''
|Primeval Senses IV
|Primeval Senses IV
|Pick a third environment to be your Natural Habitat, and Wilderness Mastery is AWR/Recoup.
|Pick a third environment to be your Natural Habitat. Wilderness Mastery becomes AWR/Recoup.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
Line 647: Line 668:
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
|'''Primeval Sense V'''
|'''Primeval Senses V'''
|Nature Stride III
|Nature Stride III
|You have unlimited uses of your Primeval Senses ability.
|You have unlimited uses of your Primeval Senses ability.
Line 653: Line 674:
|-
|-
|'''Unrivaled Explorer'''
|'''Unrivaled Explorer'''
|Primeval Sense V
|Primeval Senses V
|You are known as a person truly in tune with the untamed, uncharted wilderness in all its splendor, and are commonly sought out as a guide for high-profile travelers. You may embrace this or you may hide from civilization to avoid the recognition and to just spend time in the wild, where your heart truly lies.
|You are known as a person truly in tune with the untamed, uncharted wilderness in all its splendor, and are commonly sought out as a guide for high-profile travelers. You may embrace this or you may hide from civilization to avoid the recognition and to just spend time in the wild, where your heart truly lies.
You can never become lost, even by magical means.
You can never become lost, even by magical means.


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


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


* '''Level 30:''' The final cap for your AWR increases from 12 to 14.
* '''''Level 30:''''' The final cap for your AWR increases from 12 to 14.
|''Ranger, Survivor, '''Capstone'''''
|''Ranger, Survivor, '''Capstone'''''
|}
|}


=== Wilderness Warden Track ===
=== Wilderness Warden Track ===
[[File:Wilderness Warden Track.png|thumb|550x550px|Wilderness Warden Track Progression]]
[[File:WildernessWardenTrack.png|center|frameless|505x505px|Wilderness Warden Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
Line 676: Line 697:
|Ranger Entry
|Ranger Entry
|Gain the Warden of the Primal talent if you did not already have it. If you did already have it, gain a talent from the Primal Magic stack.
|Gain the Warden of the Primal talent if you did not already have it. If you did already have it, gain a talent from the Primal Magic stack.
Each time you level up and spend your talent point on a talent in the Wilderness Warden track, you gain +5 SP and +1 Primal Power. AWR is your magic attribute.
Each time you level up and spend your talent point on a talent in the Wilderness Warden track, you gain +5 SP and +1 Primal Power. AWR is your magic attribute.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
Line 686: Line 708:
|'''Ranger's Invocation'''
|'''Ranger's Invocation'''
|Environmentalist or Planar Protector
|Environmentalist or Planar Protector
|Learn one invocation.  
|Learn one invocation.
Pick an invocation that you know that has no Tier prerequisites. You can cast that invocation 1 time per day without expending your invocation slot.
 
Pick an invocation that you know that has no tier prerequisites. You can cast that invocation one time per day without expending an invocation use.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
Line 697: Line 720:
|'''Planar Protector'''
|'''Planar Protector'''
|Primal Warden
|Primal Warden
|Pick one creature tag: arcane, avadri, celestial, divine, eldritch, elemental, fae, fiend, giant, occult, primal, psionic, or undead. Your magic attack rolls against those creatures increases by +1.
|Pick one creature tag: arcane, avadri, celestial, divine, eldritch, elemental, fae, fiend, giant, occult, primal, psionic, or undead.
 
Your magic attack rolls against those creatures increases by +1.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
Line 712: Line 737:
|'''Primal Warden II'''
|'''Primal Warden II'''
|Empower Chant or Ranger’s Spells
|Empower Chant or Ranger’s Spells
|Gain +4 Skill Points that you can assign to any skills with the observation or survival tags.
|Gain +4 Skill Points that you can spend on any skills with the observation or survival tag.
 
Gain a talent from the Primal Magic stack.
Gain a talent from the Primal Magic stack.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
Line 718: Line 744:
|'''Environmentalist II'''
|'''Environmentalist II'''
|Primal Warden II, Environmentalist
|Primal Warden II, Environmentalist
|The environment you picked now restores 2 SP per Recoup.
|Learn a new Primal Aspect.
Gain a Primal Aspect from the ''Primal Aspects'' Table.
 
The environment you picked for Environmentalist now restores 2 SP per Recoup.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
|'''Wanderer's Invocation'''
|'''Wanderer's Invocation'''
|Environmentalist II or Planar Protector II
|Environmentalist II or Planar Protector II
|Learn one invocation.  
|Learn one invocation.
Pick an invocation that you know that has no tier prerequisites. You can cast that invocation one time per day without expending an invocation slot.
 
Pick an invocation that you know that has no tier prerequisites. You can cast that invocation one time per day without expending an invocation use.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
Line 735: Line 763:
|'''Planar Protector II'''
|'''Planar Protector II'''
|Primal Warden II, Planar Protector
|Primal Warden II, Planar Protector
|Choose a new type of creature from your Planar Protector feature. Your Planar Protector bonus works on creatures with either tag.
|Select a second creature tag for your Planar Protector talent.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
Line 745: Line 773:
|'''Wanderer's Spells'''
|'''Wanderer's Spells'''
|Wanderer’s Invocation or Intrinsic Boon II
|Wanderer’s Invocation or Intrinsic Boon II
|Pick two spells with the nature tag that you know and that you have not selected for your ranger’s spells feature. They cost 1 fewer SP (min 1 SP).
|Pick two spells with the nature tag that you know and that you have not selected for your Ranger’s Spells talent. They cost 1 fewer SP (min 1 SP).
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
|'''Primal Warden III'''
|'''Primal Warden III'''
|Furious Chant or Wanderer’s Spells
|Furious Chant or Wanderer’s Spells
|You cannot become lost except through the use of magic.  
|You cannot become lost except through the use of magic.
Gain a talent from the [[Magic Talents|Primal Magic stack]].
 
Gain a talent from the Primal Magic stack.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
|'''Primal Warden IV'''
|'''Primal Warden IV'''
|Primal Warden III
|Primal Warden III
|Gain +4 Skill Points that you can assign to any skills with the observation or survival tag.  
|Gain +4 Skill Points that you can spend on any skills with the observation or survival tags.
Gain a talent from the [[Magic Talents|Primal Magic stack]].
 
Gain a talent from the Primal Magic stack.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
|'''Environmentalist III'''
|'''Environmentalist III'''
|Primal Warden IV, Environmentalist II
|Primal Warden IV, Environmentalist II
|The environment you picked now restores 3 SP per Recoup.  
|The environment you picked now restores 3 SP per Recoup.
All environments now restore 1 SP per Recoup.
 
All other environments now restore 1 SP per Recoup.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
|'''Primeval Invocation'''
|'''Primeval Invocation'''
|Environmentalist III or Planar Protector III
|Environmentalist III or Planar Protector III
|Learn one invocation.  
|Learn one invocation.
Pick an invocation that you know that is Tier 2 or Tier 3. You can cast that invocation one time per day without expending an invocation slot.
 
Pick an invocation that you know up to Tier 3. You can cast that invocation one time per day without expending an invocation slot.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
|'''Chant of the Wild Heart'''
|'''Chant of the Wild Heart'''
|Primeval Invocation or Intrinsic Boon III
|Primeval Invocation or Intrinsic Boon III
|When you reach Primal Tier 6, gain +12 Skill Points that you can spend on any skills with the athleticism, acrobatics, stamina, observation, or survival tags.
|Gain the Wild Heart ability.
(1/Week) You can choose which intrinsic chants get your bonus from the “Chant” abilities in this track when you Take a Rest.
 
* '''Wild Heart (1/Week).''' You can choose which intrinsic chants get your bonus from the “Chant” talents in this track when you Take a Rest.
 
When you reach Primal Tier 6, gain +12 Skill Points that you can spend on any skills with the athleticism, acrobatics, stamina, observation, or survival tag.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
|'''Planar Protector III'''
|'''Planar Protector III'''
|Primal Warden IV, Planar Protector II
|Primal Warden IV, Planar Protector II
|Choose a creature tag you’ve already chosen with Planar Protector 1 or 2. Gain an additional +1 on magic attacks against creatures of that type.
|Choose one of the tags you selected for Planar Protector.
 
Gain an additional +1 on magic attacks against creatures with that tag.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
|'''Intrinsic Boon III'''
|'''Intrinsic Boon III'''
|Environmentalist 3 or Planar Protector 3; Intrinsic Boon II
|Environmentalist III or Planar Protector III; Intrinsic Boon II
|Gain +4 Skill Points that you can assign to any skills with the survival tag.  
|Gain +4 Skill Points that you can spend on any skills with the survival tag.
 
Learn 1 chant, 1 invocation, and 1 spell that all have the intrinsic tag.
Learn 1 chant, 1 invocation, and 1 spell that all have the intrinsic tag.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
Line 791: Line 829:
|'''Primeval Spells'''
|'''Primeval Spells'''
|Primeval Invocation or Intrinsic Boon III
|Primeval Invocation or Intrinsic Boon III
|Pick 3 intrinsic spells that you know and that have benefitted either from Ranger’s Spells or Wanderer’s Spells. They cost 1 fewer SP (min 1 SP).
|Pick 3 intrinsic spells that have benefitted either from Ranger’s Spells or Wanderer’s Spells. They cost 1 fewer SP (min 1 SP).
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-
|'''Primal Warden V'''
|'''Primal Warden V'''
|Chant of the Wild Heart or Primeval Spells
|Chant of the Wild Heart or Primeval Spells
|Gain +4 Skill Points that you can spend on any skills with the observation or survival tag.  
|Gain +4 Skill Points that you can spend on any skills with the observation or survival tags.
 
Gain a talent from the Primal Magic stack.
Gain a talent from the Primal Magic stack.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
Line 802: Line 841:
|'''Primal Exemplar'''
|'''Primal Exemplar'''
|Primal Warden V
|Primal Warden V
|Your heart, soul, and body are intertwined with the wellbeing of the natural world. Fae generally see you as a great friend and will usually go out of their way to cooperate with you.  
|Your heart, soul, and body are intertwined with the wellbeing of the natural world. Fae generally see you as a great friend and will usually go out of their way to cooperate with you.
You can never become lost, even by magical means.  
 
You can never become lost, even by magical means.


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


* '''Level 30:''' Choose one intrinsic spell and one intrinsic invocation. Both must have the nature tag. You can cast each of those abilities indefinitely, without spending SP or invocation slots, you cannot upcharge them.
* '''''Level 30:''''' Choose one intrinsic spell and one intrinsic invocation. Both must have the nature tag. You can cast each of those abilities indefinitely, without spending SP or invocation uses.
|''Ranger, Wilderness Warden, '''Capstone'''''
|''Ranger, Wilderness Warden, '''Capstone'''''
|}
|}
''*Updated to v1.2''


== Additional Subclass Tracks ==
== Additional Subclass Tracks ==