Ranger: Difference between revisions

149 bytes added ,  24 April 2025
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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)
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|'''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.
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|'''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.
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|'''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.
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|'''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.
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|'''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)
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|'''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)
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|'''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)
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|'''Woden'''
|'''Woden'''
|Gain +6 to Water Vehicle and Navigation checks.
|Gain +6 to Vehicles* [water] and Navigation checks.
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