Ranger: Difference between revisions

122 bytes added ,  20 January 2024
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m (bolded header and moved link for Hunter's Quarry to the talent description rather than the header)
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You grew up on the fringes of your settlement, spending more time in the wilderness beyond than in the safety of your own homestead. In your youth, you came to love the serenity of rugged nature over the clamor of frivolous settled life. You are more at home with the wolves and the elk than with nobles and debutants. In your early adulthood, you made the decision to leave civilization completely in exchange for a life in the wilds. Now, you defend your heartland from supernatural monstrosities that threaten to upset the balance of nature, and from the cruelties of careless hunters or loggers who regard the natural cycle of life with disrespectful indifference.
You grew up on the fringes of your settlement, spending more time in the wilderness beyond than in the safety of your own homestead. In your youth, you came to love the serenity of rugged nature over the clamor of frivolous settled life. You are more at home with the wolves and the elk than with nobles and debutants. In your early adulthood, you made the decision to leave civilization completely in exchange for a life in the wilds. Now, you defend your heartland from supernatural monstrosities that threaten to upset the balance of nature, and from the cruelties of careless hunters or loggers who regard the natural cycle of life with disrespectful indifference.


As you are more at home in the wilderness than in civilization, you must determine how you intend to survive on your own merits. Do you hone your physical prowess until you can go toe to toe with the strongest warrior? Do you sharpen your senses and your survival skills, stalking prey through rugged wilds with more finesse than any cat or bird? Maybe you tap into the Primal Source, using magic to enhance your physical capabilities and to speak with the animals whose home you share.
As you are more at home in the wilderness than in civilization, you must determine how you intend to survive on your own merits. Do you hone your physical prowess until you can go toe to toe with the strongest [[warrior]]? Do you sharpen your senses and your survival [[skills]], stalking prey through rugged wilds with more finesse than any cat or bird? Maybe you tap into the [[Primal]] Source, using magic to enhance your physical capabilities and to speak with the animals whose home you share.


'''<u><big>Ranger Tracks</big></u>'''
'''<u><big>Ranger Tracks</big></u>'''


'''Bravery:''' You tap into your instinct to fight, flee, or freeze in the face of danger, and you channel this into fighting prowess.
'''Bravery:''' You tap into your instinct to fight, flee, or [[freeze]] in the face of danger, and you channel this into fighting prowess.


'''Hunter:''' You are an unparalleled hunter of creatures both natural and otherworldly, mastering both blade and bow.
'''Hunter:''' You are an unparalleled hunter of creatures both natural and otherworldly, mastering both blade and bow.
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'''Instinct:''' Your fighting instinct is sharper than the finest steel and keener than an eagle’s eye.
'''Instinct:''' Your fighting instinct is sharper than the finest steel and keener than an eagle’s eye.


'''Survivor:''' You know the natural world like the back of your hand. Wherever you end up, you know how to survive.
'''Survivor:''' You know the natural world like the back of your hand. Wherever you end up, you know [[how to]] survive.


'''Wilderness Warden:''' You can learn primal magic and enhance some of your primal spells as you gain skill as a magical ranger.
'''Wilderness Warden:''' You can learn primal magic and enhance some of your primal spells as you gain skill as a magical ranger.
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|When you take this entry talent, you gain the following abilities.
|When you take this entry talent, you gain the following abilities.


* <u>Primal Aspect</u>: ''Repeatable.'' Learn a Primal Aspect from the ''Primal Aspects'' table. If you know more than one, you can only gain the benefits of one at a time. You can choose which Primal Aspect is active each time you Take a Rest.
* <u>Skilled</u>: Gain +4 Skill Points, which you can spend on skills with the Observation and/or Survival tags.
* <u>Skilled</u>: Gain +4 Skill Points, which you can spend on skills with the Observation and/or Survival tags.
* <u>Fighting Instinct</u>: (AWR/Recoup) You may grant yourself TA until the end of your current turn. While you have fighting instinct, when you spend AP to move, gain +5 ft movement. You regain all expended uses when you Recoup.
* <u>Fighting Instinct</u>: (AWR/Recoup) You may grant yourself TA until the end of your current turn. While you have fighting instinct, when you spend AP to move, gain +5 ft movement. You regain all expended uses when you Recoup.
You also gain the Primal Aspect Talent.
* <u>Primal Aspect</u>: ''Repeatable.'' Learn a Primal Aspect from the ''Primal Aspects'' table. If you know more than one, you can only gain the benefits of one at a time. You can choose which Primal Aspect is active each time you Take a Rest.
|''Ranger, Class Entry''
|''Ranger, Class Entry''
|}
|}
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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.
|(1/Catch Breath) [[Commune]] with the body of a deceased, briefly gaining a connection with its soul. You gain surface level insights into its state of emotions and wellbeing from the 4 hours leading up to its death, but not exact thoughts or words.
|-
|-
|'''Tamat'''
|'''Tamat'''
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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]].
|(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]].
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|-
|'''Woden'''
|'''Woden'''
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|Gain the Fight ability.  
|Gain the Fight ability.  


* <u>Fight</u>: When you use Courage, deal +1d6 damage against the source of the condition for its duration.
* <u>Fight</u>: When you use Courage, deal +1d6 [[damage]] against the source of the condition for its duration.
|''Ranger, Bravery''
|''Ranger, Bravery''
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|-
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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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|-
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|'''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 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.  


* <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.
* <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.
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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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|-
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|'''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 once on your turn.
|''Ranger, Hunter''
|''Ranger, Hunter''
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|-
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|'''Unrivaled Explorer'''
|'''Unrivaled Explorer'''
|Primeval Sense V
|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 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.
You can never become lost, even by magical means. You have TA when you are in one of your Natural Habitats.


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|'''Planar Protector III'''
|'''Planar Protector III'''
|Primal Warden IV, Planar Protector II
|Primal Warden IV, Planar Protector II
|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.
|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.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
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|-