Ranger: Difference between revisions

232 bytes removed ,  21 June 2024
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|Gain the Preternatural Dodge ability.
|Gain the Preternatural Dodge ability.


* <u>Preternatural Dodge</u>: (AWR/Rest) When a creature attacks one of your physical or mental defenses, you can use ANT in place of whatever was targeted. You regain all expended uses when you Take a Rest.
* '''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.
|''Ranger, Instinct''
|''Ranger, Instinct''
|-
|-
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|Gain the Size Up ability.
|Gain the Size Up ability.


* <u>Size Up</u>: You can spend 2 AP to study an enemy and learn which defense(s) its attacks target, besides AR.
* '''Size Up.''' You can spend 2 AP to study an enemy and learn which defense(s) its attacks target, besides AR.
|''Ranger, Instinct''
|''Ranger, Instinct''
|-
|-
|'''Fighting Instinct III'''
|'''Fighting Instinct III'''
|Survival Instinct II
|Survival Instinct II
|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.
|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.
|''Ranger, Instinct''
|''Ranger, Instinct''
|-
|-
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|Gain the Vigilant ability.
|Gain the Vigilant ability.


* <u>Vigilant</u>: (AWR/Rest) If you roll lower than 10 on an AWR check, treat that roll as 10 instead. You regain all expended uses when you Take a Rest.
* '''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'''
|Survival Instinct III
|Survival Instinct III
|Vigilant becomes "If you roll lower than 10 on an AWR check, treat that roll as your ANT instead."
|Vigilant becomes: If you roll lower than 10 on an AWR check, treat that roll as your ANT instead.
|''Ranger, Instinct''
|''Ranger, Instinct''
|-
|-
|'''Survival Instinct V'''
|'''Survival Instinct IV'''
|Vigilant II
|Vigilant II
|Gain +4 Skill Points that you can spend on skills with the Observation tag. Gain a +4 bonus to Initiative.
|Gain +4 Skill Points that you can spend on any skills with the observation tag.
Gain a +4 bonus to Initiative.
|''Ranger, Instinct''
|''Ranger, Instinct''
|-
|-
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|Gain the Pounce ability.
|Gain the Pounce ability.


* <u>Pounce</u>: 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 additional AP.
|''Ranger, Instinct''
|''Ranger, Instinct''
|-
|-
|'''Vigilant III'''
|'''Vigilant III'''
|Fighting Instinct IV
|Fighting Instinct IV
|Gain +4 Skill Points that you can spend on skills with the Survival Tag. Vigilant is AWR/Recoup.
|Gain +4 Skill Points that you can spend on any skills with the survival Tag.
Vigilant is AWR/Recoup.
|''Ranger, Instinct''
|''Ranger, Instinct''
|-
|-
|'''Survival Instinct V'''
|'''Survival Instinct V'''
|Vigilant III
|Vigilant III
|Gain a +4 bonus to Initiative. Preternatural Dodge is AWR/Recoup.
|Gain a +4 bonus to Initiative.
Preternatural Dodge is AWR/Recoup.
|''Ranger, Instinct''
|''Ranger, Instinct''
|-
|-
|'''Vigilant IV'''
|'''Vigilant IV'''
|Survival Instinct V
|Survival Instinct V
|Gain +4 Skill Points in skills with the Observation tag. Vigilant is AWR/Catch Breath.
|Gain +4 Skill Points that you can spend on any skills with the observation tag.
Vigilant is AWR/Catch Breath.
|''Ranger, Instinct''
|''Ranger, Instinct''
|-
|-
|'''Fighting Instinct V'''
|'''Fighting Instinct V'''
|Vigilant IV
|Vigilant IV
|Pounce grants you 4 AP. If you start initiative with no Fighting Instinct, regain one Fighting Instinct.
|Pounce grants you 4 AP.  
If you start Initiative with no Fighting Instinct, regain one 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. Fighting Instinct becomes AWR/Catch Breath.
|Your base animal instinct to fight and live is overwhelming.  
Fighting Instinct becomes AWR/Catch Breath.
Gain the Cornered Animal Ability.
Gain the Cornered Animal Ability.


* <u>Cornered Animal</u>: (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 [[Tactical Advantages|TA]] on all attacks, creatures cannot make reactive attacks against you, and your first hit that was not a crit counts as a crit.
* '''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.
** <u>Level 30</u>: Cornered Animal no longer costs 2 Death Points and is active whenever you are at 0 HP.
** '''Level 30:''' Cornered Animal no longer costs 2 Death Points and is active whenever you are at 0 HP.
|''Ranger, Instinct, '''Capstone'''''
|''Ranger, Instinct, '''Capstone'''''
|}
|}
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|'''Natural Habitat'''
|'''Natural Habitat'''
|Ranger Entry
|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.
|Gain +4 Skill Points that you can assign to any 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.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
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|Gain the Primeval Sense ability.
|Gain the Primeval Sense ability.


* <u>Primeval Senses</u>: (AWR/Rest) 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. You regain all expended uses when you Take a Rest.
* '''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.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
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|Gain the Wilderness Mastery ability
|Gain the Wilderness Mastery ability


* <u>Wilderness Mastery</u>: (AWR/Rest) When in your favored environment, give yourself double your skill points before you make an AWR Skill check. You regain all expended uses when you Take a Rest.
* '''Wilderness Mastery.''' (AWR/Rest) When in your favored environment, give yourself double your Skill Points before you make an AWR skill check.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
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|When you use Primeval Senses, you can use Primal Identification.
|When you use Primeval Senses, you can use Primal Identification.


* <u>Primal Identification</u>: Learn the identity of one creature that you sense.
* '''Primal Identification.''' Learn the identity of one creature that you sense.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
|'''Nature Stride'''
|'''Nature Stride'''
|Primeval Senses II
|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.
|Gain +4 Skill Points that you can assign to any skills with the acrobatics Tag.
Ignore Difficult Terrain while in a Natural Habitat.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
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|'''Primeval Senses III'''
|'''Primeval Senses III'''
|Survivor
|Survivor
|You cannot become lost, except through the use of magic. Primeval Senses recharges AWR/Recoup.
|You cannot become lost, except through the use of magic.
Primeval Senses recharges AWR/Recoup.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
|'''Natural Habitat III'''
|'''Natural Habitat III'''
|Primeval Senses III
|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.
|Gain +4 Skill Points that you can spend on any skills with the acrobatics or athleticism tags.
Pick a second environment to be your Natural Habitat.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
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|'''Primeval Senses IV'''
|'''Primeval Senses IV'''
|Nature Stride II
|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 +4 Skill Points that you can assign to any skills with the observation tag.
Primeval Identification can be used on a number of targets equal to 1⁄2 your 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, and Wilderness Mastery is AWR/Recoup.
|''Ranger, Survivor''
|''Ranger, Survivor''
|-
|-
|'''Nature Stride III'''
|'''Nature Stride III'''
|Prerequisites: Natural Habitat IV
|Natural Habitat IV
|Always ignore difficult terrain. Ignore all hazardous terrain that is caused by natural phenomena unless it is liquid.
|Always ignore difficult terrain. Ignore all hazardous terrain that is caused by natural phenomena unless it is liquid.
|''Ranger, Survivor''
|''Ranger, Survivor''
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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.


Gain the Unrivaled Explorer ability.
(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


* <u>Unrivaled Explorer</u>: (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.
* '''Level 30:''' The final cap for your AWR increases from 12 to 14.
** <u>Level 30</u> The final cap for your AWR increases from 12 to 14.
|''Ranger, Survivor, '''Capstone'''''
|''Ranger, Survivor, '''Capstone'''''
|}
|}
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|'''Primal Warden'''
|'''Primal Warden'''
|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. 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.
|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.
|''Ranger, Wilderness Warden''
|''Ranger, Wilderness Warden''
|-
|-