Ranger
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 prowessuntil you can go toe to toe with the strongest warrior? Doyou sharpen your senses and your survival skills, stalkingprey 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.
R A N G E R S TAC KS 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. 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 now 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.
RANGER ENTRY Ranger, Class Entry Prerequisites: Character Level 2 When you take this entry talent, you gain the following abilities. Primal Aspect. Repeatable. Learn a Primal Aspect. 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. Skilled. Gain +4 Skill Points, which you can spend on skills with the Observation and/or Survival tags. Fighting Instinct. 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. (AWR/ Recoup)
B R AV E RY T R AC K
B R AV E RY Ranger, Bravery Prerequisites: Ranger Entry Gain the Bravery ability. Bravery. Resist Frightened 2. COURAGE Ranger, Bravery Prerequisites: Bravery 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) B R AV E RY I I Ranger, Bravery Prerequisites: Courage Your Resist ability from Bravery increases by 1 and applies to Demoralized. COURAGE II Ranger, Bravery Prerequisites: Bravery II When you use Courage, and you are Bloodied, regain HP equal to your AWR. FIGHT Ranger, Bravery Prerequisites: Courage II Incompatible: Flight, Freeze Gain the Fight ability.
Fight. When you use Courage, deal +1d6 damage against the source of the condition for its duration. FLIGHT Ranger, Bravery Prerequisites: Courage II Incompatible: Fight, Freeze Gain the Flight ability. Flight. When you use Courage, gain +5 ft speed when you use AP to move. This lasts for the condition’s duration. FREEZE Ranger, Bravery Prerequisites: Courage II Incompatible: Flight, Flight Gain the Freeze ability. Freeze. When you use Courage, you gain TD on attacks, suffer the Frozen condition, and all of your defenses increase by +3. This lasts for the condition’s duration. B R AV E RY I I I Ranger, Bravery Prerequisites: Bravery 5 Your Resist ability from Bravery increases by 1, and applies to Broken. DRIVE TO SURVIVE Ranger, Bravery Prerequisites: Bravery III Gain the Drive to Survive ability. 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) B R AV E RY I V Ranger, Bravery Prerequisites: Drive to Survive Gain +2 Skill Points in Skill(s) with the Observation tag. Your Resist ability from Bravery increases by 1. COURAGE III Ranger, Bravery Prerequisites: Bravery IV 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). FIGHT II Ranger, Bravery Prerequisites: Courage III, Fight Gain +4 Skill Points that you can spend on skills with the Athleticism tag. Your damage from the Fight ability becomes 1d8.
RAN G E R TA L E N T S G E R TA L E N TS
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FLIGHT II Ranger, Bravery Prerequisites: Courage III, Flight Gain +4 Skill Points that you can spend on skills with the Acrobatics tag. You ignore difficult terrain when you use the Flight ability. FREEZE II Ranger, Bravery Prerequisites: 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 Ranger, Bravery Prerequisites: Bravery 10 Drive to Survive becomes AWR/Rest. COURAGE IV Ranger, Bravery Prerequisites: Drive to Survive II Gain +2 Skill Points that you can spend on skills with the Stamina tag. Courage recharges AWR/Recoup. FIGHT III Ranger, Bravery Prerequisites: Courage IV, Fight II The additional damage from the Fight ability becomes 1d12. FLIGHT III Ranger, Bravery Prerequisites: Courage IV, Flight II Your speed from the Flight ability becomes +10 ft. FREEZE III Ranger, Bravery Prerequisites: Courage IV, Freeze II Gain +4 Skill Points that you can spend on skills with the Stamina tag. The Freeze ability increases your defenses by +5. UNDAUNTED Ranger, Bravery Prerequisites: Bravery 13 The Shaken condition only reduces your d20 rolls by 1. FEAR ITSELF Ranger, Bravery, Capstone Prerequisites: 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. 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) Level 30: Whenever a creature imposes Broken, Demoralized, Frightened, or Shaken against you, you are both Focused and Protected against it.
HUNTER TRACK
HUNTER Ranger, Hunter Prerequisites: 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 Prerequisites: Hunter Incompatible: Outnumbered When you are Flanking a creature, gain an additional TA against it. CORNER QUARRY II Ranger, Hunter Prerequisites: Corner Quarry Incompatible: Outnumbered II Gain the Corner Quarry ability. 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) OUTNUMBERED Ranger, Hunter Prerequisites: Hunter Incompatible: Corner Quarry When you are Flanked, you gain TA. OUTNUMBERED II Ranger, Hunter Prerequisites: Outnumbered Incompatible: Corner Quarry II When you make a Ranged attack against a creature with no cover and no adjacent allies, gain TA. DEADEYE Ranger, Hunter Prerequisites: Hunter Incompatible: Volley Gain the Deadeye ability. Deadeye. When you make a Ranged attack against a creature with no cover and no adjacent allies, gain TA. DEADEYE II Ranger, Hunter Prerequisites: Deadeye Incompatible: Rain of Arrows Gain the Takedown Shot ability. Takedown Shot. When you use Deadeye, deal 1d8 additional damage. (2/Recoup) VOLLEY Ranger, Hunter Prerequisites: Hunter Incompatible: Deadeye Gain the Volley ability. 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) RAIN OF ARROWS Ranger, Hunter Prerequisites: Volley Incompatible: Deadeye II Gain the Rain of Arrows ability. 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) HUNTER’S QUARRY Ranger, Hunter Prerequisites: Hunter 3 Learn the Hunter’s Quarry spell if you do not already know it. You may cast this spell without expending SP. (2/Rest) HUNTER II Ranger, Hunter Prerequisites: 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. 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. HEW Ranger, Hunter Prerequisites: Hunter II, Corner Quarry II Gain the Hew ability. Hew. When you hit a creature that has no allies adjacent to it, deal +1d10 damage. (2/Recoup) HEW II Ranger, Hunter Prerequisites: Hew Your crit range increases by 1 against creatures that have no adjacent allies. HORDESBANE Ranger, Hunter Prerequisites: Hunter II, Outnumbered II 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 II Ranger, Hunter Prerequisites: Hordesbane Gain the Whirling Blades ability. 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) EAGLE EYE Ranger, Hunter Prerequisites: Hunter II, Deadeye II When making a ranged attack, you do not suffer any penalty for targeting a Concealed enemy. EAGLE EYE II Ranger, Hunter Prerequisites: 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. VOLLEY II Ranger, Hunter Prerequisites: Hunter II, Rain of Arrows Volley becomes DEX/Recoup and works on hostile creatures within 15 ft of each other. RAIN OF ARROWS II Ranger, Hunter Prerequisites: Volley II Rain of Arrows does three times your normal damage dice and can be used 1⁄2 AWR/Rest. HUNTER III Ranger, Hunter Prerequisites: Hunter 7 Choose two additional creature types to gain Favored Prey. HUNTER IV Ranger, Hunter Prerequisites: Hunter III Gain the Mark ability. 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) ONE WITH THE LAND Ranger, Hunter Prerequisites: 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,
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you and up to AWR allies can move stealthily at a normal pace and remain alert to danger as though traveling cautiously. P R I M E VA L S P E E D Ranger, Hunter Prerequisites: Hunter 10 Gain +5 ft speed when you can see your Target Prey. FLETCHER Ranger, Hunter Prerequisites: Hunter IV You can fletch your own arrows, making 1d8 + INT/ Woodcarving arrows each time you Rest. SHROUD Ranger, Hunter Prerequisites: Hunter 10 When you are Concealed, creatures that attack you gain 1 additional TD. QUICKDRAW Ranger, Hunter Prerequisites: Hunter IV You can draw/stow weapons without spending AP once on your turn. CALCULATING Ranger, Hunter Prerequisites: Hunter 10 Gain the Calculating ability. 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) RUTHLESS HUNTER Ranger, Hunter Prerequisites: Hunter 11 Gain two of the following: Cornered Quarry, Outnumbered, Deadeye, and Volley. Ignore any Incompatibility restrictions for these selections. CORNERED QUARRY III Ranger, Hunter Prerequisites: Ruthless Hunter, Hew II Gain +2 Skill Points, which you can spend on skills with the Athleticism or Stamina tags. Cornered Quarry becomes END/Recoup. HEW III Ranger, Hunter Prerequisites: Cornered Quarry III When you use Hew against a target and it does not die, gain 3 AP. HORDESBANE III Ranger, Hunter Prerequisites: Ruthless Hunter, Hordesbane II Whirling Blades becomes END/Rest.
HORDE BREAKER Ranger, Hunter Prerequisites: Hordesbane III Gain the Horde Breaker ability. 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) DEADEYE III Ranger, Hunter Prerequisites: Ruthless Hunter, Eagle Eye II When using Deadeye, increase your Crit range by 1. Takedown Shot becomes AWR/Recoup. R A P I D TA K E D OW N Ranger, Hunter Prerequisites: Deadeye III When you use Takedown Shot against a target and it does not die, gain 3 AP. VOLLEY III Ranger, Hunter Prerequisites: 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 Prerequisites: 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 Prerequisites: 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
S U RV I VA L I N ST I N CT Ranger, Instinct Prerequisites: Ranger Entry 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) FIGHTING INSTINCT II Ranger, Instinct Prerequisites: Survival Instinct Fighting Instinct lasts until the end of your next turn. S U RV I VA L I N ST I N CT I I Ranger, Instinct Prerequisites: Fighting Instinct II Gain the Size Up ability. Size Up. You can spend 2 AP to study an enemy and learn which defense(s) its attacks target, besides AR. FIGHTING INSTINCT III Ranger, Instinct Prerequisites: 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. VIGILANT Ranger, Instinct Prerequisites: Fighting Instinct III Gain the Vigilant ability. Vigilant. If you roll lower than 10 on an AWR check, treat that roll as 10 instead (AWR/Rest) S U RV I VA L I N ST I N CT I I I Ranger, Instinct Prerequisites: Vigilant Your ANT increases by +1. Choose REF or FORT to also increase by +1. VIGILANT II Ranger, Instinct Prerequisites: Survival Instinct III Vigilant becomes ANT instead of 10. S U RV I VA L I N ST I N CT I V Ranger, Instinct Prerequisites: Vigilant II Gain +4 Skill Points that you can spend on skills with the Observation tag. Gain a +4 bonus to Initiative. FIGHTING INSTINCT IV Ranger, Instinct Prerequisites: 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 Prerequisites: Fighting Instinct IV Gain +4 Skill Points that you can spend on skills with the Survival Tag. Vigilant is AWR/Recoup. S U RV I VA L I N ST I N CT V Ranger, Instinct Prerequisites: Vigilant III Gain a +4 bonus to Initiative. Preternatural Dodge is AWR/Recoup. VIGILANT IV Ranger, Instinct Prerequisites: Survival Instinct V Gain +4 Skill Points in skills with the Observation tag. Vigilant is AWR/Catch Breath. FIGHTING INSTINCT V Ranger, Instinct Prerequisites: Vigilant IV Pounce grants you 4 AP. If you start initiative with no Fighting Instinct, regain one Fighting Instinct. VIGILANT V Ranger, Instinct Prerequisites: Fighting Instinct V Vigilant is always active. CORNERED ANIMAL Ranger, Instinct, Capstone Prerequisites: 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 N AT U R A L H A B I TAT Ranger, Survivor Prerequisites: 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.
P R I M E VA L S E N S E S Ranger, Survivor Prerequisites: 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) N AT U R A L H A B I TAT I I Ranger, Survivor Prerequisites: 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) P R I M E VA L S E N S E S I I Ranger, Survivor Prerequisites: 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 Prerequisites: 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 Prerequisites: Nature Stride Gain a Primal Aspect. Pick one: Natural Heat, Natural Cold, or Forced Marching. You can no longer gain Fatigue from that selection. P R I M E VA L S E N S E S I I I Ranger, Survivor Prerequisites: Survivor You cannot become lost, except through the use of magic. Primeval Senses recharges AWR/Recoup. N AT U R A L H A B I TAT I I I Ranger, Survivor Prerequisites: 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. SURVIVOR II Ranger, Survivor Prerequisites: Natural Habitat III You become Immune to common poisons and diseases.
NATURE STRIDE II Ranger, Survivor Prerequisites: Survivor II Ignore Hazardous Terrain that isn’t liquid while in your Natural Habitat. P R I M E VA L S E N S E S I V Ranger, Survivor Prerequisites: 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. N AT U R A L H A B I TAT I V Ranger, Survivor Prerequisites: Primeval Senses IV Pick a third environment to be your Natural Habitat, and Wilderness Mastery is AWR/Recoup. NATURE STRIDE III Ranger, Survivor Prerequisites: Natural Habitat IV Always ignore difficult terrain. Ignore all hazardous terrain that is caused by natural phenomena unless it is liquid. P R I M E VA L S E N S E V Ranger, Survivor Prerequisites: Nature Stride III You have unlimited uses of your Primeval Senses ability. U N R I VA L E D E X P LO R E R Ranger, Survivor, Capstone Prerequisites: 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) Level 30: The final cap for your AWR increases from 12 to 14.
W I L D E R N E S S WA R D E N TRACK
P R I M A L WA R D E N Ranger, Wilderness Warden Prerequisites: 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. E N V I R O N M E N TA L I ST Ranger, Wilderness Warden Prerequisites: Primal Warden 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. RANGER’S INVOCATION Ranger, Wilderness Warden Prerequisites: Environmentalist or Planar Protector 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. EMPOWER CHANT Ranger, Wilderness Warden Prerequisites: Ranger’s invocation or Intrinsic Boon 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). PLANAR PROTECTOR Ranger, Wilderness Warden Prerequisites: Primal Warden 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. INTRINSIC BOON Ranger, Wilderness Warden Prerequisites: Environmentalist or Planar Protector Learn one chant, one invocation, and one spell that all have the Intrinsic tag. RANGER’S SPELLS Ranger, Wilderness Warden Prerequisites: Ranger’s invocation or Intrinsic Boon Pick two Intrinsic spells that you know. They cost 1 fewer SP (min 1 SP). P R I M A L WA R D E N I I Ranger, Wilderness Warden Prerequisites: Empower Chant or Ranger’s Spells Gain +4 Skill Points that you can assign to skills with the Observation or Survival tags. Gain a talent from the Primal Magic stack.
E N V I R O N M E N TA L I ST I I Ranger, Wilderness Warden Prerequisites: Primal Warden II, Environmentalist Learn a new Primal Aspect. The environment you picked now restores 2 SP per Recoup. WA N D E R E R ’ S I N VO CAT I O N Ranger, Wilderness Warden Prerequisites: 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. FURIOUS CHANT Ranger, Wilderness Warden Prerequisites: Wanderer’s Invocation or Intrinsic Boon II 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. PLANAR PROTECTOR II Ranger, Wilderness Warden Prerequisites: 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. INTRINSIC BOON II Ranger, Wilderness Warden Prerequisites: Environmentalist II or Planar Protector II; Intrinsic Boon Learn one chant, one invocation, and one spell that all have the Intrinsic tag. WA N D E R E R ’ S S P E L LS Ranger, Wilderness Warden Prerequisites: 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). P R I M A L WA R D E N I I I Ranger, Wilderness Warden Prerequisites: Furious Chant or Wanderer’s Spells You cannot become lost except through the use of magic. Gain a talent from the Primal Magic stack. P R I M A L WA R D E N I V Ranger, Wilderness Warden Prerequisites: Primal Warden III Gain +4 Skill Points that you can assign to skills with the Observation or Survival tags. Gain a talent from the Primal Magic stack. E N V I R O N M E N TA L I ST I I I Ranger, Wilderness Warden Prerequisites: Primal Warden IV, Environmentalist II The environment you picked now restores 3 SP per Recoup. All environments now restore 1 SP per Recoup.
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P R I M E VA L I N VO CAT I O N Ranger, Wilderness Warden Prerequisites: 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. CHANT OF THE WILD HEART Ranger, Wilderness Warden Prerequisites: 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. PLANAR PROTECTOR III Ranger, Wilderness Warden Prerequisites: 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. INTRINSIC BOON III Ranger, Wilderness Warden Prerequisites: 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. P R I M E VA L S P E L LS 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). P R I M A L WA R D E N V Ranger, Wilderness Warden Prerequisites: Chant of the Wild Heart or Primeval Spells 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 Prerequisites: 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. 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.