Rangers
Adventurous souls adept at tracking and passing unnoticed, rangers are skilled coursers, deadly hunters, and rugged survivors.
Ranger Heroes
Prerequisite: 12 Strength or 12 Dexterity, 12 WisdomStarting Hit Points: 8 + your Constitution modifier
Hit Die: d8
Proficiencies: You are Trained in Weapons, Light and Medium Armor, Dodge, Parry, and Initiative.
Skills: You possess the Survival skill and either the Handle Animal or Perception skill and can select three other Skills.
Ranger Features
Twin Strike: Once per turn as an Attack action while wielding two one-handed weapons or an ammunition weapon, you can attack with each weapon or fire two rounds of ammunition. You do not add your Strength or Dexterity modifier to damage with these attacks. In addition, you ignore the 1-pound weight restriction when wielding two weapons.
Untamed Bond: You have an animal companion as if you had cast Animal Companion at a Trained rank. Once per turn, you can command it as part of making an Attack action in exchange for not adding your Strength or Dexterity modifier to damage on your attack. If your animal companion dies or you release it, you can gain another as if you cast Animal Companion again.
Boon Option: Select an additional Combat Style.
The Ranger
Level | Benefit | Hero’s Surges | Title |
---|---|---|---|
1 | Ranger Features, Combat Style, Hunter's Quarry, Survivor's Skills | 4 | Runner |
2 | Favored Enemy, Skirmisher | 5 | |
3 | Courser's Path, Favored Terrain | 5 | Scout |
4 | Boon, Greater Combat Style | 6 | |
5 | Valor, Favored Enemy | 6 | |
6 | Courser's Path Feature | 7 | Tracker |
7 | Boon, Favored Terrain | 7 | |
8 | Courser's Path Feature | 8 | Courser |
9 | Boon, Favored Terrain | 8 | |
10 | Heroism, Favored Enemy | 9 | Pathfinder |
LEVEL 2 Ranger
At level 5 and level 10, select an additional Favored Enemy.
Boon Option: Select an additional Favored Enemy.
LEVEL 3 Ranger
Beastmasters
You and your Animal Companion form a close-knit bond, anticipating each other's actions and working together as one.
Prerequisite: Untamed Bond Combat Style
Boon Options:
- Increase the number of aspects you can have active at a time by one.
- Learn an additional Bestial Aspect.
LEVEL 6 Beastmaster
LEVEL 8 Beastmaster
Ranger Bestial Aspects
Aspect | Trigger | Benefit |
---|---|---|
Bear | You gain temporary hit points, take damage, or hit an animal with an attack. | Double all temporary hit points you gain and make a Handle Animal attempt against animals you hit. |
Gorilla | An ally takes damage (up to once per action) or you hear a language you do not understand. | Increase your weapon damage by 1 per trigger and gain rudimentary communication in one language of your choice. |
Mongoose | You dodge an attack or succeed on a Perform attempt (up to once per round). | You gain a +1 rank bonus per trigger to Dodge and Perform. |
Spider | You succeed on a movement attempt (up to once per round). | You gain a +1 rank bonus per trigger to such movement attempts and can make attacks while prone or in the midst of moving without penalty. |
Viper | A critical hit occurs (up to once per action) or you spend your entire turn moving. | Increase your speed by 5' and gain a +1 rank bonus to Initiative per trigger. |
Wolverine | You fail a social attempt (up to once per round) or hit an enemy. | Regain 1 HP and gain a +1 rank bonus to Charisma per trigger. |
Spies
Not all rangers favor the natural wilds, and your hunting grounds take you over the parapets to the streets, alleys, and sewers.
Prerequisite: Urban or Dungeon Favored Terrain
LEVEL 6 Spy
LEVEL 8 Spy
Ranger Skill Masteries
Technique | Required Skill | Trigger | Effect |
---|---|---|---|
Analyze | Perceive | You start your turn adjacent to your quarry while it is in bright light. | Your next attempt against it on this turn gains reliability. If this reliability is not beneficial, do not expend your hero's surge. |
Anticipate | Insight | Your quarry speaks to you. | For the next minute, you can increase the success level of one Initiative or social skill attempt against it by one. |
Camouflage | Stealth | You have full cover from all creatures other than your allies and are not in bright light. | You become invisible until you move, take an action, or enter bright light. |
Dash | Run | You finish taking a move action. | Move your speed. |
Dive Roll | Acrobatics | Your quarry acts against a target. | You tumble up to your speed toward the target. |
Fein Death | Perform | You suffer an ill effect. | You fall prone and appear to be dead to all forms of scrutiny for as long as you can hold your breath or until you take another action. |
Feint | Deceive | Your attempt against your quarry fails. | Your attempt becomes a major success. |
Kickstart | Medical | You move adjacent to a creature reduced to 0 or fewer hit points in the last round. | It regains hit points equal to ¼ of your maximum. |
Spring Back | Jump | Your quarry acts against you. | Jump 10'. This movement does not trigger negative effects. |
Toughen Up | Endurance | You suffer an ill effect. | For the next minute, you can increase the success level of one attempt against the same effect by one. |
Wall Jump | Climb | You move adjacent to a wall. | You move 15' along the wall in any direction, ignoring occupied spaces and negative effects. |
Striders
The paragon of the lone huntsman, you are the wilderness's most feared force.
You can only have one aspect active at a time. An aspect ends after one minute, after you activate a new aspect, or if you lose consciousness. If you learn a Ranger Skill Mastery, you can spend a hero's surge when you see its trigger occur within 30' to employ it.
Boon Options:
- Increase the number of Bestial Aspects you can have active at a time by one.
- Learn an additional Bestial Aspect or a Ranger Skill Mastery for a skill you possess.
LEVEL 6 Strider
LEVEL 8 Strider
Multishot: After using twin strike, you can make an additional attack, though this attack must target a different creature. You do not add your Strength or Dexterity modifier to damage with this additional attack.
Split the Arrow: Before making an attack against a target you made a called shot or precise shot against on your previous turn, you can spend a hero's surge to use the previous attack's success level.
Ranger Bestial Aspects
Aspect | Trigger | Benefit |
---|---|---|
Bear | You gain temporary hit points, take damage, or hit an animal with an attack. | Double all temporary hit points you gain and make a Handle Animal attempt against animals you hit. |
Gorilla | An ally takes damage (up to once per action) or you hear a language you do not understand. | Increase your weapon damage by 1 per trigger and gain rudimentary communication in one language of your choice. |
Mongoose | You dodge an attack or succeed on a Perform attempt (up to once per round). | You gain a +1 rank bonus per trigger to Dodge and Perform. |
Spider | You succeed on a movement attempt (up to once per round). | You gain a +1 rank bonus per trigger to such movement attempts and can make attacks while prone or in the midst of moving without penalty. |
Viper | A critical hit occurs (up to once per action) or you spend your entire turn moving. | Increase your speed by 5' and gain a +1 rank bonus to Initiative per trigger. |
Wolverine | You fail a social attempt (up to once per round) or hit an enemy. | Regain 1 HP and gain a +1 rank bonus to Charisma per trigger. |
Ranger Skill Masteries
Technique | Required Skill | Trigger | Effect |
---|---|---|---|
Analyze | Perceive | You start your turn adjacent to your quarry while it is in bright light. | Your next attempt against it on this turn gains reliability. If this reliability is not beneficial, do not expend your hero's surge. |
Anticipate | Insight | Your quarry speaks to you. | For the next minute, you can increase the success level of one Initiative or social skill attempt against it by one. |
Camouflage | Stealth | You have full cover from all creatures other than your allies and are not in bright light. | You become invisible until you move, take an action, or enter bright light. |
Dash | Run | You finish taking a move action. | Move your speed. |
Dive Roll | Acrobatics | Your quarry acts against a target. | You tumble up to your speed toward the target. |
Fein Death | Perform | You suffer an ill effect. | You fall prone and appear to be dead to all forms of scrutiny for as long as you can hold your breath or until you take another action. |
Feint | Deceive | Your attempt against your quarry fails. | Your attempt becomes a major success. |
Kickstart | Medical | You move adjacent to a creature reduced to 0 or fewer hit points in the last round. | It regains hit points equal to ¼ of your maximum. |
Spring Back | Jump | Your quarry acts against you. | Jump 10'. This movement does not trigger negative effects. |
Toughen Up | Endurance | You suffer an ill effect. | For the next minute, you can increase the success level of one attempt against the same effect by one. |
Wall Jump | Climb | You move adjacent to a wall. | You move 15' along the wall in any direction, ignoring occupied spaces and negative effects. |
Boon Option: Select an additional Favored Terrain.
LEVEL 4 Ranger
Spellcasting: You become Trained in Divine Magic and learn a number of Nature Domain rituals equal to your level, the maximum spell level of which is equal to the number of odd levels you possess. Each level after taking this style, you learn an additional such ritual.
Boon Option: Add your Wisdom modifier to damage, healing, and hit points affected with Divine magic.
Two-Weapon Defense: When you have a limited or better Parry attempt against Multiple Attacks while wielding two weapons, you block an additional attack. In addition, you ignore the one-handed restriction when wielding two weapons.
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