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Ranger

HP Per Level: 9.

Keywords: Ranger, Martial, Talented.

Rangers are cunning hunters of both men and monsters, equally at home in the wild as they are in a dungeon. They have mastered the bow, tracking, survival, and know every monster by the smell of their urine. You may evade them but you’ll never escape them except in a coffin…

Ranger Proficiencies

  • Weapons
    • All Simple Weapons (Professional)
    • All Martial Weapons (Professional)
    • All Ranged Weapons (Exceptional)
  • Defense: Professional
    • Armors: Light, Medium
  • Saves
    • Fortitude Save (Professional)
    • Reflex Save (Skilled)
    • Will Save (Skilled)
  • Option: You may change your Reflex Save to Professional. In exchange, your Fortitude Save changes to Skilled.
  • Bonus Languages: Select 1 Animal Language or Far-Call.

Ranger Skills

You are Professional in 2 of the following skills: Animal Husbandry, Athletics, Medicine, Perception, Stealth, or Technological Lore. Additionally, you are Exceptional with Fieldcraft.

Level Class Features
1 Signature - Determined Hunter, Hunt, Track
2 (Feat)
3 1st Ranger Trick
4 (Honor)
5 (Ability Score Increase)
6 Archer, Talented
7 (Feat)
8 2nd Ranger Trick
9 (Honor)
10 (Ability Score Increase)
11 Master Hunter
12 (Feat)
13 3rd Ranger Trick
14 (Honor)
15 (Ability Score Increase)
16 Talented
17 (Feat)
18 4th Ranger Trick
19 (Honor)
20 Capstone - Lord of the Hunt, (Ability Score Increase)

Class Features

Signature Ability: Determined Hunter (1st Level)

The thrill of the hunt drives you onward, giving you the energy to go just that little bit farther, to fire off that one last shot, to resolve the chase that much quicker.

Benefit: Spend 1 Hero Dice to grant yourself 1 additional action this turn. This can only be done once per turn and this action must exclusively target an enemy creature you’re hunting.

Deeper Rules

  • This can only be used on single-action actions.
  • This can be used to move but only if it is directly towards the target of your hunt.
  • This only functions while in combat or similarly dramatic situations.
  • This only functions while you have a hunted target.

Hunt (1st Level)

“You. You will make fine prey.”

Benefit: As a single action you can select a creature you can see and make it the target of your hunt. You get a +3 on attack rolls and skill checks directly targeting (or pertaining to) the target of your hunt. You cannot hunt another target until your current target is dead, flees (i.e., is no longer relevant), or 1 hour passes.

Track (1st Level)

You can always find your prey, wherever they run.

Benefit: You gain Detect (hunted).

  • Boost: You can spend a Hero Dice to gain an Absolute bonus on a check to track the target of your hunt.

Archer (6th Level)

You know how to get the most out of a bow; where to place shots, how to aim under pressure, even how to fire in close quarters.

Benefit: You are innately skilled with a bow. You do not provoke attacks of opportunity when firing a bow, add your Dexterity to damage rolls with bows (rather than no Ability modifier), and add 1/2 your level to damage with bows. This bonus damage is precision damage.

Talented (6th Level)

Benefit: You gain the Talented feat.

Master Hunter (11th Level)

Find that moment of zen, that point where you have all the time in the world to line up the perfect shot. Once you can find that point whenever you want, then you can call yourself a true marksman.

Benefit: As a free action once per turn you can spend a Hero Dice to grant yourself an Absolute bonus on attack rolls against the target of your hunt and skill checks directly pertaining to the target of your hunt until the start of your next turn.

Talented (16th Level)

Benefit: You gain the Talented feat.

Capstone: Lord of the Hunt (20th Level)

In all the hunts and fights you’ve been through, you’ve come to one conclusion; an arrow through the neck tends to kill just about anything.

Benefit: While using your Hunt class feature, your attacks gain

  • Boost: Upon a successful attack against the target of your hunt you can spend a Hero Dice to deal Absolute damage on that attack against them.

Ranger Tricks

Arrow Storm

When told that the ranger’s arrows would block out the sun the warrior remarked with a laugh, 'Good. Then we will fight in the shade.” These were his last words.

Prerequisites: Professional in Military Lore.

Benefit: With supernatural skill and speed, you can launch a torrent of arrows. As a full-round action you make a single attack roll and compare it to the AC of all creatures within a 15-foot cone. Likewise, you roll damage once; all affected creatures receive the same damage (each creature takes a maximum of 1 hit).

Deeper Rules

  • Uniform Ammunition: You must use 20 of the same kind of ammunition.
  • Slow Reload: This may not be done with weapons with the Slow Reload trait.
  • Drawing the Ammunition: All 20 pieces of ammunition must be in an easy-to-draw location, such as a quiver.

Beast Speaker

“I’m fluent in bear, bird, cat, and horse, and semi-fluent in snake and fish. I’m a little rusty on my chipmunk though…”

Benefit: You gain 3 animal languages of your choice. This ranger trick may be selected multiple times. Each time it applies to 3 new animal languages of your choice.

Bow and Blade

You can’t always rely on a bow to be useful all the time, so it’s helpful to have training in another weapon to fall back on.

Benefit: Pick a manufactured melee weapon. Any ranger class feature that requires the use of a bow can be used with that manufactured melee weapon. This is provided that your manufactured melee weapon can reach the target in question.

Deeper Rules

  • Dex to Damage: The archer class feature lets you add your Dexterity to damage with ranged weapons. As melee weapons already have your Strength added to damage, your Dexterity can be added in place of your Strength modifier (not in addition to).

Countershot

With exceptional reflexes you snipe an arrow mid-flight with one of your own.

Benefit: Once per turn you can spend a Hero Dice to attempt to counter a ranged attack initiated within 30 feet of you. You use your proficiency with whatever manufactured ranged weapon you are wielding.

Deeper Rules

  • What Can Your Countershot?: You can countershot any sort of traditional ammunition based attack that your attack could hit. For example It would let you counter an arrow or even a bullet but wouldn’t let you counter a ghostly arrow, a spell, or a catapult boulder.

Disciple of the Leaf

You’ve picked up a few tricks in the wilds, and can tap into old magical practices.

Benefit: Select a nature spell. You can cast that spell once per short rest as an innate (Fieldcraft) spell.

  • Boost: You can spend 1 Hero Dice to cast the spell additional times per short rest.

Eagle Eye

Nothing escapes your sight.

Prerequisite: Professional in Perception.

Benefit: All your senses that allow you to “Detect” something now allow you to Pinpoint them at the same range.

Evade Pursuit

You leave no trace as you pass, not even a snapped twig or boot print in deep mud.

Benefit: You leave no tracks unless you wish to. This means the DC to track you is Absolute.

  • Boost: You can spend 1 Hero Dice to extend this benefit to your party’s track for 1 hour as you obscure their passing.

Favored Enemy

You’ve studied a foe long and hard and your training has paid off.

Benefit: Select 1 keyword that defines a category of enemy (GM has final approval over what is appropriate). You are always considered to be “hunting” such creatures, in addition to whichever creature you are currently hunting.

Mobile Scout

You know how to get around the woods… and lakes… and the mountains… and everywhere else.

Prerequisite: Skilled in Athletics.

Benefit: You gain a climb speed and a swim speed equal to half your move speed.

Ranger Sense

Different prey can require special means of perception to track, so you’ve trained your senses to their limit.

Benefit: You gain darkvision (120 ft), blindsense (movement) 120 ft, and Scent (1 mile).

Rapid Reload

You’ve drilled day in and day out to shave precious seconds off your reload time because you know the only good archer is an archer with a ready arrow.

Benefit: Bows with the slow reload quality (including crossbows) lose the slow reload quality. This does not apply to weapons that deal d12 damage (or more).

  • Boost: You may spend a Hero Dice to apply this effect to normally excluded bows until the end of your turn.

Sentry

You’re trained as a sentry and are better than anyone at serving as a lookout.

Prerequisite: Professional in Perception. You can choose to roll your proficiency with Perception, rather than a Reflex save, to determine your initiative.

Benefit: Additionally, allies with lower initiative rolls may choose to go directly after you in the initiative order, regardless of their roll.

Sniper

Adjust for the wind, aim a little higher to make up for the distance, and… perfect.

Prerequisite: Professional in Perception.

Benefit: Your range with all bows doubles.

  • Boost: You can spend a Hero Dice to give yourself Absolute range with all bows, so long as you can see your target (and have line of effect to them).

Sidebar: Bows & Crossbows

Crossbows are part of the bow weapon group.

Sure Footed

With swift strides, sure feet, years of experience, and the grace of a cat you flow over the group like water down a hill. No briar will snag you, no root ensnare you, no tree block you, no loose earth tumble you.

Benefit: You treat naturally occurring difficult terrain as normal terrain. Additionally, while in the wild you automatically pass any Acrobatics check with a DC of Heroic (30) or less.

Tireless Pursuit

Pursuit predation at its finest.

Benefit: You take no penalty when tracking at speed and cannot tire while tracking a foe. This means you do not need to sleep, suffer from the Tired condition due to travel, or need to pass other checks required to continue moving. The foe in question should pose a significant threat to the ranger or have narrative relevance (GM discretion).

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