Ranger
Hunters, survivalists, and wanderers, Rangers roam the wild lands far beyond the boundaries of the civilized world. As wardens and stewards of the land, Rangers hunt the agents of corruption and decadence eating away at the world's heart. Using their mastery of ranged weaponry and a powerful bond with nature, the Ranger eliminates prey with unerring skill and ruthless efficiency. Where is the most interesting place you've ever been? Why do you wander? What do you seek? Describe your Animal Spirit.
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Key Ability
Animal Spirit
Perk
You are accompanied by a spirit of the wilderness who takes the shape of an animal (decide which kind of animal when you first gain this Perk). Your Animal Spirit can leave and re-enter the material plane at will and the two of you communicate with perfect understanding without the need for language. You share a pool of HP, Focus, and Prowess; when one of you is damaged or healed, so is the other.
During your turn, your Animal Spirit can take one Action of your choice and uses your stats to roll with. Your Animal Spirit has three stats of its own: Ferocity, Toughness, and Cunning. Assign 3, 2, and 1 to these stats as you see fit. You may do each of the following once per round:
Choose from the following options the kind of Animal Spirit you have:
Perk
You are accompanied by a spirit of the wilderness who takes the shape of an animal (decide which kind of animal when you first gain this Perk). Your Animal Spirit can leave and re-enter the material plane at will and the two of you communicate with perfect understanding without the need for language. You share a pool of HP, Focus, and Prowess; when one of you is damaged or healed, so is the other.
During your turn, your Animal Spirit can take one Action of your choice and uses your stats to roll with. Your Animal Spirit has three stats of its own: Ferocity, Toughness, and Cunning. Assign 3, 2, and 1 to these stats as you see fit. You may do each of the following once per round:
- Increase a Combat roll by (Ferocity)
- Decrease damage to you or your Animal Spirit by (Toughness)
- Add (Cunning) dice to a Feat roll.
Choose from the following options the kind of Animal Spirit you have:
- Courser: A fierce animal like a wolf. +1 Ferocity.
- Scout: A swift animal like a hawk. +1 Cunning.
- Sentinel: A strong animal like a bear. +1 Toughness.
Ranger Schema
A Ranger draws their power from nature and may learn any Ranger or Primal Schema.
Called Shot
Action - 1 Focus
Make a range weapon attack and call your shot. The following happens if you hit:
- Head: Deal an additional (Power)d6 damage to the target.
- Arms: The target drops whatever they are holding or have equipped in their hands/arms.
- Legs: The target is Slowed (Save ends).
Action - 1 Focus
Make a range weapon attack and call your shot. The following happens if you hit:
- Head: Deal an additional (Power)d6 damage to the target.
- Arms: The target drops whatever they are holding or have equipped in their hands/arms.
- Legs: The target is Slowed (Save ends).
- Rank 2: When you use Called Shot, double your weapon's range or gain +2 to your attack roll.
- Rank 3: If you hit with Called Shot, you may push the target (Power) yards or Stagger them (Save ends).
- Rank 4: You may use Called Shot for 0 Focus if you have Advantage against the target.
- Rank 5: If you hit with Called Shot, you may use it again this turn on a different target as a Minor Action.
Feral Strike
Action - 1 Prowess
Make a weapon attack and choose one of the following:
- Gain (Toughness) Temporary HP
- Increase your DpB for this attack by (Ferocity)
- Slide the target (Cunning) yards
Action - 1 Prowess
Make a weapon attack and choose one of the following:
- Gain (Toughness) Temporary HP
- Increase your DpB for this attack by (Ferocity)
- Slide the target (Cunning) yards
- Rank 2: Your Animal Spirit can use Feral Strike any time it would make an attack.
- Rank 3: Feral Strike costs 0 Prowess when used by your Animal Spirit.
- Rank 4: Your Animal Spirit may move or make an attack as a Reaction after you use Feral Strike.
- Rank 5: When you use Feral Strike, give your Animal Spirit +1 to Toughness, Ferocity, or Cunning. This bonus is cumulative and lasts until the Scene ends.
Hunter's Prey
Minor Action
Designate an enemy within 10 yards of you as your Prey. Only one enemy at a time may be your Prey and they remain so until reduced to 0 HP or the Scene ends. Once per round, an attack you make against your Prey deals an extra 1d6 damage per Rank you have in Hunter's Prey.
Minor Action
Designate an enemy within 10 yards of you as your Prey. Only one enemy at a time may be your Prey and they remain so until reduced to 0 HP or the Scene ends. Once per round, an attack you make against your Prey deals an extra 1d6 damage per Rank you have in Hunter's Prey.
- Rank 2: You can end the effects of Hunter's Prey prematurely by designating another creature as your Prey.
- Rank 3: Each round, one attack your Animal Spirit makes against your Prey deals (Hunter's Prey Rank)d6 additional damage.
- Rank 4: As a Reaction when your Prey is reduced to 0 HP, you may designate a new creature within range as your Prey and make a weapon attack against them.
- Rank 5: Each round, one attack each of your allies makes against your Prey deals 5d6 additional damage.
Intercept
Interrupt - 1 Focus
Whenever you or an ally within (Speed) yards of your Animal Spirit is attacked, you may use the following Interrupt: your Animal Spirit moves into a space adjacent to the triggering ally and becomes the new target of the attack. Your Animal Spirit takes half damage from the triggering attack.
Interrupt - 1 Focus
Whenever you or an ally within (Speed) yards of your Animal Spirit is attacked, you may use the following Interrupt: your Animal Spirit moves into a space adjacent to the triggering ally and becomes the new target of the attack. Your Animal Spirit takes half damage from the triggering attack.
- Rank 2: If they are within range, your Animal Spirit can attack the triggering enemy as a part of Intercept.
- Rank 3: The triggering attack has Disadvantage to hit your Animal Spirit.
- Rank 4: The triggering ally gains (Toughness + Power)d6 Temporary HP after Intercept is resolved.
- Rank 5: Your Animal Spirit takes no damage while using Intercept.
Roar
Minor Action
An enemy within 10 yards of you or your Animal Spirit becomes Fixated on your Animal Spirit until your next turn starts.
Minor Action
An enemy within 10 yards of you or your Animal Spirit becomes Fixated on your Animal Spirit until your next turn starts.
- Rank 2: You gain (Toughness)d6 Temporary HP after at least one enemy Fixates on your Animal Spirit due to Roar.
- Rank 3: Enemies that Fixate on your Animal Spirit because of Roar are Weakened until their next turn ends.
- Rank 4: Roar affects an additional (Cunning) enemies at once.
- Rank 5: After using Roar, your Animal Spirit takes an Action of your choice. This may occur no more than (Ferocity) times per round.
Snare
Minor Action - 1 Focus
Place a trap in a space adjacent to you. The next creature who enters this space suffers an effect based on the trap you used. These traps have a (Power) Difficulty to detect and disarm; failing to disarm a trap triggers it against the would-be disarmer.
Learn one trap now and a new one each time you gain a Rank in Snare.
Minor Action - 1 Focus
Place a trap in a space adjacent to you. The next creature who enters this space suffers an effect based on the trap you used. These traps have a (Power) Difficulty to detect and disarm; failing to disarm a trap triggers it against the would-be disarmer.
Learn one trap now and a new one each time you gain a Rank in Snare.
- Exploding Trap: The triggering creature takes (Power)d6 damage and is knocked prone. Adjacent creatures must Save or the same happens to them.
- Flashbang Trap: The triggering creature takes (Power)d6 damage and is Staggered (Save ends).
- Gas Trap: The triggering creature takes (Power)d6 damage and is Weakened (Save ends). Adjacent creatures must Save or the same happens to them.
- Poison Trap: The triggering creature takes (Power)d6 damage now and (Power) Ongoing Damage (Save ends).
- Smoke Trap: The triggering creature takes (Power)d6 damage and is Blinded (Save ends).
- Snapjaw Trap: The triggering creature takes (Power)d6 damage and is Immobilized (Save ends).
Ranger Perks
Beastmaster
Another Animal Spirit bonds itself to you: gain a second Animal Spirit you control.
Another Animal Spirit bonds itself to you: gain a second Animal Spirit you control.
Fang Over Fang
Whenever you or an ally flanks with your Animal Spirit, both of your attacks against the flanked enemy deal an additional 1d6 damage.
Whenever you or an ally flanks with your Animal Spirit, both of your attacks against the flanked enemy deal an additional 1d6 damage.
Guardian Spirit
Enemies attacked by your Animal Spirit become Fixated on it until your next turn starts. Your Animal Spirit takes 50% less damage from all sources.
Enemies attacked by your Animal Spirit become Fixated on it until your next turn starts. Your Animal Spirit takes 50% less damage from all sources.
Mighty Spirit
Increase each of your Animal Spirits stats by 1.
Increase each of your Animal Spirits stats by 1.
Mount Up
Your Animal Spirit becomes Large-sized (if they weren't already) and allows you to ride them as a mount. While mounted, increase your Speed by 2 and your Overland Speed by 20 miles per day. Your melee attacks have Advantage while mounted. Your Animal Spirit cannot act during your turn while serving as your mount.
Your Animal Spirit becomes Large-sized (if they weren't already) and allows you to ride them as a mount. While mounted, increase your Speed by 2 and your Overland Speed by 20 miles per day. Your melee attacks have Advantage while mounted. Your Animal Spirit cannot act during your turn while serving as your mount.
Pack Mentality
While your Animal Spirit is present, you have one additional Action during your turn. You may use your Actions to command your Animal Spirit to take an Action.
While your Animal Spirit is present, you have one additional Action during your turn. You may use your Actions to command your Animal Spirit to take an Action.
Rituals
Camouflage
Spend an hour applying a disguise that will hide you in an environment of your choosing (forest, plains, desert, arctic, etc.). While camouflaged, you have Advantage on Feats made to hide and do not need to break line of sight in order to hide.
Spend an hour applying a disguise that will hide you in an environment of your choosing (forest, plains, desert, arctic, etc.). While camouflaged, you have Advantage on Feats made to hide and do not need to break line of sight in order to hide.
Gather Herbs
Spend 1 hour gathering nearby herbs to achieve one of the following effects for yourself or one ally:
- Restore 1 Stamina
- Ignore a Wound or Trauma penalty until your next Full Rest ends
- Grant a +1 bonus to Combat until your next Full Rest ends
Spend 1 hour gathering nearby herbs to achieve one of the following effects for yourself or one ally:
- Restore 1 Stamina
- Ignore a Wound or Trauma penalty until your next Full Rest ends
- Grant a +1 bonus to Combat until your next Full Rest ends
Hunt & Forage
When you begin a Full Rest, you can spend up to an hour gathering food. Make a Feat with +1d6 for every 15 minutes you spend hunting and foraging. For each Bump, you can feed one person.
When you begin a Full Rest, you can spend up to an hour gathering food. Make a Feat with +1d6 for every 15 minutes you spend hunting and foraging. For each Bump, you can feed one person.
Scout Ahead
Spend up to an hour scouting ahead. Make a Feat with +1d6 for every 15 minutes spent scouting. For each Bump, the GM will tell you about one key feature, inhabitant, or hazard of the nearby area.
Spend up to an hour scouting ahead. Make a Feat with +1d6 for every 15 minutes spent scouting. For each Bump, the GM will tell you about one key feature, inhabitant, or hazard of the nearby area.
Soothe the Savage Beast
After 20 minutes of effort, make a Feat to temporarily tame a wild animal. This Feat has Advantage if the creature is friendly and Disadvantage if it is hostile or scared. For every Bump, the creature will obey one simple (one or two step) command you issue and remain friendly to you and your allies (unless you do something to threaten or anger it).
After 20 minutes of effort, make a Feat to temporarily tame a wild animal. This Feat has Advantage if the creature is friendly and Disadvantage if it is hostile or scared. For every Bump, the creature will obey one simple (one or two step) command you issue and remain friendly to you and your allies (unless you do something to threaten or anger it).
Track Creature
Over the course of 20 minutes, you follow a trail of clues left behind by a creature until the trail ends or changes. Discover two of the following:
- Useful information about your quarry as described by the GM
- What caused the trail to change or end
- Where your quarry went from here
Over the course of 20 minutes, you follow a trail of clues left behind by a creature until the trail ends or changes. Discover two of the following:
- Useful information about your quarry as described by the GM
- What caused the trail to change or end
- Where your quarry went from here
Traverse Wilderness
Name a type of terrain (forest, plains, mountains, etc.) and spend an hour preparing to traverse it. Your overland travel speed through this terrain is doubled, you encounter fewer hazards (at the GM's discretion), and have Advantage on any Feat related to overcoming the terrain's obstacles.
Name a type of terrain (forest, plains, mountains, etc.) and spend an hour preparing to traverse it. Your overland travel speed through this terrain is doubled, you encounter fewer hazards (at the GM's discretion), and have Advantage on any Feat related to overcoming the terrain's obstacles.
What the Wolf Saw
Stare into the eyes of your Animal Spirit for 10 minutes. You fall unconscious, but see through your Animal Spirit's eyes, controlling its actions for up to 6 hours. You may voluntarily awaken from this trance any time but are forced out of it if your Animal Spirit is injured.
Stare into the eyes of your Animal Spirit for 10 minutes. You fall unconscious, but see through your Animal Spirit's eyes, controlling its actions for up to 6 hours. You may voluntarily awaken from this trance any time but are forced out of it if your Animal Spirit is injured.