Rangers draw their power from a mixture of a connection to the land and their own physical strength. As skilled hunters, they specialize in eliminating certain foes and most commonly have a beast as their familiar. Rangers often switch between ranged and melee weapons - each ability that describes a Ranged attack can translate into a melee attack (see your GM for details). Rangers primarily focus on Ranged Attack and Reflex, though Light Attack is a close follow-up for melee fighters. Other focuses are Survival and Crafting for survivalists and Animal Handling and Insight for empaths.
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 2 | A2 | Bear Trap | 5 act | 5 actions. Requires 1 Steel. You place a trap on an adjacent space. If an enemy moves on that space, they take 1d6 damage and are stuck for 3 turns. Must roll 12+ Hardware: Weaponry. Upgrades:
|
| 2 | B2 | Detect Poison and Disease | Passive | Passive. You gain +10 Bonus Survival when sensing any poison or disease within 10 spaces of you. Survival. |
| 3 | A3 | Poison Trap | 5 act | 5 actions. Requires 1 Steel and 1 Herbs. You place a trap on an adjacent space. If an enemy moves on that space, they are injected with lethal poison, dealing 1d4 damage (bypassing armor) each turn. Must roll 14+ Hardware: Weaponry. Upgrades:
|
| 3 | B3 | Alarm | 12 act | 12 actions. You secure an area up to 5x5 spaces with an alarm. It can be audible (everyone hears it) to mental (you hear it). You may designate anyone to not trigger the alarm. If asleep, the alarm will wake you. Lasts 8 hours or until called off. Hardware: Machinery vs Stealth. |
| 4 | A4 | Fire Trap | 5 act | 5 actions. Requires 1 Steel and 1 Flint. You place a trap on an adjacent space. If an enemy moves on that space, they are ignited, taking 1d6 fire damage (bypassing armor) each turn. Must roll 16+ Hardware: Weaponry. Upgrades:
|
| 4 | B4 | Camouflage | 3 act | 3 actions. You vanish from the sight of all enemies, but cannot make any actions. If anyone moves into your spot, you will be discovered. Lasts until called off or discovered. Stealth vs Detection. |
| 5 | A5 | Flash Trap | 5 act | 5 actions. Requires 1 Steel and 1 Herbs. You place a trap on an adjacent space. If an enemy moves on that space, an intense flash of light hits them, blinding them for 3 turns. Must roll 18+ Hardware: Weaponry. |
| 5 | B5 | Trap Sense | Passive | Passive. When searching for traps, you may add your Survival to your Detection roll. Survival vs Hardware: Weaponry. |
| 6 | A6 | Zip Trap | 5 act | 5 actions. Requires 1 Steel and 1 Wire. You place a trap on an adjacent space. If an enemy moves on that space, they will be tied and zipped over to another space of your choosing (in the vicinity). Must roll 20+ Hardware: Weaponry. |
| 6 | B6 | Cordon | 60 act | 60 actions. You enchant 4 parts of ammunition to defend a 5x5 area. If anyone other than your designated targets enter the area, 1 ammo flies into them per space traveled, attacking them for 1d12 damage. Lasts 8 hours or until all ammunition has been used up. Enchantments vs Acrobatics. Upgrades:
|
| 7 | A7 | Exploding Trap | 5 act | 5 actions. Requires 1 Steel and 1 Flint. You place a trap on an adjacent space. If an enemy moves on that space, they and everyone within 2 spaces of them take 2d8 damage and are knocked away 4 spaces. Must roll 22+ Hardware: Weaponry. Upgrades:
|
| 7 | B7 | Strider | 1 act | 1 action. You gain +5 Bonus Stealth, +2 Move actions, and you can move through an occupied space, so long as you donβt end your turn there. Lasts 3 turns. |
| 13 | B13 | Track | 4 act | 4 actions. Requires an item belonging to the target, or a location the target has been. You sense the location of any living being, allowing you to track them down. Lasts for as long as you stay out of combat. Survival vs Stealth. |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 1 | E1 | Focus Shot | 6 act | 6 actions. After your actions are spent, treat your next Attack move as if you rolled a natural 20. Weapon vs Reflex. |
| 2 | D2 | Net Shot | 3 act | 3 actions. You fire a shot at the target, doing no damage but encapsulating them in a net. The target can escape with a blade or a Athletics roll of 18+. Hardware: Weaponry vs Reflex. |
| 2 | E2 | Double Shot | X | X actions. You attack for 2W damage. This uses up 2 ammunition if Ranged. Ranged Attack vs Reflex. |
| 3 | D3 | Bullseye | X | X actions. You fire at a target within your weapon's range, dealing no damage but using your Ranged Attack instead of Finesse Attack to Disarm them. If successful, their main-hand weapon flies 4 spaces away from them. Ranged Attack vs Reflex. |
| 3 | E3 | Flame Shot | 2 act | 2 actions. You enchant your weapon with primal energy. Its next successful attack deals 1W damage and ignites them, dealing 1d6 fire damage (bypassing armor) each turn. You may use this attack as often as you'd like in battle. Must roll 14+ Enchantments. |
| 4 | D4 | Exposing Shot | 5 act | 5 actions. You fire a shot at the target, dealing 1W damage and reducing their Armor by 3. Lasts 5 turns. Ranged Attack vs Reflex. Upgrades:
|
| 4 | E4 | Poison Shot | 2 act | 2 actions. You enchant your weapon with primal energy. Its next successful attack deals 1W damage and injects the target with poison, dealing 1d4 poison damage (bypassing armor) each turn. This can be used as often in battle as you'd like. Must roll 16+ Enchantments. |
| 5 | D5 | Smoke Shot | 4 act | 4 actions. Requires 1 Flint. You fire a shot, creating a 4x4 area of smoke where it lands. Everyone in that area is considered blinded. The smoke lasts for 3 turns or until blown away. Hardware: Weaponry. |
| 5 | E5 | Crafty | Passive | Passive. You may choose to use Hardware: Weaponry instead of Enchantments when enhancing your next attack with a weapon. Hardware: Weaponry. |
| 6 | D6 | Hail Of Thorns | 2 act | 2 actions. You enchant your weapon with primal energy. Its next successful attack deals 1W damage, then launches thorns from the target, dealing 1d4 damage to all targets within 4 spaces. This can be used as often as you'd like in battle. Must roll 20+ Enchantments. Upgrades:
|
| 6 | E6 | Piercing Shot | 2 act | 2 actions. You enchant your weapon with primal energy. Its next successful attack deals 2W, then flies through and hits another target within 3 spaces for 1W. You may use this as often as you'd like in battle. Must roll 20+ Enchantments. |
| 7 | D7 | Scatter Shot | 6 act | 6 actions. You fire a shot, dealing damage equal to your Hardware: Machinery to everyone in a 1x4 cone, also knocking them away 4 spaces. Ranged Attack vs Reflex. |
| 7 | E7 | Lightning Shot | 2 act | 2 actions. You enchant your weapon with primal energy. Its next successful attack deals an extra 1d12 lightning damage (doubled if Armor is greater than 7) to the target. The lightning chains to another target within 5 spaces. This can be used as often as you'd like in battle. Must roll 22+ Enchantments. Upgrades:
|
| 8 | E8 | Triple Shot | X | X actions. You attack for 3W damage. This uses up 3 ammunition if Ranged. Ranged Attack vs Reflex. |
| 13 | E13 | Volley | X+3 | X+3 actions. Fires a volley into a 3x3 area, dealing 1W damage to all targets within it. Uses up 9 of your ammunition. Ranged Attack vs Fortitude. |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 2 | G2 | Animal Empathy | 4 act | 4 actions. You gain +10 Bonus Animal Handling to turn a beast friendly for 3 turns. Animal Handling vs Will. Upgrades:
|
| 2 | H2 | Favored Enemy | Passive | Passive. Choose a Race to be a Favored Enemy. You gain +2 to all Defenses, Attacks, and Damage when battling this enemy. Aberrations/Demons. Beasts. Constructs. Dragons/Sahuagin. Dwarves/Halflings. Elves/Drow. Giants/Trolls. Goblins/Kobolds. Humans. Orcs/Ogres. Undead. |
| 3 | G3 | Beast Bond | 6 act | 6 actions. You can see and hear from an animal's perspective. This does not interfere with your own senses. Lasts up to 1 hour or until dismissed. Animal Handling vs Will. |
| 3 | H3 | Zephyr Strike | 6 act | 6 actions. You move 3 spaces and attack a target within weapon range for 1W+1d8 damage. Intimidate vs Reflex. |
| 4 | G4 | Familiar | 12 act | 12 actions. You summon 1 random animal companion (based on a d6 roll) from your environment to fight alongside you until either it dies or you release it. You may also use this ability to tame an unowned non-mythical animal in the vicinity. Acquiring a new familiar will automatically release your current one. Your familiar levels up with you. All animals gain 1 ability every 5 levels. Animal Handling vs Will. |
| 4 | H4 | Feral Sense | Passive | Passive. When detecting hidden creatures, you may use Survival instead of Detection. Survival vs Stealth. |
| 5 | G5 | Heal Familiar | 6 act | 6 actions. You channel life energy into your familiar, healing them 1d6 HP. You may keep casting this for as long as you concentrate, not making any other actions. Animal Handling. Upgrades:
|
| 5 | H5 | Plant Control | 9 act | 9 actions. You take control of all plants within 5 spaces, commanding them like you would a familiar. Plants can grow to the maximum natural size, produce vegetation, and even attack adjacent enemies at your command. Must roll 18+ Survival. Upgrades:
|
| 6 | G6 | Mount Familiar | Passive | Passive. You may ride atop your familiar with no penalties. This does not count toward other beasts. Piloting/Driving. |
| 6 | H6 | Speak With Animals | Passive | Passive. You can communicate with animals as if they spoke your native language. Animal Handling. |
| 7 | G7 | Tag Team | Passive | Passive. If you and your familiar successfully attack the same target in a turn, your target takes an extra 1d6 damage from each attack. This can only happen once per battle. Attack vs Fortitude. |
| 7 | H7 | Quarry | 2 act | 2 actions. You choose a target as your quarry. Each of your attacks against that target deals an extra 1d6 damage. Lasts 3 turns. Intimidation vs Will. Upgrades:
|
| 13 | H13 | Familiars | Passive | Passive. You may now have 2 Familiars. Animal Handling. |