Ranger
Rangers utilize ranged and thrown weapons to engage their enemies from a safe distance, specializing in light armor and maintaining space between themselves and their opponents.
Rangers utilize ranged and thrown weapons to engage their enemies from a safe distance, specializing in light armor and maintaining space between themselves and their opponents. Dexterity or Strength should be a Ranger's highest Attribute, followed by Wisdom or Constitution.
Playing a Ranger
XP Cost : 4 Prerequisites : DEX 14
Meet the Prerequisites and pay this Archetype's XP cost to gain the following:
Training
Gain Training in Fine Motor and 2 of the following Skills: Acrobatics, Athletics, Survival, Stealth, Perception or Investigation.
Gain training in the use of 1 Melee weapon type.
Gain Training in the use of 2 Ranged and/or Thrown Weapon Types.
Equipment
Acquire a Common Suit of Light Armor of your choice.
Acquire a Common or Uncommon Ranged Weapon of your choice.
Acquire a Common Melee Weapon of your choice.
Acquire a Common or Uncommon Bundle of your Choice.
Trait
Ranger Tactics Gain +2 AC vs Ranged Attacks of which you are aware. You do not suffer an Aim Penalty when your allies or non-target creatures or objects are within 1 meter of your target.
Archetype Trait
Quick-Shot You have 1 additional Ranged Attack Action at your disposal.
Traits and Abilities
Purchase with XP
Traits
Nimble
XP Cost: 2 Prerequisites: Ranger
Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.
Strong
XP Cost: 2 Prerequisites: Ranger
Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.
Resiliant
XP Cost: 2 Prerequisites: Ranger
Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.
Quick-Shot II
XP Cost : 3 Prerequisites : Ranger, Quick-Shot
You have 1 additional Ranged Attack Action at your disposal.
Quick-Shot III
XP Cost : 4 Prerequisites : Ranger, Quick-Shot II
You have 1 additional Ranged Attack Action at your disposal.
Full Draw
XP Cost : 4 Prerequisites : Ranger, Strength of 18 or higher (Bows and Slingshots Only)
Your tremendous strength allows you to fully draw your weapon with each pull, even in the midst of battle.
You may add your Strength Modifier to Ranged Attack Damage Rolls made with Bows and Slingshots.
Follow-Through
XP Cost : 4 Prerequisites : Ranger, Dexterity of 18 or higher (Bows and Slingshot Only)
Your nimble movements and perfect follow-through ensure that when you hit you mark, it feels it.
You may add your Dexterity Modifier to Ranged Attack Damage Rolls made with Bows and Slings.
Basic Maneuvers
XP Cost : 1 Prerequisites : Ranger
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier I Maneuvers of the chosen type.
Expert Maneuvers
XP Cost : 2 Prerequisites : Ranger, Basic Maneuvers of the same type.
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier II Maneuvers of the chosen type.
Special Maneuvers
XP Cost : 3 Prerequisites : Ranger, Expert Maneuvers of the same type.
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier III Maneuvers of the chosen type.
Thrown Weapon Training
XP Cost : 1 Prerequisites : Ranger
You are now considered to have training with 1 thrown weapon type of your choice.
Light Armor Specialist
XP Cost : 2 Prerequisites : Ranger
You gain an additional Bonus to your AC equal to ½ your DEX Modifier.
Might Maneuver Expert
XP Cost : 2 Prerequisites : Ranger
You reduce the Initial cost of all Tier I Might Abilities by ½.
Might Maneuver Veteran
XP Cost : 3 Prerequisites : Ranger, Might Maneuver Expert
You reduce the Initial cost of all Tier II Might Abilities by ½.
Might Maneuver Specialist
XP Cost : 4 Prerequisites : Ranger, Might Maneuver Veteran
You reduce the Initial cost of all Tier III Might Abilities by ½.
Stamina Maneuver Expert
XP Cost : 2 Prerequisites : Ranger,
You reduce the Initial cost of all Tier I Stamina Abilities by ½.
Stamina Maneuver Veteran
XP Cost : 3 Prerequisites : Ranger, Stamina Maneuver Expert
You reduce the Initial cost of all Tier II Stamina Abilities by ½.
Stamina Maneuver Specialist
XP Cost : 4 Prerequisites : Ranger, Stamina Maneuver Veteran
You reduce the Initial cost of all Tier III Stamina Abilities by ½.
Focus Maneuver Expert
XP Cost : 2 Prerequisites : Ranger
You reduce the Initial cost of all Tier I Focus Abilities by ½.
Focus Maneuver Veteran
XP Cost : 3 Prerequisites : Ranger, Focus Maneuver Expert
You reduce the Initial cost of all Tier II Focus Abilities by ½.
Focus Maneuver Specialist
XP Cost : 4 Prerequisites : Ranger, Focus Maneuver Veteran
You reduce the Initial cost of all Tier III Focus Abilities by ½.
Endurance Training
XP Cost : 2 Prerequisites : Ranger
You reduce the cost to Sustain all your Maneuvers by ½.
Nimble Evasion
XP Cost : 1 Prerequisites : Ranger
Gain training in DEX Saving Throws.
Lightning Reflexes
XP Cost : 1 Prerequisites : Ranger
You gain +2 to your Initiative.
Quick Recovery
XP Cost : 2 Prerequisites : Ranger
You may stand from the prone position using a Motion.
Relentless
XP Cost : 2 Prerequisites : Ranger
Gain one additional Reaction.
Relentless II
XP Cost : 3 Prerequisites : Ranger, Relentless
Gain one additional Reaction.
Relentless III
XP Cost : 4 Prerequisites : Ranger, Relentless II
Gain one additional Reaction.
Efficient
XP Cost : 1 Prerequisites : Ranger
You gain one additional Motion.
Efficient II
XP Cost : 2 Prerequisites : Ranger, Efficient
You gain one additional Motion.
Superior Focus
XP Cost : 2 Prerequisites : Ranger
Gain +2 Focus.
Superior Aim
XP Cost : 2 Prerequisites : Ranger
The Aim penalty for Targeting is reduced by ½.
Abilities
Bow-Breaker
XP Cost : 3 Prerequisites : Ranger, Strength of 18 or Higher (Bows and Slingshots Only)
You may now choose to deal additional damage on bow and Slingshots Damage Rolls. To do so, spend 1 Might Point and roll 1d6. Deal the amount of damage rolled to the users weapon. Double that amount is added to the Ranged Attack Damage Roll. If any Weapon is reduced to 0 Item HP it is broken and cannot be used until repaired.
Overdraw
XP Cost : 2 Prerequisites : Ranger (Bows and Slingshots Only)
Choose and Attribute Resource Pool, Might, Stamina or Focus.
From now on, when you make Ranged Attacks with a Bow or Slingshot Weapon, you may spend a single Point of the chosen ARP to Overdraw your weapon and add 1d6 Damage of the same type to the Ranged Attack Damage Roll.
Overdraw should be declared as or before the Attack Roll is made.
Overdraw II
XP Cost : 3 Prerequisites : Ranger, Overdraw (Bows and Slingshots Only)
Increase your overdraw Damage bonus to 1d8.
Overdraw III
XP Cost : 4 Prerequisites : Ranger, Overdraw II (Bows and Slingshots Only)
Increase your overdraw Damage bonus to 1d10.
Charged Shot
XP Cost : 2 Prerequisites : Ranger
You can combine Ranged Attack Actions into one supercharged attack. To do so, simply state that you would like to use a charged shot. For each Attack Action used for the charged shot you may add another die of damage equal to your ranged weapon damage for the weapon used. When you make any Ranged attack that is not a charged shot, including maneuvers, you release the charged shot damage die/dice along with the attack, effectively combining the damage of multiple attacks while only having to make a single attack roll.
Arrow and Bolt Recovery
XP Cost : 2 Prerequisites : Ranger
You never lose arrows or bolts as long as you have 10 minutes or more to Search the Battle Area for your Ammunition. Arrows and Bolts that Hit Targets that escape the battlefield are still lost as normal.
First Shot
XP Cost : 2 Prerequisites : Ranger
As long as you have a Ranged Weapon drawn when you Roll Initiative you may make a single Ranged Attack prior to the start of combat as a Reaction.
Rapid Reload
XP Cost : 2 Prerequisites : Ranger
The Action Cost to Reload all Ranged Weapons you are Trained to Wield is reduced down to the next lowest Action Cost. Use the table below as a reference.
Full Round Action > | Action > | Motion > | No Action Cost |
---|
Breathing Room
XP Cost : 2 Prerequisites : Ranger
While wielding a ranged weapon, As long as your weapon is loaded whenever an enemy comes within 2 meters of your position you may use your Reaction to make a single Ranged Attack with your Equipped Weapon.
You may make a Ranged Attack with both your weapons at the standard penalty if you are Dual Wielding.
Quick Draw
XP Cost : 2 Prerequisites : Ranger
You can Draw and Hold any non-large Weapons in a worn Holster at no Action cost.
Dual Wielder
XP Cost : 2 Prerequisites : Ranger
You gain +1 to your AC while Dual Wielding Melee Weapons.
While Wielding 2 or more Weapons, once per turn, you may Make 1 additional Attack with the Wielded Weapons. The additional Attack is always rolled with a -2 to Hit.
Dual Wielder II
XP Cost : 4 Prerequisites : Ranger, Dual Wielder
Increase your AC to Bonus While Dual Wielding Melee Weapons to +2.
While Wielding 2 or more weapons, once per turn, you may now make 2 additional Attacks with the Wielded Weapons. The 1st additional Attack is always Rolled with a -2 to Hit, the 2nd additional Attack is always made with a -4 to Hit.
Dual Wielder III
XP Cost : 6 Prerequisites : Ranger, Dual Wielder II
Increase your AC to Bonus While Dual Wielding Melee Weapons to +3.
Penalties for Additional Attacks while Dual Wielding are now Halved.
Shot Grouping
XP Cost : 3 Prerequisites : Ranger
Each additional Hit on the same target grants +1 Hit that same target after the first Hit(Maximum of +10). This bonus expires at the end of the round the Hit was dealt.
Pincushion
XP Cost : 3 Prerequisites : Ranger
Each additional Hit on the same target deals +1 Damage after the first Hit(Maximum of +10). This bonus expires at the end of the round the damage was dealt.
Sniper
XP Cost : 2 Prerequisites : Ranger
The extended range of your weapons is no longer at Disadvantage and instead has a -2 penalty.
You can use a Spyglass or Scope on your weapon to Ignore the -2 Penalty.