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	<title>Ranger V1 - Revision history</title>
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	<updated>2026-09-21T10:04:43Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.risenholm.com/index.php?title=Ranger_V1&amp;diff=1616&amp;oldid=prev</id>
		<title>Tildryn: Created page with &quot;Rangers draw Power from primal energies around them, drawing supernatural intuition regarding their surroundings and the creatures that inhabit it. They possess high HP and proficiencies to make them effective martial combatants, and are supplemented by a small selection of Primal spells and features to make them specialized in area control. Their archetypes empower their area superiority, their effectiveness as a tank, or grants them a potent...&quot;</title>
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		<updated>2026-08-21T05:11:58Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;Rangers draw &lt;a href=&quot;/index.php/%22Power%22&quot; title=&quot;&amp;quot;Power&amp;quot;&quot;&gt;Power&lt;/a&gt; from primal energies around them, drawing supernatural intuition regarding their surroundings and the creatures that inhabit it. They possess high HP and proficiencies to make them effective martial combatants, and are supplemented by a small selection of Primal spells and features to make them specialized in area control. Their &lt;a href=&quot;#Archetypes&quot;&gt;archetypes&lt;/a&gt; empower their area superiority, their effectiveness as a tank, or grants them a potent...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Rangers draw [[&amp;quot;Power&amp;quot;|Power]] from primal energies around them, drawing supernatural intuition regarding their surroundings and the creatures that inhabit it. They possess high HP and proficiencies to make them effective martial combatants, and are supplemented by a small selection of Primal spells and features to make them specialized in area control. Their [[#Archetypes|archetypes]] empower their area superiority, their effectiveness as a tank, or grants them a potent animal companion.&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Dexterity&amp;#039;&amp;#039;&amp;#039; is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|Knockdown]]. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:A high &amp;#039;&amp;#039;&amp;#039;Constitution&amp;#039;&amp;#039;&amp;#039; is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Dexterity&amp;#039;&amp;#039;&amp;#039; contributes to Armor Class depending on armor type and your Reflex save.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; contributes to your maximum [[General Mechanics Information#Maneuvers|Maneuver]] pool and Reflex save.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Wisdom&amp;#039;&amp;#039;&amp;#039; contributes to your spellcasting, Will save and the duration of [[Feats#Maneuver: Called Shot|Maneuver: Called Shot]].&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; contributes to certain [[#Archetypes|Archetype]] features, support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]], and your Will save.&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Hit Die:&amp;#039;&amp;#039;&amp;#039;: d10 (10 HP per Level)&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Proficiencies&amp;#039;&amp;#039;&amp;#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Skill Points per Level (*4 at 1st level)&amp;#039;&amp;#039;&amp;#039;: 6&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039;: All&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Primary Saving Throw(s)&amp;#039;&amp;#039;&amp;#039;: Fortitude, Reflex&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Spellcasting Ability&amp;#039;&amp;#039;&amp;#039;: Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Spellcasting Type&amp;#039;&amp;#039;&amp;#039;: Primal. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Spellbook&amp;#039;&amp;#039;&amp;#039;: Rangers know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Maneuver: Called Shot|Maneuver: Called Shot]], [[#Simple Weapon Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Bonus Feat: Combat Style|Bonus Feat: Combat Style]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Awareness|Awareness]], [[#Favoured Terrain|Favoured Terrain]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Woodland Stride|Woodland Stride]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8 ||  [[#Evasion|Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ranger Core Mechanics ==&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Maneuver: Called Shot&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
The Ranger learns the [[Feats#Maneuver: Called Shot|&amp;#039;&amp;#039;Called Shot&amp;#039;&amp;#039;]] [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Simple Weapon Mastery&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
The Fighter receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Bonus Feat: Combat Style&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
The Ranger receives a bonus feat with which they may learn an additional Combat Style.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Awareness&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
A Ranger has an &amp;#039;&amp;#039;Awareness&amp;#039;&amp;#039; pool with a maximum capacity equal to their class level. This is used by class features such as &amp;#039;&amp;#039;Favoured Terrain&amp;#039;&amp;#039;. The Ranger recovers 1 &amp;#039;&amp;#039;Awareness&amp;#039;&amp;#039; upon slaying an &amp;#039;&amp;#039;Elite&amp;#039;&amp;#039; rated enemy or higher.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Favoured Terrain&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
The Ranger is able to identify positions where the environment puts them at an advantage over their enemies. These appear to the Ranger as 7m radius zones of &amp;#039;&amp;#039;Favoured Terrain&amp;#039;&amp;#039; within which they gain a +1 attack bonus, +2 physical damage to their attacks, and enemies suffer a -1 attack bonus penalty as well as a 10% movespeed penalty. The Ranger may use this feat to consume a use of &amp;#039;&amp;#039;Awareness&amp;#039;&amp;#039; and designate a location as &amp;#039;&amp;#039;Favoured Terrain&amp;#039;&amp;#039; at a place of their choosing within 40m. Each instance of &amp;#039;&amp;#039;Favoured Terrain&amp;#039;&amp;#039; lasts one minute.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Woodland Stride&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
The character is immune to the [[Spells#Grease|Grease]], [[Spells#Web|Web]], and [[Spells#Entangle|Entangle]] spells.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Evasion&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Spell List&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|1st Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|2nd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|3rd Level Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Camouflage|Camouflage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Entangle|Entangle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Barkskin|Barkskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cat&amp;#039;s Grace|Cat&amp;#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Animal|Hold Animal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#One With The Land|One With The Land]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist Elements|Resist Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Purge|Invisibility Purge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection From Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Spellcasting Progression&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
Rangers receive the following number of spell slots per level, with bonus slots possible from a high WIS modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Slots (level 1/level 2/level 3)&lt;br /&gt;
|-&lt;br /&gt;
|1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|5 || 2/1&lt;br /&gt;
|-&lt;br /&gt;
|9 || 3/2/1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Wayfinder&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
&amp;#039;&amp;#039; &amp;quot;I know the way.&amp;quot; &amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Guide&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Allies can now benefit from the base bonuses of your [[#Favoured Terrain|&amp;#039;&amp;#039;Favoured Terrain&amp;#039;&amp;#039;]] while being within it. You receive double the benefits for being within [[#Favoured Terrain|&amp;#039;&amp;#039;Favoured Terrain&amp;#039;&amp;#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Wayfinding&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Enemies inside your [[#Favoured Terrain|&amp;#039;&amp;#039;Favoured Terrain&amp;#039;&amp;#039;]] receive a 25% vulnerability to all damage.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;The Road Less Travelled&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|If an ally strikes an enemy suffering from the vulnerability effect of &amp;#039;&amp;#039;Wayfinding&amp;#039;&amp;#039;, and they do not already have the [[Spells#Haste|&amp;#039;&amp;#039;Haste&amp;#039;&amp;#039;]] effect, they receive the [[Spells#Haste|&amp;#039;&amp;#039;Haste&amp;#039;&amp;#039;]] effect for one minute.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Warden&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
&amp;#039;&amp;#039; &amp;quot;This land is my land.&amp;quot; &amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Borders&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Enemies inside your [[#Favoured Terrain|&amp;#039;&amp;#039;Favoured Terrain&amp;#039;&amp;#039;]] suffer double the penalties for being within its area. In addition, you now receive 10% Physical Damage Immunity while within its borders. This damage immunity increases by another 10% for each Warden archetype feature.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Warding&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| When an enemy is within your [[#Favoured Terrain|&amp;#039;&amp;#039;Favoured Terrain&amp;#039;&amp;#039;]], they suffer from the [[Spells#Slow|&amp;#039;&amp;#039;Slow&amp;#039;&amp;#039;]] effect.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Homeland&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| While within [[#Favoured Terrain|&amp;#039;&amp;#039;Favoured Terrain&amp;#039;&amp;#039;]], the [[Spells#Freedom of Movement|&amp;#039;&amp;#039;Freedom of Movement&amp;#039;&amp;#039;]] effect is applied to you each round, removing any relevant effects and restoring the duration. If no existing [[Spells#Freedom of Movement|&amp;#039;&amp;#039;Freedom of Movement&amp;#039;&amp;#039;]] exists with a duration longer than one minute, the duration of this effect is one minute.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Beastmaster&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
&amp;#039;&amp;#039; &amp;quot;Man and beast; one and the same.&amp;quot; &amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Class Level&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Feature&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Details&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Animal Companion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Your attunement with the wilds has attracted the friendship of various beasts of nature. You may have an &amp;#039;&amp;#039;Animal Companion&amp;#039;&amp;#039; of the types listed below, which you may change to another type by targeting yourself with this feat while able to rest. You may use this ability for free once per rest, with subsequent uses costing one [[#Awareness|&amp;#039;&amp;#039;Awareness&amp;#039;&amp;#039;]]. This ally has a CR equal to your Ranger level. If you also possess the &amp;#039;&amp;#039;Animal Companion&amp;#039;&amp;#039; feature from the Druid [[Druid#Wildspeaker|&amp;#039;&amp;#039;Wildspeaker&amp;#039;&amp;#039;]], your Druid and Ranger levels stack when determining the creature&amp;#039;s CR.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Pack Tactics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| When you use a [[General Mechanics Information#Maneuvers|Maneuver]] on a creature, your &amp;#039;&amp;#039;Animal Companion&amp;#039;&amp;#039; performs a [[General Mechanics Information#Maneuvers|Maneuver]] on its current target, as defined by its type below. Your &amp;#039;&amp;#039;Animal Companion&amp;#039;&amp;#039; also becomes &amp;#039;&amp;#039;Elite&amp;#039;&amp;#039; rated.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Natural Synergy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| For the cost of one [[#Awareness|&amp;#039;&amp;#039;Awareness&amp;#039;&amp;#039;]], you may cast [[Spells#Awaken|&amp;#039;&amp;#039;Awaken&amp;#039;&amp;#039;]] by targeting your &amp;#039;&amp;#039;Animal Companion&amp;#039;&amp;#039; with its summoning feat.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Animal&lt;br /&gt;
!Role&lt;br /&gt;
!Maneuver&lt;br /&gt;
|-&lt;br /&gt;
|Bear&lt;br /&gt;
|Brute&lt;br /&gt;
|[[Feats#Maneuver: Provoke|Provoke]]&lt;br /&gt;
|-&lt;br /&gt;
|Boar&lt;br /&gt;
|Soldier&lt;br /&gt;
|[[Feats#Maneuver: Provoke|Provoke]]&lt;br /&gt;
|-&lt;br /&gt;
|Wolf&lt;br /&gt;
|Skirmisher&lt;br /&gt;
|[[Feats#Maneuver: Knockdown|Knockdown]]&lt;br /&gt;
|-&lt;br /&gt;
|Hawk&lt;br /&gt;
|Lurker&lt;br /&gt;
|[[Feats#Maneuver: Blind|Blind]]&lt;br /&gt;
|-&lt;br /&gt;
|Lynx&lt;br /&gt;
|Lurker&lt;br /&gt;
|[[Feats#Maneuver: Blind|Blind]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tildryn</name></author>
	</entry>
</feed>