Difference between revisions of "Ranger"

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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 empowers their area superiority, their effectiveness as a tank, or grants them a potent animal companion.
+
Rangers draw [["Power"|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.
 
:
 
:
:Maximizing '''Strength''' or '''Dexterity''' is recommended for attacking with weapons and using maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.
+
:Maximizing '''Strength''' or '''Dexterity''' 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.
 
:A high '''Constitution''' is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.
 
:A high '''Constitution''' is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.
 
:'''Dexterity''' contributes to Armor Class depending on armor type and your Reflex save.
 
:'''Dexterity''' contributes to Armor Class depending on armor type and your Reflex save.
:'''Intelligence''' contributes to your maximum maneuver pool and Reflex save.
+
:'''Intelligence''' contributes to your maximum [[General Mechanics Information#Maneuvers|Maneuver]] pool and Reflex save.
:'''Wisdom''' contributes to your spellcasting, Will save and the duration of Maneuver: Called Shot.
+
:'''Wisdom''' contributes to your spellcasting, Will save and the duration of [[Feats#Maneuver: Called Shot|Maneuver: Called Shot]].
:'''Charisma''' contributes to certain archetype features, support maneuvers such as "Commander Strike", and your Will save.
+
:'''Charisma''' contributes to certain [[#Archetypes|Archetype]] features, support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|"Commander Strike"]], and your Will save.
 
:
 
:
  
 
== Vitals ==
 
== Vitals ==
:'''Hit Points per level''': 10
+
:'''Hit Die:''': d10 (10 HP per Level)
:'''Proficiencies''': Armor (Light,Medium,Heavy), Shields, Weapons (Simple, Martial)
+
:'''Proficiencies''': Armor (All), Shields, Weapons (Simple, Martial)
:'''Skill Points per level''': 6
+
:'''Skill Points per Level (*4 at 1st level)''': 6
 
:'''Skills''': All
 
:'''Skills''': All
:'''Primary Saving Throw(s)''': Fortitude
+
:'''Primary Saving Throw(s)''': Fortitude, Reflex
 +
:'''Spellcasting Ability''': Wisdom (10 + Spell Level to be able to cast a spell)
 +
:'''Spellcasting Type''': 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.
 +
:'''Spellbook''': Rangers know all available spells once they become capable of casting at a given spell level.
  
 
{| class="wikitable"
 
{| class="wikitable"
|+
 
 
|-
 
|-
|'''Level'''
+
!Level
|'''Feature'''
+
!Feature
 
|-
 
|-
|1
+
|1 || [[#Spell List|Spellcasting Level 1]], [[#Maneuver: Called Shot|Maneuver: Called Shot]], [[#Simple Weapon Mastery|Simple Weapon Mastery]]
|Maneuver: Called Shot, Spellcasting Level 1
 
 
|-
 
|-
|2
+
|2 || [[#Bonus Feat: Combat Style|Bonus Feat: Combat Style]]
|Awareness, Favoured Terrain
 
 
|-
 
|-
|3
+
|3 || [[#Awareness|Awareness]], [[#Favoured Terrain|Favoured Terrain]]
|
 
 
|-
 
|-
|4
+
|4 || [[#Archetypes|Archetype Feature I]]
|Archetype Feature I
 
 
|-
 
|-
|5
+
|5 || [[#Spell List|Spellcasting Level 2]]
|Spellcasting Level 2
 
 
|-
 
|-
|6
+
|6 || [[#Woodland Stride|Woodland Stride]]
|
 
 
|-
 
|-
|7
+
|7 || [[#Archetypes|Archetype Feature II]]
|Archetype Feature II
 
 
|-
 
|-
|8
+
|8 ||  [[#Evasion|Evasion]]
|  
 
 
|-
 
|-
|9
+
|9 || [[#Spell List|Spellcasting Level 3]]
|Spellcasting Level 3
 
 
|-
 
|-
|10
+
|10 || [[#Archetypes|Archetype Feature III]]
|Archetype Feature III
 
 
|}
 
|}
  
 
== Ranger Core Mechanics ==
 
== Ranger Core Mechanics ==
 +
=== '''Maneuver: Called Shot''' ===
 +
The Ranger learns the [[Feats#Maneuver: Called Shot|''Called Shot'']] [[General Mechanics Information#Maneuvers|Maneuver]] for free.
 +
 +
=== '''Simple Weapon Mastery''' ===
 +
The Fighter receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.
 +
 +
=== '''Bonus Feat: Combat Style''' ===
 +
The Ranger receives a bonus feat with which they may learn an additional Combat Style.
 +
 
=== '''Awareness''' ===
 
=== '''Awareness''' ===
A Ranger has an ''Awareness'' pool with a maximum capacity equal to their class level. This is used by class features such as ''Favoured Terrain''. The Ranger recovers 3 Awareness upon slaying an Elite rated enemy or higher.
+
A Ranger has an ''Awareness'' pool with a maximum capacity equal to their class level. This is used by class features such as ''Favoured Terrain''. The Ranger recovers 1 ''Awareness'' upon slaying an ''Elite'' rated enemy or higher.
  
 
=== '''Favoured Terrain''' ===
 
=== '''Favoured Terrain''' ===
The Ranger is able to identify positions where the environment puts them at an advantage over their enemies. These appear to the Ranger as 4m radius zones of ''Favoured Terrain'' within which they gain a +1 attack bonus, +2 physical damage to their attacks, and enemies suffer a -1 attack bonus penalty. The Ranger may use this feat to consume a use of Awareness and designate a location as ''Favoured Terrain'' at a place of their choosing within 40m. Each instance of ''Favoured Terrain'' lasts one minute.
+
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 ''Favoured Terrain'' 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 ''Awareness'' and designate a location as ''Favoured Terrain'' at a place of their choosing within 40m. Each instance of ''Favoured Terrain'' lasts one minute.
 +
 
 +
=== '''Woodland Stride''' ===
 +
The character is immune to the [[Spells#Grease|Grease]], [[Spells#Web|Web]], and [[Spells#Entangle|Entangle]] spells.
 +
 
 +
=== '''Evasion''' ===
 +
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.
  
 
=== '''Spell List''' ===
 
=== '''Spell List''' ===
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[[Spells#Magic_Weapon|Magic Weapon]]<br>
 
[[Spells#Magic_Weapon|Magic Weapon]]<br>
 
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]<br>
 
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]<br>
[[Spells#Resist Elements|Resist Elements]]<br>
 
 
[[Spells#Sleep|Sleep]]<br>
 
[[Spells#Sleep|Sleep]]<br>
 
[[Spells#Summon_Creature_I|Summon Creature I]]<br>
 
[[Spells#Summon_Creature_I|Summon Creature I]]<br>
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[[Spells#Hold_Animal|Hold Animal]]<br>
 
[[Spells#Hold_Animal|Hold Animal]]<br>
 
[[Spells#One With The Land|One With The Land]]<br>
 
[[Spells#One With The Land|One With The Land]]<br>
 +
[[Spells#Resist Elements|Resist Elements]]<br>
 
[[Spells#Summon_Creature_II|Summon Creature II]]<br>
 
[[Spells#Summon_Creature_II|Summon Creature II]]<br>
 
|
 
|
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[[Spells#Summon_Creature_III|Summon Creature III]]<br>
 
[[Spells#Summon_Creature_III|Summon Creature III]]<br>
 
|}
 
|}
 +
 +
=== '''Spellcasting Progression''' ===
 +
Rangers receive the following number of spell slots per level, with bonus slots possible from a high WIS modifier.
 +
 +
{| class="wikitable"
 +
|-
 +
!Class Level
 +
!Slots (level 1/level 2/level 3)
 +
|-
 +
|1 || 1
 +
|-
 +
|5 || 2/1
 +
|-
 +
|9 || 3/2/1
 +
|}
 +
  
 
== Archetypes ==
 
== Archetypes ==
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{| class="wikitable"
 
{| class="wikitable"
|+
 
 
|-
 
|-
|'''Class Level'''
+
!Class Level
|'''Feature'''
+
!Feature
|'''Details'''
+
!Details
 
|-
 
|-
 
|4
 
|4
 
|'''Guide'''
 
|'''Guide'''
| Allies can now benefit from the base bonuses of your ''Favoured Terrain'' while being within it. You receive double the benefits for being within ''Favoured Terrain''.
+
| Allies can now benefit from the base bonuses of your [[#Favoured Terrain|''Favoured Terrain'']] while being within it. You receive double the benefits for being within [[#Favoured Terrain|''Favoured Terrain'']].
 
|-
 
|-
 
|7
 
|7
 
|'''Wayfinding'''
 
|'''Wayfinding'''
| Enemies inside your ''Favoured Terrain'' receive a 25% vulnerability to all damage.
+
| Enemies inside your [[#Favoured Terrain|''Favoured Terrain'']] receive a 25% vulnerability to all damage.
 
|-
 
|-
 
|10
 
|10
 
|'''The Road Less Travelled'''
 
|'''The Road Less Travelled'''
|If an ally strikes an enemy suffering from the vulnerability effect of ''Wayfinding'', and they do not already have the Haste effect, they receive the Haste effect for one minute.
+
|If an ally strikes an enemy suffering from the vulnerability effect of ''Wayfinding'', and they do not already have the [[Spells#Haste|''Haste'']] effect, they receive the [[Spells#Haste|''Haste'']] effect for one minute.
 
|-
 
|-
 
|}
 
|}
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{| class="wikitable"
 
{| class="wikitable"
|+
 
 
|-
 
|-
|'''Class Level'''
+
!Class Level
|'''Feature'''
+
!Feature
|'''Details'''
+
!Details
 
|-
 
|-
 
|4
 
|4
 
|'''Borders'''
 
|'''Borders'''
| Enemies inside your ''Favoured Terrain'' suffer double the penalties for being within its area. In addition, you now receive 10% Damage Immunity while within its borders. This damage immunity increases by another 10% for each Warden archetype feature.
+
| Enemies inside your [[#Favoured Terrain|''Favoured Terrain'']] 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.
 
|-
 
|-
 
|7
 
|7
 
|'''Warding'''
 
|'''Warding'''
| When an enemy is within your ''Favoured Terrain'', they suffer from the ''Slow'' effect.
+
| When an enemy is within your [[#Favoured Terrain|''Favoured Terrain'']], they suffer from the [[Spells#Slow|''Slow'']] effect.
 
|-
 
|-
 
|10
 
|10
 
|'''Homeland'''
 
|'''Homeland'''
| While within ''Favoured Terrain'', the Freedom of Movement effect is applied to you each round, removing any relevant effects and restoring the duration. If no existing Freedom of Movement exists with a duration longer than one minute, the duration of this effect is one minute.
+
| While within [[#Favoured Terrain|''Favoured Terrain'']], the [[Spells#Freedom of Movement|''Freedom of Movement'']] effect is applied to you each round, removing any relevant effects and restoring the duration. If no existing [[Spells#Freedom of Movement|''Freedom of Movement'']] exists with a duration longer than one minute, the duration of this effect is one minute.
 
|-
 
|-
 
|}
 
|}
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|4
 
|4
 
|'''Animal Companion'''
 
|'''Animal Companion'''
| Your attunement with the wilds has attracted the friendship of various beasts of nature. You may have an ''Animal Companion'' 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''. This ally has a CR equal to your Ranger level. If you also possess the ''Animal Companion'' feature from the Druid ''Wildspeaker'', your Druid and Ranger levels stack when determining the creature's CR.
+
| Your attunement with the wilds has attracted the friendship of various beasts of nature. You may have an ''Animal Companion'' 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|''Awareness'']]. This ally has a CR equal to your Ranger level. If you also possess the ''Animal Companion'' feature from the Druid [[Druid#Wildspeaker|''Wildspeaker'']], your Druid and Ranger levels stack when determining the creature's CR.
 
|-
 
|-
 
|7
 
|7
 
|'''Pack Tactics'''
 
|'''Pack Tactics'''
| When you use a ''Maneuver'' on a creature, your ''Animal Companion'' performs a ''Maneuver'' on its current target, as defined by its type below. Your ''Animal Companion'' also becomes ''Elite'' rated.
+
| When you use a [[General Mechanics Information#Maneuvers|Maneuver]] on a creature, your ''Animal Companion'' performs a [[General Mechanics Information#Maneuvers|Maneuver]] on its current target, as defined by its type below. Your ''Animal Companion'' also becomes ''Elite'' rated.
 
|-
 
|-
 
|10
 
|10
 
|'''Natural Synergy'''
 
|'''Natural Synergy'''
| For the cost of one ''Awareness'', you may cast Awaken by targeting your Animal Companion with its summoning feat.
+
| For the cost of one [[#Awareness|''Awareness'']], you may cast [[Spells#Awaken|''Awaken'']] by targeting your ''Animal Companion'' with its summoning feat.
 
|-
 
|-
 
|}
 
|}
  
 
{| class="wikitable"
 
{| class="wikitable"
|+
 
 
|-
 
|-
|'''Animal'''
+
!Animal
|'''Role'''
+
!Role
|'''Maneuver'''
+
!Maneuver
 
|-
 
|-
 
|Bear
 
|Bear
 
|Brute
 
|Brute
|Provoke
+
|[[Feats#Maneuver: Provoke|Provoke]]
 
|-
 
|-
 
|Boar
 
|Boar
 
|Soldier
 
|Soldier
|Provoke
+
|[[Feats#Maneuver: Provoke|Provoke]]
 
|-
 
|-
 
|Wolf
 
|Wolf
 
|Skirmisher
 
|Skirmisher
|Knockdown
+
|[[Feats#Maneuver: Knockdown|Knockdown]]
 
|-
 
|-
 
|Hawk
 
|Hawk
 
|Lurker
 
|Lurker
|Blind
+
|[[Feats#Maneuver: Blind|Blind]]
 
|-
 
|-
 
|Lynx
 
|Lynx
 
|Lurker
 
|Lurker
|Blind
+
|[[Feats#Maneuver: Blind|Blind]]
 
|-
 
|-
 
|}
 
|}

Latest revision as of 00:20, 17 March 2021

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 animal companion.

Maximizing Strength or Dexterity is recommended for attacking with weapons and using Maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.
A high Constitution is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.
Dexterity contributes to Armor Class depending on armor type and your Reflex save.
Intelligence contributes to your maximum Maneuver pool and Reflex save.
Wisdom contributes to your spellcasting, Will save and the duration of Maneuver: Called Shot.
Charisma contributes to certain Archetype features, support Maneuvers such as "Commander Strike", and your Will save.

Vitals

Hit Die:: d10 (10 HP per Level)
Proficiencies: Armor (All), Shields, Weapons (Simple, Martial)
Skill Points per Level (*4 at 1st level): 6
Skills: All
Primary Saving Throw(s): Fortitude, Reflex
Spellcasting Ability: Wisdom (10 + Spell Level to be able to cast a spell)
Spellcasting Type: 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.
Spellbook: Rangers know all available spells once they become capable of casting at a given spell level.
Level Feature
1 Spellcasting Level 1, Maneuver: Called Shot, Simple Weapon Mastery
2 Bonus Feat: Combat Style
3 Awareness, Favoured Terrain
4 Archetype Feature I
5 Spellcasting Level 2
6 Woodland Stride
7 Archetype Feature II
8 Evasion
9 Spellcasting Level 3
10 Archetype Feature III

Ranger Core Mechanics

Maneuver: Called Shot

The Ranger learns the Called Shot Maneuver for free.

Simple Weapon Mastery

The Fighter receives the Simple Weapon Mastery feat for free.

Bonus Feat: Combat Style

The Ranger receives a bonus feat with which they may learn an additional Combat Style.

Awareness

A Ranger has an Awareness pool with a maximum capacity equal to their class level. This is used by class features such as Favoured Terrain. The Ranger recovers 1 Awareness upon slaying an Elite rated enemy or higher.

Favoured Terrain

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 Favoured Terrain 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 Awareness and designate a location as Favoured Terrain at a place of their choosing within 40m. Each instance of Favoured Terrain lasts one minute.

Woodland Stride

The character is immune to the Grease, Web, and Entangle spells.

Evasion

Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.

Spell List

1st Level Spells 2nd Level Spells 3rd Level Spells

Camouflage
Cure Light Wounds
Entangle
Grease
Magic Weapon
Protection
Sleep
Summon Creature I

Aid
Barkskin
Cat's Grace
Cure Moderate Wounds
Hold Animal
One With The Land
Resist Elements
Summon Creature II

Cure Serious Wounds
Greater Magic Weapon
Invisibility Purge
Neutralize Poison
Protection From Elements
Remove Disease
Summon Creature III

Spellcasting Progression

Rangers receive the following number of spell slots per level, with bonus slots possible from a high WIS modifier.

Class Level Slots (level 1/level 2/level 3)
1 1
5 2/1
9 3/2/1


Archetypes

Wayfinder

"I know the way."

Class Level Feature Details
4 Guide Allies can now benefit from the base bonuses of your Favoured Terrain while being within it. You receive double the benefits for being within Favoured Terrain.
7 Wayfinding Enemies inside your Favoured Terrain receive a 25% vulnerability to all damage.
10 The Road Less Travelled If an ally strikes an enemy suffering from the vulnerability effect of Wayfinding, and they do not already have the Haste effect, they receive the Haste effect for one minute.

Warden

"This land is my land."

Class Level Feature Details
4 Borders Enemies inside your Favoured Terrain 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.
7 Warding When an enemy is within your Favoured Terrain, they suffer from the Slow effect.
10 Homeland While within Favoured Terrain, the Freedom of Movement effect is applied to you each round, removing any relevant effects and restoring the duration. If no existing Freedom of Movement exists with a duration longer than one minute, the duration of this effect is one minute.

Beastmaster

"Man and beast; one and the same."

Class Level Feature Details
4 Animal Companion Your attunement with the wilds has attracted the friendship of various beasts of nature. You may have an Animal Companion 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. This ally has a CR equal to your Ranger level. If you also possess the Animal Companion feature from the Druid Wildspeaker, your Druid and Ranger levels stack when determining the creature's CR.
7 Pack Tactics When you use a Maneuver on a creature, your Animal Companion performs a Maneuver on its current target, as defined by its type below. Your Animal Companion also becomes Elite rated.
10 Natural Synergy For the cost of one Awareness, you may cast Awaken by targeting your Animal Companion with its summoning feat.
Animal Role Maneuver
Bear Brute Provoke
Boar Soldier Provoke
Wolf Skirmisher Knockdown
Hawk Lurker Blind
Lynx Lurker Blind