Difference between revisions of "Ranger V2"

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|2 || [[#Bonus Feat: Combat Style|Bonus Feat: Combat Style]]
 
|2 || [[#Bonus Feat: Combat Style|Bonus Feat: Combat Style]]
 
|-
 
|-
|3 || [[#Awareness|Awareness]], [[#Favoured Enemy|Favoured Enemy]], [[#Favoured Terrain|Favoured Terrain]]
+
|3 || [[#Awareness|Awareness]], [[#Favoured Enemy|Favoured Enemy]], [[#Favoured Terrain|Favoured Terrain]], [[#Survival Instinct|Survival Instinct]]
 
|-
 
|-
 
|4 || [[#Archetypes|Archetype Feature I]]
 
|4 || [[#Archetypes|Archetype Feature I]]
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== Ranger Core Mechanics ==
 
== Ranger Core Mechanics ==
 
=== '''Maneuver: Called Shot''' ===
 
=== '''Maneuver: Called Shot''' ===
The Ranger learns the [[Feats#Maneuver: Called Shot|''Called Shot'']] [[General Mechanics Information#Maneuvers|Maneuver]] for free.
+
The Ranger learns the [[Feats#Maneuver: Called Shot|Called Shot]] [[General Mechanics Information#Maneuvers|Maneuver]] for free.
 +
 
 +
=== '''Ranged Fighting''' ===
 +
The Ranger receives the [[Feats#Ranged Fighting|Ranged Fighting]] feat for free.
  
 
=== '''Simple Weapon Mastery''' ===
 
=== '''Simple Weapon Mastery''' ===
The Fighter receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.
+
The Ranger receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.
  
 
=== '''Bonus Feat: Combat Style''' ===
 
=== '''Bonus Feat: Combat Style''' ===
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=== '''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 1 ''Awareness'' upon slaying an ''Elite'' rated enemy or higher.
+
A Ranger has an ''Awareness'' pool with a maximum capacity equal to their class level plus their Wisdom modifier. This is used by class features such as [[#Favoured Enemy|''Favoured Enemy'']] and [[#Survival Instinct|''Survival Instinct'']]. The Ranger recovers 1 ''Awareness'' for every 5 non-minion enemies slain.
 +
 
 +
=== '''Favoured Enemy''' ===
 +
Rangers are famed for their single-minded focus on eliminating threats. Through the use of this ability, the Ranger expends 1 [[#Awareness|''Awareness'']] to nominate 3 non-Minion targets as Favoured Enemies - identifying and exposing their weaknesses for themselves and allies to exploit. This inflicts the targets with a 20% vulnerability to all damage for 3 rounds. The same target may be selected multiple times, extending the duration by another 3 rounds on each application.
  
 
=== '''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 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.
+
Masters of the environment, the Ranger may exploit their surroundings to hinder their foes, and grant themselves the advantage. The Ranger possesses 3 uses of ''Favoured Terrain'', and may expend a use to target a point within 20m, creating a 7m radius zone of ''Favoured Terrain'' at that location for 3 rounds. When this zone expires, the Ranger recovers the use of ''Favoured Terrain''. Within ''Favoured Terrain'', the Ranger and their allies receive a physical damage bonus to attacks equal to the Ranger's Wisdom modifier. In addition, enemies of the Ranger receive a -1 attack bonus penalty, and a 10% movespeed reduction.
 +
 
 +
=== '''Survival Instinct''' ===
 +
A Ranger may be spurred to extraordinary feats of self-preservation, should circumstances turn upon them. By consuming 3 points of [[#Awareness|''Awareness'']], the Ranger may restore hitpoints equal to 10% of their maximum plus their class level. They proceed to also receive temporary hitpoints equal to the healed amount lasting for 3 rounds, and regeneration every 2 seconds for 3 rounds equal to their Wisdom plus Constitution modifiers.
  
 
=== '''Woodland Stride''' ===
 
=== '''Woodland Stride''' ===
The character is immune to the [[Spells#Grease|Grease]], [[Spells#Web|Web]], and [[Spells#Entangle|Entangle]] spells.
+
The character is immune to the [[Spells#Grease|''Grease'']], [[Spells#Web|''Web'']], and [[Spells#Entangle|''Entangle'']] spells.
  
 
=== '''Evasion''' ===
 
=== '''Evasion''' ===
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[[Spells#Aid|Aid]]<br>
 
[[Spells#Aid|Aid]]<br>
 
[[Spells#Barkskin|Barkskin]]<br>
 
[[Spells#Barkskin|Barkskin]]<br>
 +
[[Spells#Cat's Grace|Bull's Strength]]<br>
 
[[Spells#Cat's Grace|Cat's Grace]]<br>
 
[[Spells#Cat's Grace|Cat's Grace]]<br>
 
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]<br>
 
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]<br>
 
[[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#Owl's Wisdom|Owl's Wisdom]]<br>
 
[[Spells#Resist Elements|Resist Elements]]<br>
 
[[Spells#Resist Elements|Resist Elements]]<br>
 
[[Spells#Summon_Creature_II|Summon Creature II]]<br>
 
[[Spells#Summon_Creature_II|Summon Creature II]]<br>
 
|
 
|
 
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]<br>
 
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]<br>
 +
[[Spells#Dispel Magic|Dispel Magic]]<br>
 
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]<br>
 
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]<br>
 
[[Spells#Invisibility_Purge|Invisibility Purge]]<br>
 
[[Spells#Invisibility_Purge|Invisibility Purge]]<br>
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|9 || 3/2/1
 
|9 || 3/2/1
 
|}
 
|}
 
  
 
== Archetypes ==
 
== Archetypes ==
  
=== '''Wayfinder''' ===
+
=== '''Predator''' ===
'' "I know the way." ''
+
'' "Out here only the strong survive." ''
  
 
{| class="wikitable"
 
{| class="wikitable"
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|-
 
|-
 
|4
 
|4
|'''Guide'''
+
|'''Rules of Nature'''
| 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'']].
+
| The damage bonus you receive from [[#Favoured Terrain|''Favoured Terrain'']] is increased by your Strength and Dexterity modifiers. Upon slaying 6 non-minion enemies, you receive a free use of your [[#Favoured Enemy|''Favoured Enemy'']] feature.
 
|-
 
|-
 
|7
 
|7
|'''Wayfinding'''
+
|'''Bloodshed'''
| Enemies inside your [[#Favoured Terrain|''Favoured Terrain'']] receive a 25% vulnerability to all damage.
+
| When you apply [[#Favoured Enemy|''Favoured Enemy'']] to a target, that target is marked for ''Bloodshed''. Upon next receiving damage, the target begins taking 1d6 + half your Wisdom modifier in Physical damage at frequent intervals - twice per second for the first 2 seconds, once per second for the next 4 seconds, once per two seconds for the next 6 seconds, and finally once per three seconds for 6 seconds.
 +
 
 +
 
 +
Triggering ''Bloodshed'' also grants you one bonus attack per round for 3 rounds. Successive triggers extend the duration.
 
|-
 
|-
 
|10
 
|10
|'''The Road Less Travelled'''
+
|'''Violence Breeds Violence'''
|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.
+
|When a creature perishes under the effects of ''Bloodshed'', all enemies within your [[#Favoured Terrain|''Favoured Terrain'']] receive two ticks of your ''Bloodshed'' damage.
 
|-
 
|-
 
|}
 
|}
  
 
=== '''Warden''' ===
 
=== '''Warden''' ===
'' "This land is my land." ''
+
'' "Get off my land." ''
  
 
{| class="wikitable"
 
{| class="wikitable"
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|-
 
|-
 
|4
 
|4
|'''Borders'''
+
|'''Home Advantage'''
| 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.
+
| Whilst within the confines of [[#Favoured Terrain|''Favoured Terrain'']], you receive a 50% multiplicative immunity to all damage.
 
|-
 
|-
 
|7
 
|7
|'''Warding'''
+
|'''Survivalist'''
| When an enemy is within your [[#Favoured Terrain|''Favoured Terrain'']], they suffer from the [[Spells#Slow|''Slow'']] effect.
+
| Your [[#Survival Instinct|''Survival Instinct'']] ability now costs only 2 [[#Awareness|''Awareness'']]. In addition, any overhealing from [[#Survival Instinct|''Survival Instinct'']] is converted into temporary hitpoints (THP) which last 1 minute.
 +
 
 +
 
 +
THP that expire through duration from [[#Survival Instinct|''Survival Instinct'']] are added to the absorption of a Damage Resistance effect to all damage with a Threshold equal to your combined WIS + CON modifiers, lasting until your next rest.
 
|-
 
|-
 
|10
 
|10
|'''Homeland'''
+
|'''Dead Set'''
| 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.
+
| Your [[#Survival Instinct|''Survival Instinct'']] ability now costs only 1 [[#Awareness|''Awareness'']].
 +
 
 +
 
 +
For each [[#Favoured Enemy|''Favoured Enemy'']] you nominate, you receive THP equal to your WIS + CON modifiers. These THP also have a duration of 1 minute. As with [[#Survival Instinct|''Survival Instinct'']], remaining THP are added to the ''Survivalist'' DR effect.
 
|-
 
|-
 
|}
 
|}
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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|''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.
+
| You 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. If your companion perishes, it may be resummoned using this feat at a cost of 2 [[#Awareness|''Awareness'']]. This ally is Elite rated, and has a Threat Level equal to your Ranger level. If you also possess the [[#Druid|''Beast Bond'']] feature from the [[#Druid|Druid]] [[Druid#Wildspeaker|''Wildspeaker'']], your [[#Druid|Druid]] and Ranger levels stack when determining the creature's Threat Level.
 +
 
 +
 
 +
You may target the beast with this feat to restore hitpoints equal to its maximum hit points, at a cost of 2 [[#Awareness|''Awareness'']]. Excess is instead granted as temporary hitpoints lasting one minute, to a maximum of half the creature's hit point total.
 +
 
 +
Your ''Animal Companion'' benefits from [[#Woodland Stride|''Woodland Stride'']], and receives an additional bonus to damage equal to your Ranger level. If you know the [[Feats#Cleave|Cleave]] feat, your ''Animal Companion'' also possesses this feat.
 
|-
 
|-
 
|7
 
|7
 
|'''Pack Tactics'''
 
|'''Pack Tactics'''
| 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.
+
| Your ''Animal Companion'' now receives benefits based upon the mode selected by the use of this feat, as follows:
 +
 
 +
 
 +
Attack: +1 bonus attack per round, +1 physical damage per two levels
 +
 
 +
Defense: +10% multiplicative physical damage immunity per 2 levels
 +
 
 +
Furthermore, 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.
 
|-
 
|-
 
|10
 
|10
|'''Natural Synergy'''
+
|'''Maneater'''
| For the cost of one [[#Awareness|''Awareness'']], you may cast [[Spells#Awaken|''Awaken'']] by targeting your ''Animal Companion'' with its summoning feat.
+
| Upon a successful attack by your ''Animal Companion'' versus a creature marked with [[#Favoured Enemy|Favoured Enemy]], or an enemy being slain within 10m of them, your ''Animal Companion'' gains a stack of ''Maneater''. Reaching 5 stacks causes these stacks to be consumed, promoting your ''Animal Companion'' to a Solo-rated creature for 3 rounds. Further successful attacks or kills extend the duration by 3 seconds apiece.
 
|-
 
|-
 
|}
 
|}

Latest revision as of 18:49, 13 July 2024

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, Ranged Fighting
2 Bonus Feat: Combat Style
3 Awareness, Favoured Enemy, Favoured Terrain, Survival Instinct
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.

Ranged Fighting

The Ranger receives the Ranged Fighting feat for free.

Simple Weapon Mastery

The Ranger 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 plus their Wisdom modifier. This is used by class features such as Favoured Enemy and Survival Instinct. The Ranger recovers 1 Awareness for every 5 non-minion enemies slain.

Favoured Enemy

Rangers are famed for their single-minded focus on eliminating threats. Through the use of this ability, the Ranger expends 1 Awareness to nominate 3 non-Minion targets as Favoured Enemies - identifying and exposing their weaknesses for themselves and allies to exploit. This inflicts the targets with a 20% vulnerability to all damage for 3 rounds. The same target may be selected multiple times, extending the duration by another 3 rounds on each application.

Favoured Terrain

Masters of the environment, the Ranger may exploit their surroundings to hinder their foes, and grant themselves the advantage. The Ranger possesses 3 uses of Favoured Terrain, and may expend a use to target a point within 20m, creating a 7m radius zone of Favoured Terrain at that location for 3 rounds. When this zone expires, the Ranger recovers the use of Favoured Terrain. Within Favoured Terrain, the Ranger and their allies receive a physical damage bonus to attacks equal to the Ranger's Wisdom modifier. In addition, enemies of the Ranger receive a -1 attack bonus penalty, and a 10% movespeed reduction.

Survival Instinct

A Ranger may be spurred to extraordinary feats of self-preservation, should circumstances turn upon them. By consuming 3 points of Awareness, the Ranger may restore hitpoints equal to 10% of their maximum plus their class level. They proceed to also receive temporary hitpoints equal to the healed amount lasting for 3 rounds, and regeneration every 2 seconds for 3 rounds equal to their Wisdom plus Constitution modifiers.

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
Bull's Strength
Cat's Grace
Cure Moderate Wounds
Hold Animal
One With The Land
Owl's Wisdom
Resist Elements
Summon Creature II

Cure Serious Wounds
Dispel Magic
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

Predator

"Out here only the strong survive."

Class Level Feature Details
4 Rules of Nature The damage bonus you receive from Favoured Terrain is increased by your Strength and Dexterity modifiers. Upon slaying 6 non-minion enemies, you receive a free use of your Favoured Enemy feature.
7 Bloodshed When you apply Favoured Enemy to a target, that target is marked for Bloodshed. Upon next receiving damage, the target begins taking 1d6 + half your Wisdom modifier in Physical damage at frequent intervals - twice per second for the first 2 seconds, once per second for the next 4 seconds, once per two seconds for the next 6 seconds, and finally once per three seconds for 6 seconds.


Triggering Bloodshed also grants you one bonus attack per round for 3 rounds. Successive triggers extend the duration.

10 Violence Breeds Violence When a creature perishes under the effects of Bloodshed, all enemies within your Favoured Terrain receive two ticks of your Bloodshed damage.

Warden

"Get off my land."

Class Level Feature Details
4 Home Advantage Whilst within the confines of Favoured Terrain, you receive a 50% multiplicative immunity to all damage.
7 Survivalist Your Survival Instinct ability now costs only 2 Awareness. In addition, any overhealing from Survival Instinct is converted into temporary hitpoints (THP) which last 1 minute.


THP that expire through duration from Survival Instinct are added to the absorption of a Damage Resistance effect to all damage with a Threshold equal to your combined WIS + CON modifiers, lasting until your next rest.

10 Dead Set Your Survival Instinct ability now costs only 1 Awareness.


For each Favoured Enemy you nominate, you receive THP equal to your WIS + CON modifiers. These THP also have a duration of 1 minute. As with Survival Instinct, remaining THP are added to the Survivalist DR effect.

Beastmaster

"Man and beast; one and the same."

Class Level Feature Details
4 Animal Companion You 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. If your companion perishes, it may be resummoned using this feat at a cost of 2 Awareness. This ally is Elite rated, and has a Threat Level equal to your Ranger level. If you also possess the Beast Bond feature from the Druid Wildspeaker, your Druid and Ranger levels stack when determining the creature's Threat Level.


You may target the beast with this feat to restore hitpoints equal to its maximum hit points, at a cost of 2 Awareness. Excess is instead granted as temporary hitpoints lasting one minute, to a maximum of half the creature's hit point total.

Your Animal Companion benefits from Woodland Stride, and receives an additional bonus to damage equal to your Ranger level. If you know the Cleave feat, your Animal Companion also possesses this feat.

7 Pack Tactics Your Animal Companion now receives benefits based upon the mode selected by the use of this feat, as follows:


Attack: +1 bonus attack per round, +1 physical damage per two levels

Defense: +10% multiplicative physical damage immunity per 2 levels

Furthermore, when you use a Maneuver on a creature, your Animal Companion performs a Maneuver on its current target, as defined by its type below.

10 Maneater Upon a successful attack by your Animal Companion versus a creature marked with Favoured Enemy, or an enemy being slain within 10m of them, your Animal Companion gains a stack of Maneater. Reaching 5 stacks causes these stacks to be consumed, promoting your Animal Companion to a Solo-rated creature for 3 rounds. Further successful attacks or kills extend the duration by 3 seconds apiece.
Animal Role Maneuver
Bear Brute Provoke
Boar Soldier Provoke
Wolf Skirmisher Knockdown
Hawk Lurker Blind
Lynx Lurker Blind