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]] | ||
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− | |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]] |
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|4 || [[#Archetypes|Archetype Feature I]] | |4 || [[#Archetypes|Archetype Feature I]] | ||
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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> |
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.
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
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.
|
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.
|
10 | Dead Set | Your Survival Instinct ability now costs only 1 Awareness.
|
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.
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:
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 |