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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.
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:
 
: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.
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 [[General Mechanics Information#Maneuvers|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.
: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 [[General Mechanics Information#Maneuvers|Maneuver]] pool and Reflex save.
:'''Intelligence''' contributes to your maximum Maneuver pool and Reflex save.
:'''Wisdom''' contributes to your spellcasting, Will save and the duration of [[Feats#Maneuver: Called Shot|Maneuver: Called Shot]].
:'''Wisdom''' contributes to your spellcasting, Will save and the duration of Maneuver: Called Shot.
:'''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.
:'''Charisma''' contributes to certain Archetype features, support Maneuvers such as "Commander Strike", and your Will save.
:


== Vitals ==
== Vitals ==
:'''Hit Die:''': d10 (10 HP per Level)
:'''Hit Die''': d10 (10 HP per Level)
:'''Proficiencies''': Armor (All), Shields, Weapons (Simple, Martial)
:'''Proficiencies''': Armor (All), Shields, Weapons (Simple, Martial)
:'''Skill Points per Level''': 6
:'''Skill Points per Level''': 8
:'''Primary Saving Throw(s)''': Fortitude, Reflex
:'''Primary Saving Throw(s)''': Fortitude, Reflex
:'''Spellcasting Ability''': Wisdom (10 + Spell Level to be able to cast a spell)
:'''Spellcasting Ability''': Wisdom (10 + Spell Level to be able to cast a spell)
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{| class="wikitable"
{| class="wikitable"
! Level !! Features
|-
|-
!Level
| 1 || Spellcasting Level 1, [[#Maneuver: Called Shot|Maneuver: Called Shot]], [[#Simple Weapon Mastery|Simple Weapon Mastery]], [[#Ranged Fighting|Ranged Fighting]], [[#Metamagic: Conversion|Metamagic: Conversion]]
!Feature
|-
|1 || [[#Spell List|Spellcasting Level 1]], [[#Maneuver: Called Shot|Maneuver: Called Shot]], [[#Simple Weapon Mastery|Simple Weapon Mastery]], [[#Ranged Fighting|Ranged Fighting]], [[Feats#Metamagic:_Conversion|Metamagic: Conversion]]
|-
|-
|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]], [[#Survival Instinct|Survival Instinct]]
| 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]]
|-
|-
|5 || [[#Spell List|Spellcasting Level 2]]
| 5 || Spellcasting Level 2
|-
|-
|6 || [[#Woodland Stride|Woodland Stride]]
| 6 || [[#Woodland Stride|Woodland Stride]]
|-
|-
|7 || [[#Archetypes|Archetype Feature II]]
| 7 || [[#Archetypes|Archetype Feature II]]
|-
|-
|8 || [[#Evasion|Evasion]]
| 8 || [[#Evasion|Evasion]]
|-
|-
|9 || [[#Spell List|Spellcasting Level 3]]
| 9 || Spellcasting Level 3
|-
|-
|10 || [[#Archetypes|Archetype Feature III]]
| 10 || [[#Archetypes|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.


=== '''Ranged Fighting''' ===
=== Metamagic: Conversion ===
The Ranger receives the [[Feats#Ranged Fighting|Ranged Fighting]] feat for free.
The character receives the Conversion feat for free.


=== '''Simple Weapon Mastery''' ===
=== Maneuver: Called Shot ===
The Ranger receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.
The Ranger learns the Called Shot [[General Mechanics Information#Maneuvers|Maneuver]] for free.


=== '''Bonus Feat: Combat Style''' ===
=== Ranged Fighting ===
The Ranger receives a bonus feat with which they may learn an additional Combat Style.
The Ranger receives the Ranged Fighting feat for free.


=== '''Awareness''' ===
=== Simple Weapon Mastery ===
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.
The Ranger receives the Simple Weapon Mastery feat for free.


=== '''Favoured Enemy''' ===
=== Bonus Feat: Combat Style ===
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 [[General_Mechanics_Information#Primed|''Primed'']] effect [1d6 / Class Level], and a 20% vulnerability to all damage for 3 rounds. The same target may be selected multiple times, extending the vulnerability duration by another 3 rounds and adding another [[General_Mechanics_Information#Primed|''Primed'']] effect on each application.
The Ranger receives a bonus feat with which they may learn an additional Combat Style.


Targeting yourself with ''Favoured Enemy'' will queue up a charge for automatic application to the next enemy you attack that is not already afflicted by ''Favoured Enemy''. You may queue a maximum of 3 ''Favoured Enemy'' charges this way.
=== 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.


Cancelling targeting without expending any charges will refund the point of [[#Awareness|''Awareness'']].
=== 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 Primed effect [1d6 / Class Level], and a 20% vulnerability to all damage for 3 rounds. The same target may be selected multiple times, extending the vulnerability duration by another 3 rounds and adding another Primed effect on each application.


=== '''Favoured Terrain''' ===
=== 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.
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''' ===
=== 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.
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''' ===
=== Woodland Stride ===
The character is immune to the [[Spells#Entangle|''Entangle'']], [[Spells#Grease|''Grease'']], [[Spells#Web|''Web'']], [[Spells#Spike_Growth|''Spike Growth'']], and [[Spells#Vine_Mine|''Vine Mine'']] spells.
The character is immune to the Grease, Web, and Entangle spells.


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


=== '''Spell List''' ===
== Archetypes ==


{| class="wikitable" style="width: 100%;"
=== Predator ===
!scope="col"|1st Level Spells
''"Out here only the strong survive."''
!scope="col"|2nd Level Spells
!scope="col"|3rd Level Spells
|-style="vertical-align:top;"
|
[[Spells#Camouflage|Camouflage]]<br>
[[Spells#Cure Light Wounds|Cure Light Wounds]]<br>
[[Spells#Entangle|Entangle]]<br>
[[Spells#Endure_Energy|Endure Energy]]<br>
[[Spells#Grease|Grease]]<br>
[[Spells#Magic_Weapon|Magic Weapon]]<br>
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]<br>
[[Spells#Sleep|Sleep]]<br>
[[Spells#Summon_Creature_I|Summon Creature I]]<br>
|
[[Spells#Aid|Aid]]<br>
[[Spells#Barkskin|Barkskin]]<br>
[[Spells#Bear's_Endurance|Bear's Endurance]]<br>
[[Spells#Bull's_Strength|Bull's Strength]]<br>
[[Spells#Cat's_Grace|Cat's Grace]]<br>
[[Spells#Cure_Moderate_Wounds|Cure Moderate Wounds]]<br>
[[Spells#Hold_Animal|Hold Animal]]<br>
[[Spells#One_With_The_Land|One With The Land]]<br>
[[Spells#Owl's_Wisdom|Owl's Wisdom]]<br>
[[Spells#Resist_Energy|Resist Energy]]<br>
[[Spells#Summon_Creature_II|Summon Creature II]]<br>
[[Spells#Web|Web]]<br>
|
[[Spells#Cure_Serious_Wounds|Cure Serious Wounds]]<br>
[[Spells#Dispel_Magic|Dispel Magic]]<br>
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]<br>
[[Spells#Invisibility_Purge|Invisibility Purge]]<br>
[[Spells#Neutralize_Poison|Neutralize Poison]]<br>
[[Spells#Protection_from_Energy|Protection from Energy]]<br>
[[Spells#Remove_Disease|Remove Disease]]<br>
[[Spells#Spike_Growth|Spike Growth]]<br>
[[Spells#Summon_Creature_III|Summon Creature III]]<br>
|}


=== '''Spellcasting Progression''' ===
The Predator stalks their prey, mercilessly exploiting its weaknesses to bring the hunt to a swift and bloody conclusion.
Rangers receive the following number of spell slots per level, with bonus slots possible from a high WIS modifier.


{| class="wikitable"
{| class="wikitable"
! Class Level !! Feature !! Details
|-
|-
!Class Level
| 4
!Slots (level 1/level 2/level 3)
| '''Rules of Nature'''
|
The damage bonus you receive from Favoured Terrain is increased by your Strength and Dexterity modifiers.
|-
|-
|1 || 1
| 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.
|-
|-
|5 || 2/1
| 10
|-
| '''Violence Breeds Violence'''
|9 || 3/2/1
|
When Bloodshed is triggered, all enemies within your Favoured Terrain receive a tick of your Bloodshed damage, and become Primed as if they had been marked by Favoured Enemy.
|}
|}


== Archetypes ==
=== Warden ===
''"Get off my land."''


=== '''Predator''' ===
When the land is besieged, the Warden is there.
'' "Out here only the strong survive." ''


{| class="wikitable"
{| class="wikitable"
! Class Level !! Feature !! Details
|-
|-
!Class Level
| 4
!Feature
| '''Home Advantage'''
!Details
|
Whilst within the confines of Favoured Terrain, you receive a 50% multiplicative immunity to all damage.
|-
|-
|4
| 7
|'''Rules of Nature'''
| '''Survivalist'''
| The damage bonus you receive from [[#Favoured Terrain|''Favoured Terrain'']] is increased by your Strength and Dexterity modifiers.
|
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 [[General Mechanics Information#Threshold and Absorption|Threshold]] equal to your combined WIS + CON modifiers, lasting until your next rest.
|-
|-
|7
| 10
|'''Bloodshed'''
| '''Dead Set'''
| 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.
|
 
Your Survival Instinct ability now costs only 1 Awareness.


Triggering ''Bloodshed'' also grants you one bonus attack per round for 3 rounds. Successive triggers extend the duration.
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.
|-
|10
|'''Violence Breeds Violence'''
|When ''Bloodshed'' is triggered, all enemies within your [[#Favoured Terrain|''Favoured Terrain'']] receive a tick of your ''Bloodshed'' damage, and become ''Primed'' as if they had been marked by [[#Favoured Enemy|''Favoured Enemy'']].
|-
|}
|}


=== '''Warden''' ===
=== Beastmaster ===
'' "Get off my land." ''
''"Man and beast; one and the same."''
 
{| class="wikitable"
|-
!Class Level
!Feature
!Details
|-
|4
|'''Home Advantage'''
| Whilst within the confines of [[#Favoured Terrain|''Favoured Terrain'']], you receive a 50% multiplicative immunity to all damage.
|-
|7
|'''Survivalist'''
| 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
|'''Dead Set'''
| 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.
|-
|}


=== '''Beastmaster''' ===
The Beastmaster bonds with the creatures of the wilds.
'' "Man and beast; one and the same." ''


{| class="wikitable"
{| class="wikitable"
|+
! Class Level !! Feature !! Details
|-
|-
|'''Class Level'''
| 4
|'''Feature'''
| '''Animal Companion'''
|'''Details'''
|
|-
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 First Words feature from the Druid Wildspeaker, your Druid and Ranger levels stack when determining the creature's Threat Level.
|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|''Awareness'']]. This ally is Elite rated, and has a Threat Level equal to your Ranger level. If you also possess the [[#Druid|''First Words'']] 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. Excess is instead granted as temporary hitpoints lasting one minute, to a maximum of half the creature's hit point total.


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.
You may target your Animal Companion with Favoured Enemy to grant it Auto-Charges, just as if you were targeting yourself.


You may target your ''Animal Companion'' with [[#Favoured Enemy|''Favoured Enemy'']] to grant it Auto-Charges, just as if you were targeting yourself.
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.
 
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'''
| Your ''Animal Companion'' now receives benefits based upon the mode selected by the use of this feat, as follows:
|
 
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
* '''Attack''': +1 bonus attack per round, +1 physical damage per two levels
* '''Defense''': +10% multiplicative physical damage immunity per 2 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 Maneuver on its current target, as defined by its type below.
 
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
|'''Maneater'''
| Upon a successful attack by your ''Animal Companion'' versus a creature marked with [[#Favoured Enemy|''Favoured Enemy'']], your ''Animal Companion'' gains a stack of ''Maneater''. Reaching 10 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 1 second apiece.
|-
|}


{| class="wikitable"
{| class="wikitable"
! Bear !! Provoke
|-
|-
!Animal
| Boar || Provoke
!Role
!Maneuver
|-
|-
|Bear
| Wolf || Knockdown
|Brute
|[[Feats#Maneuver: Provoke|Provoke]]
|-
|-
|Boar
| Hawk || Blind
|Soldier
|[[Feats#Maneuver: Provoke|Provoke]]
|-
|-
|Wolf
| Lynx || Blind
|Skirmisher
|}
|[[Feats#Maneuver: Knockdown|Knockdown]]
|-
|Hawk
|Lurker
|[[Feats#Maneuver: Blind|Blind]]
|-
|Lynx
|Lurker
|[[Feats#Maneuver: Blind|Blind]]
|-
|-
| 10
| '''Maneater'''
|
Each attack your Animal Companion makes against a creature marked with Favoured Enemy, whether it hits or misses, grants it a stack of Maneater. Reaching 10 stacks promotes your Animal Companion to a Solo-rated creature for 3 rounds. While promoted, no further stacks are gained, and each enemy slain within 10m of your Animal Companion extends the promotion by 1 second. When the promotion ends, your Animal Companion returns to Elite rating and its stacks reset to 0. Stacks are kept between fights, but a resummoned companion starts at 0.
|}
|}

Revision as of 18:53, 1 October 2026


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: 8
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 Features
1 Spellcasting Level 1, Maneuver: Called Shot, Simple Weapon Mastery, Ranged Fighting, Metamagic: Conversion
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

Metamagic: Conversion

The character receives the Conversion feat for free.

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. This is used by class features such as Favoured Terrain. The Ranger recovers 1 Awareness upon slaying an Elite rated enemy or higher.

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 Primed effect [1d6 / Class Level], and a 20% vulnerability to all damage for 3 rounds. The same target may be selected multiple times, extending the vulnerability duration by another 3 rounds and adding another Primed effect 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.

Archetypes

Predator

"Out here only the strong survive."

The Predator stalks their prey, mercilessly exploiting its weaknesses to bring the hunt to a swift and bloody conclusion.

Class Level Feature Details
4 Rules of Nature

The damage bonus you receive from Favoured Terrain is increased by your Strength and Dexterity modifiers.

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 Bloodshed is triggered, all enemies within your Favoured Terrain receive a tick of your Bloodshed damage, and become Primed as if they had been marked by Favoured Enemy.

Warden

"Get off my land."

When the land is besieged, the Warden is there.

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."

The Beastmaster bonds with the creatures of the wilds.

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 First Words 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.

You may target your Animal Companion with Favoured Enemy to grant it Auto-Charges, just as if you were targeting yourself.

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.

Bear Provoke
Boar Provoke
Wolf Knockdown
Hawk Blind
Lynx Blind
10 Maneater

Each attack your Animal Companion makes against a creature marked with Favoured Enemy, whether it hits or misses, grants it a stack of Maneater. Reaching 10 stacks promotes your Animal Companion to a Solo-rated creature for 3 rounds. While promoted, no further stacks are gained, and each enemy slain within 10m of your Animal Companion extends the promotion by 1 second. When the promotion ends, your Animal Companion returns to Elite rating and its stacks reset to 0. Stacks are kept between fights, but a resummoned companion starts at 0.