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 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: 6
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
Spell Slots per Level
Class Level 1st Level 2nd Level 3rd Level
1 1 - -
2 1 - -
3 1 - -
4 1 - -
5 2 1 -
6 2 1 -
7 2 1 -
8 2 1 -
9 3 2 1
10 3 2 1

Spell slots are before any bonus slots from a high spellcasting ability.

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 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 foes 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 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.

Instead of nominating an enemy, you may target yourself, or activate the feat again, to convert one of these nominations into an Auto-Favoured Enemy charge, to a maximum of 3. Your next attack against a non-Minion enemy within range who is not already a Favoured Enemy spends a charge to nominate them, and that attack benefits from the vulnerability. Charges are lost when you rest. Cancelling the targeting cursor before making any nominations refunds the Awareness.

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 Entangle, Grease, Spike Growth, Vine Mine, and Web 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
Endure Energy
Entangle
Grease
Ironguts
Magic Weapon
Protection
Sleep
Summon Creature I

Aid
Barkskin
Bull's Strength
Cat's Grace
Cure Moderate Wounds
Endurance
Freedom of Movement
One with the Land
Owl's Wisdom
Resist Energy
Restoration
Summon Creature II
Web

Cure Serious Wounds
Dispel Magic
Greater Magic Weapon
Invisibility Purge
Neutralize Poison
Protection from Energy
Remove Disease
Spike Growth
Summon Creature III

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.