Ranger

Ranger #

A Ranger is a fierce hunter and a proud warrior who is most at home in the wilderness. They fight well at any range, but often either specialize in one or another.

Rangers are usually well-accepted. In small communities, they’re often tasked to take down dangerous wildlife or monster incursions. They’re frequently employed by militaries as scouts or snipers. Many, however, choose to pursue a nomadic lifestyle.

Examples of Ranger Skills: Village Hunter, Trophy Hunter, Former Scout, Forest Guide, Nomad.

A typical Ranger Skill should cover at least some of these:

  • Act with quick reflexes.
  • Endure harsh conditions.
  • Forage for supplies in the wild.
  • Inspect flora or fauna.
  • Move acrobatically.
  • Move quickly.
  • Move quietly.
  • Search an area closely.
  • Take trophies from a creature.
  • Track someone.

Uncommon Terms in Ranger Abilities #

Hunting Styles: Methods and tools that provide Rangers with certain ways to hunt prey. Rangers may change these when leveling up.

Base Attributes #

AttributeValue
Volition5
Vitality4
InitiativeFast*
Rolled
Recovery
(1d8 x Level) + (Vitality x Tier)
Average
Recovery
(4 x Level) + (Vitality x Tier)
HP/Level5 + Vitality**
Other+1 PD and Vitality
OR
+1 MD and AC
Recoveries8
Save Bonus0

*See Hunter’s Instinct.

**See level chart.

Base Defenses by Armor #

TypeACPDMD
None131513
Light141413

Melee Stances #

Miss damage equal to level

  • Swift: d8 damage
  • Defensive: d8 damage, +1 AC
  • Aggressive: d10 damage

Ranged/Other Stances #

Miss damage equal to level

  • Rapid (N): d6 damage
  • Close (N): d8 damage
  • Aimed (F): d10 damage
LevelHPGuile and
Relationships
Total PerksTalentsHunting StylesTier Multiplier
1(5 + Vitality) x 331 Adventurer311x
2(5 + Vitality) x 432 Adventurer311x
3(5 + Vitality) x 533 Adventurer311x
4(5 + Vitality) x 634 Adventurer311x
5(5 + Vitality) x 844 Adventurer
1 Champion
422x
6(5 + Vitality) x 1044 Adventurer
2 Champion
422x
7(5 + Vitality) x 1244 Adventurer
3 Champion
422x
8(5 + Vitality) x 1644 Adventurer
3 Champion
1 Epic
433x
9(5 + Vitality) x 2044 Adventurer
3 Champion
2 Epic
433x
10(5 + Vitality) x 2444 Adventurer
3 Champion
3 Epic
433x

Class Features #

All Rangers have Guile, Forager, Guide, Hunter’s Instinct, and Versatile Stance.

Guile #

Rangers use Guile to power many of their abilities. Every Ranger has 3 Guile in Adventurer Tier, 4 Guile in Champion Tier, and 5 Guile in Epic Tier. It’s restored during a Quick Rest.

Once per turn, you can spend 1 Guile as a free action on or outside your turn to give 1 Disadvantage to an attack against your PD.

  • Champion Perk: If the attack against your PD hits, you can either pop off of any enemy you’re on or (if you’re disengaged) take a move action towards the attacker.
  • Epic Perk: You have one extra maximum Guile.

Forager #

If you’re traveling in an environment of your tier or less that can feasibly sustain living off the land and sleeping outside, you can guarantee without rolling that both you and anyone you’re traveling with are fed and have sufficient shelter (as long as it’s less than 10 or so people).
  • Adventurer Perk: You can sustain up to 25 or so people without rolling (but you might attract attention feeding more than 10).

Guide #

When leading a group of 5 or less people through the wilderness, for skill checks involving activities engaged in as a group (like stealth or terrain traversal), everyone in your group can choose to use your skill roll instead of rolling. This is an individual choice for each member, but they have to choose to do so before both of you roll.
  • Adventurer Perk: Members of your group can choose to use your roll after seeing both your roll and their roll.

Hunter’s Instinct #

You gain 1 Advantage on Skill rolls pertaining to perception and your Initiative counts as Very Fast while in the wilderness.
  • Adventurer Perk: You also gain 1 Advantage on attacks made during an Ambush or before the target has acted.
  • Champion Perk: Any targets you hit during an Ambush or before the target has acted are Softened (11+ save ends).
  • Epic Perk: You can extend the Skill and Initiative bonuses to urban/indoor settings.

Versatile Stance #

In Epic Tier, once per turn, Rangers can switch between stances as a free action instead of a quick action.
  • Epic Perk: Once per encounter, on the same turn that you switch between stances, you may make a Disengage attempt as a quick action.

Talents #

A Ranger selects three Talents in Adventurer Tier. They select a fourth talent once they reach Champion Tier.

Herbalism #

Everyone in your party increases the healing from any recoveries taken during a Quick Rest by double your level in the wilderness, or by your level in other circumstances. You may spend 1 Guile as a quick action to add this bonus to your own recoveries or the recovery of anyone until the end of your next turn.
  • Adventurer Perk: When you Full Rest, you can make a Healing or Resistance potion of your choice at your Tier. It expires at the next Full Rest if not used.
  • Champion Perk: You gain 1 Advantage to Skill rolls to identify and know things about plants, find a plant with a specific usage, or improvise a therapeutic from natural materials.
  • Epic Perk: You use potions as a quick action by default.

Hordeslayer #

Once per round, when you drop or stagger a non-mook enemy in melee range, you may spend 1 Guile to make an Opportunity Attack against another enemy engaged with you. If this is triggered off of staggering an enemy instead of dropping them, the Opportunity Attack deals half damage.
  • Adventurer Perk: Once per round, when you drop at least 2 mooks in a group with an attack, any other mooks who were damaged also drop. This shares the once per round limitation with every other ability in Hordeslayer.
  • Champion Perk: When you drop or stagger a non-mook enemy at any range, you may spend 2 Guile to switch to a ranged stance (if you’re not already in one) and make a basic ranged attack against any other enemy as a free action. This shares the once per round limitation with every other ability in Hordeslayer. If this is triggered off of staggering an enemy instead of dropping them, the attack deals half damage.
  • Epic Perk: One encounter per day, you deal full damage on attacks triggered from staggering.

Loyal Friend #

You have an animal companion. You can use your companion to help you on skills, gaining 1 Advantage when they would help. Your companion can sometimes distract an enemy. Once per turn, you may roll 1d6 as a quick action. If the result is less than or equal to the escalation die, you deal damage equal to your level to one nearby enemy, and any allies engaged with that target (including yourself) may pop off.

When you use this and it deals damage, for the purposes of Disengagement and abilities that care about engaged allies such as Sneak Attack, you count as engaged with the enemy until the start of your next turn (if the target tries to move away, they take damage equal to your level from your companion). If you or an ally popped off of the target, that enemy can’t target whoever popped off with melee attacks until the start of your next turn.

You may spend 1 Guile to roll 1d4 instead of 1d6.

  • Adventurer Perk: Once per day, for the rest of the encounter, you may roll twice every time you use this. If one die is below escalation, the ability resolves as above. If both are, however, double the damage.
  • Champion Perk: Any enemy your companion damages is Vulnerable to you until the end of your turn.
  • Epic Perk: Any enemy your companion damages is Vulnerable until the start of your next turn.

Marksman’s Eye #

Your skill at quickly drawing a bead on an enemy is unparalleled. Once per turn, you can spend 1 Guile as a quick action to aim, gaining 1 Advantage on all of your ranged attacks during your turn.
  • Adventurer Perk: Once per day, when you use this, the first attack you make gains 3 Advantage instead.
  • Champion Perk: If you spend 1 extra Guile while aiming, the target is Vulnerable to your attacks until the end of your turn.
  • Epic Perk: When you make your target Vulnerable with this ability, they’re Vulnerable to your attacks until the end of the encounter.

Monster Lore #

You know enough about creatures of all kinds to make a quick judgment about what you’re facing. You may spend 1 Guile as a quick action to make a Skill check using your Class Skill against a Difficulty equivalent to the enemy’s Tier. On a success, you determine the target’s Level, Role, Category (Beast, Undead, etc.) and lowest defense. Afterwards, you may communicate this to allies with a free action. This roll doesn’t work on Humanoids or Giants and has 1 Disadvantage on Demons.
  • Adventurer Perk: If you use this as a move action instead of quick, it costs 0 Guile. Once per day, this also reduces the target’s Defenses by 1 until the end of the encounter.
  • Champion Perk: You no longer gain Disadvantage when using this on Demons, and you can now use this on Humanoids and Giants.
  • Epic Perk: If you choose to spend 1 extra Guile, on a success, the target is Vulnerable until the end of the encounter.

Pursuer #

You’re excellent at pursuing and taking down specific targets. Once per day, as a free action, you can name a specific target (either by name, by a specific designation if you have enough information, or by someone you can see). You gain 1 Advantage when getting information on, physically following, or attacking that target for the rest of that day. You can only designate one target at a time.
  • Adventurer Perk: Once per turn as a quick action (if used in combat), you may spend 1 Guile to double the Advantage granted by this ability for one turn or one skill check.
  • Champion Perk: If you drop or are directly responsible for neutralizing that target, this ability is replenished. You can’t use this ability more than twice in a day.
  • Epic Perk: If any of your allies are directly responsible for dropping or neutralizing the target, this ability is replenished. You can use this ability any number of times in a day.

Spellbreaker #

You’re quite practiced in neutralizing supernatural abilities in your prey. Any enemy you hit with a Natural 13+ Hit from any ranged or melee attack that deals damage can’t use any ability that’s a Spell until the end of your next turn.
  • Adventurer Perk: You may spend 1 Guile to make this work on any hit instead of a Natural 13+ Hit.
  • Champion Perk: Once per day, the target is Hampered instead (11+ save ends).
  • Epic Perk: You gain 1 Advantage on attack rolls against enemies who are affected by this talent or are Hampered.

Tracker #

You’ve spent time tracking prey and know how to use your surrounds to your advantage when you catch them. You gain 1 Advantage when using Skills to find, analyze, or follow tracks in the wilderness. At the start of each encounter, roll 1d6. When the escalation die is less than or equal to your roll, you can use the following ability:

Terrain Master
Encounter, Quick

You may use this on yourself, a nearby ally, or a nearby enemy.

If you use this on yourself or an ally, you can give your target Flying until the start of your next turn or let them Pop Off any engaged enemies. If you use this on an enemy, they’re Dazed, Softened, Vulnerable, or take 5 x Level ongoing damage of a kind you specify (11+ save ends).

Special: You may spend 1 Guile to use this before escalation less than or equal to your die roll.

  • Adventurer Perk: Once per day, roll 2d6. You can use Terrain Stunt twice this encounter (one with each die).
  • Champion Perk: Your Advantage on Skill rolls now works in urban areas as well.
  • Epic Perk: You can follow tracks from impossible sources, like flying or teleporation.

Unerring Blade #

You’ve learned to make the most of every strike in close quarters. Your melee attacks increase their miss damage by your level (to a total of double your level in most cases).

Once per turn, you may spend 1 Guile as a quick action to increase the damage dice of your melee attacks by one size until the start of your next turn.

  • Adventurer Perk: One encounter per day, your miss damage with melee attacks is increased by your level again (to a total of triple your level in most cases). You can decide to activate this as a free action when you miss before dealing any miss damage.
  • Champion Perk: When you’re in a melee stance, whenever an engaged enemy rolls a Natural 8- Miss against you, you may spend 1 Guile as an Interrupt to make an Opportunity Attack against that enemy.
  • Epic Perk: When Escalation is 3+, you may spend 1 Guile as an Interrupt to make Opportunity Attacks against enemies who roll a Natural 10- Miss against you instead of 8-.

Wanderer #

You’ve traveled long and far, and your travels have taught you much. The Advantage granted by Hunter’s Instinct also applies to skill rolls for stealth, terrain traversal and orienteering.
  • Adventurer Perk: Choose one of the following types of terrains: Desert, Cave, Mountains, Ice, Tundra, Plains, Swamp, Forest. Increase the Advantage on skill rolls by 1 while in those kinds of terrains (if the circumstance doesn’t count as wilderness, you still gain 1). You also gain a bonus based on the terrain chosen, whether or not you’re currently on that terrain (the bonuses don’t stack): Desert, Ice, Tundra: +1 PD Cave, Swamp: +1 MD Forest, Plains, Mountains: +1 AC
  • Champion Perk: Choose a second terrain from the above list. You may now choose Ruins (+1 MD) as well.
  • Epic Perk: Choose a third terrain from the above list. You may now choose Urban (+1 AC) as well.

Hunting Styles #

Hunting Styles are methods and tactics of fighting that are tailored to certain kinds of prey. Each Style has an At-Will ability associated with it, as well as a Daily ability. By default, a Ranger has a number of Hunting Styles equal to their tier multiplier. Rangers can change their known Hunting Styles when leveling up.
  • Adventurer Perk: You can also change your known Hunting Styles during a Full Rest.
  • Champion Perk: Once per day, for one encounter, you may use the At-Will ability from a Hunting Style you don’t know.
  • Epic Perk: Choose one Hunting Style you know. Its Daily ability is now Recharge 11+ instead.

Challenger #

A style used by those who face down enormous or especially deadly creatures.

Challenger’s Strike
Melee, At-Will, Standard

Make an attack vs AC on an engaged enemy.

Hit: 1d10 x Level + Volition x Tier damage.

Natural 13+ Hit: As a Hit, and the enemy is Shaken until the end of your next turn.

Miss: Damage equal to your level.

Special: May only be used in Aggressive Stance. This attack ignores Resistance if the enemy is double/triple strength.

Challenger’s Insight
Melee or Ranged, Daily, Quick

Make an attack vs MD on a nearby enemy.

Hit: The enemy is Vulnerable (11+ save ends).

Miss: The enemy is Vulnerable until the end of your next turn. This ability is replenished at the end of the encounter.

Special: For the rest of the encounter, while the enemy is Vulnerable, crits against them do triple instead of double damage. This ability is 13+ save ends on a hit when used against double/triple-strength enemies.

Harrier #

A style used by those who aim to harass and slow enemies.

Harrier’s Strike
Ranged, At-Will, Standard
Provokes

Make an attack vs AC on a nearby enemy.

Hit: 1d8 x Level + Volition x Tier damage.

Natural 13+ Hit: As a Hit, and the enemy is Stuck until the end of your next turn. If the enemy is double or triple strength, it takes 1 disadvantage to disengage until the end of your next turn instead of being Stuck.

Miss: Damage equal to your level.

Special: May only be used in Close or Rapid Stance.

Harrier’s Volley
Ranged, Daily, Standard
Provokes

Make a Harrier’s Strike against up to three nearby or far enemies. Each one gains 1 Advantage on the attack roll but deals half damage on a hit.

Skirmisher #

A style used by those who prefer to weaken enemies before closing.

Skirmisher’s Strike
Ranged, At-Will, Standard
Provokes

Make an attack vs AC on a nearby enemy.

Hit: 1d8 x Level. You gain 1 Advantage to attack the target in melee until the end of your next turn.

Miss: Damage equal to your level. Natural Even Hit/Miss: As a Hit/Miss, and you may move to engage the target if you’re not already engaged. This may be a Dicey Move if necessary.

Special: May only be used in Close or Rapid Stances. May only be used once per turn. If another ranged attack has already been used this turn, this gains 2 disadvantage. If you’ve used this during your turn, any other ranged attacks made during your turn gain 2 disadvantage.

Skirmisher’s Reflex
Daily, Free

Until the end of the encounter, Skirmisher’s Strike does damage equal to 1d4 x Level, but it’s a quick action and has no Stance requirements.

Sniper #

A style used by those who prefer to fight at a distance.

Sniper’s Strike
Ranged, At-Will, Standard
Provokes

Make an attack vs AC on a far enemy.

Natural 12- Hit: 1d10 x Level + Volition x Tier damage.

Natural 13+ Hit: 1d12 x Level + Volition x Tier damage.

Miss: Damage equal to your level.

Special: May only be used in Aimed Stance. If the enemy becomes staggered after the attack, they’re Weakened until the end of your next turn (or 11+ save ends on a crit).

Sniper’s Shot
Ranged, Daily, Standard
Provokes

Make a Sniper’s Strike attack. In addition to any damage and effects it normally applies, the target takes ongoing weapon damage equal to the damage dealt.

Vanguard #

A style used by relentless or energetic hunters.

Vanguard’s Strike
Melee or Ranged, At-Will, Standard

You can make two of the following attacks at any point before the end of your turn. These can be against different enemies or the same enemy, but you have to be in Swift or Rapid stance to make them.

Hit: 1d4 x Level damage.

Miss: Damage equal to your level.

Special: May only be used in Swift Stance (in which case this is Melee and may attack engaged targets) or Rapid Stance (in which case this is Ranged, may attack nearby targets, and has Provokes). On the first Vanguard’s Strike attack in a turn that hits, add damage equal to Volition x Tier.

Vanguard’s Focus
Daily, Free

Until the end of the encounter, increase the number of attacks gained from Vanguard’s Strike from two to four.

Warden #

Warden’s Strike
Melee, At-Will, Standard

Make an vs AC against an engaged enemy.

Hit: 1d8 x Level + Volition x Tier damage.

Miss: Damage equal to your level.

Natural Even Hit/Miss: You may pop off of the target.

Special: May only be used in Defensive Stance.

Warden’s Persistence
Daily, Free

Until the end of the encounter, Warden’s Strike inflicts Dazed on enemies until the end of your next turn if it hits.

Sample Rangers #

Two sample Rangers in Adventurer, Champion, and Epic tier are provided below.

Trophy Seeker

A weather-worn survivalist, this ranger uses a variety of melee stances to stand against different kinds of tough foes.

Class Attribute Choice: +1 PD and Vitality
Background Ability: Opportunist

Talents

  • Tracker
  • Hordeslayer
  • Unerring Blade

1st Level

  • Adventurer Perk: Tracker
  • Hunting Styles: Challenger

5th Level

  • Extra Talent: Pursuer
  • Adventurer Perks: Tracker, Hordeslayer, Unerring Blade, Pursuer
  • Champion Perk: Unerring Blade
  • Hunting Styles: Challenger, Vanguard

8th Level

  • Adventurer Perks: Tracker, Hordeslayer, Unerring Blade, Pursuer
  • Champion Perks: Tracker, Hordeslayer, Unerring Blade
  • Epic Perk: Unerring Blade
  • Hunting Styles: Challenger, Vanguard, Warden

Distant Hunter

A fearsome marksman, this ranger picks their targets from a distance.

Class Attribute Choice: +1 MD and AC
Background Ability: Elusive

Talents

  • Marksman’s Eye
  • Loyal Friend
  • Monster Lore

1st Level

  • Adventurer Perk: Oath of the Guardian
  • Hunting Styles: Sniper

5th Level

  • Extra Talent: Oath of Loyalty
  • Adventurer Perks: Marksman’s Eye, Loyal Friend, Monster Lore, Hunter’s Instinct
  • Champion Perk: Marksman’s Eye
  • Hunting Styles: Sniper, Harrier

8th Level

  • Adventurer Perks: Marksman’s Eye, Loyal Friend, Monster Lore, Hunter’s Instinct
  • Champion Perks: Marksman’s Eye, Loyal Friend, Monster Lore
  • Epic Perk: Marksman’s Eye
  • Hunting Styles: Sniper, Harrier, Vanguard