Ranger

Rangers utilize ranged and thrown weapons to engage their enemies from a safe distance, specializing in light armor and maintaining space between themselves and their opponents.

Ranger

Rangers utilize ranged and thrown weapons to engage their enemies from a safe distance, specializing in light armor and maintaining space between themselves and their opponents. Dexterity or Strength should be a Ranger's highest Attribute, followed by Wisdom or Constitution.

Playing a Ranger

XP Cost : 4 Prerequisites : DEX 14

Meet the Prerequisites and pay this Archetype's XP cost to gain the following:

Training

Gain Training in Fine Motor and 2 of the following Skills: Acrobatics, Athletics, Survival, Stealth, Perception or Investigation.

Gain training in the use of 1 Melee weapon type.

Gain Training in the use of 2 Ranged and/or Thrown Weapon Types.

Equipment

Acquire a Common Suit of Light Armor of your choice.

Acquire a Common or Uncommon Ranged Weapon of your choice.

Acquire a Common Melee Weapon of your choice.

Acquire a Common or Uncommon Bundle of your Choice.

Trait

Ranger Tactics Gain +2 AC vs Ranged Attacks of which you are aware. You do not suffer an Aim Penalty when your allies or non-target creatures or objects are within 1 meter of your target.

Archetype Trait

Quick-Shot You have 1 additional Ranged Attack Action at your disposal.

Traits and Abilities

Purchase with XP

Traits

Nimble

XP Cost: 2 Prerequisites: Ranger

Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.

Strong

XP Cost: 2 Prerequisites: Ranger

Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.

Resiliant

XP Cost: 2 Prerequisites: Ranger

Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.

Quick-Shot II

XP Cost : 3 Prerequisites : Ranger, Quick-Shot

You have 1 additional Ranged Attack Action at your disposal.

Quick-Shot III

XP Cost : 4 Prerequisites : Ranger, Quick-Shot II

You have 1 additional Ranged Attack Action at your disposal.

Full Draw

XP Cost : 4 Prerequisites : Ranger, Strength of 18 or higher (Bows and Slingshots Only)

Your tremendous strength allows you to fully draw your weapon with each pull, even in the midst of battle.

You may add your Strength Modifier to Ranged Attack Damage Rolls made with Bows and Slingshots.

Follow-Through

XP Cost : 4 Prerequisites : Ranger, Dexterity of 18 or higher (Bows and Slingshot Only)

Your nimble movements and perfect follow-through ensure that when you hit you mark, it feels it.

You may add your Dexterity Modifier to Ranged Attack Damage Rolls made with Bows and Slings.

Basic Maneuvers

XP Cost : 1 Prerequisites : Ranger

Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier I Maneuvers of the chosen type.

Expert Maneuvers

XP Cost : 2 Prerequisites : Ranger, Basic Maneuvers of the same type.

Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier II Maneuvers of the chosen type.

Special Maneuvers

XP Cost : 3 Prerequisites : Ranger, Expert Maneuvers of the same type.

Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier III Maneuvers of the chosen type.

Thrown Weapon Training

XP Cost : 1 Prerequisites : Ranger

You are now considered to have training with 1 thrown weapon type of your choice.

Light Armor Specialist

XP Cost : 2 Prerequisites : Ranger

You gain an additional Bonus to your AC equal to ½ your DEX Modifier.

Might Maneuver Expert

XP Cost : 2 Prerequisites : Ranger

You reduce the Initial cost of all Tier I Might Abilities by ½.

Might Maneuver Veteran

XP Cost : 3 Prerequisites : Ranger, Might Maneuver Expert

You reduce the Initial cost of all Tier II Might Abilities by ½.

Might Maneuver Specialist

XP Cost : 4 Prerequisites : Ranger, Might Maneuver Veteran

You reduce the Initial cost of all Tier III Might Abilities by ½.

Stamina Maneuver Expert

XP Cost : 2 Prerequisites : Ranger,

You reduce the Initial cost of all Tier I Stamina Abilities by ½.

Stamina Maneuver Veteran

XP Cost : 3 Prerequisites : Ranger, Stamina Maneuver Expert

You reduce the Initial cost of all Tier II Stamina Abilities by ½.

Stamina Maneuver Specialist

XP Cost : 4 Prerequisites : Ranger, Stamina Maneuver Veteran

You reduce the Initial cost of all Tier III Stamina Abilities by ½.

Focus Maneuver Expert

XP Cost : 2 Prerequisites : Ranger

You reduce the Initial cost of all Tier I Focus Abilities by ½.

Focus Maneuver Veteran

XP Cost : 3 Prerequisites : Ranger, Focus Maneuver Expert

You reduce the Initial cost of all Tier II Focus Abilities by ½.

Focus Maneuver Specialist

XP Cost : 4 Prerequisites : Ranger, Focus Maneuver Veteran

You reduce the Initial cost of all Tier III Focus Abilities by ½.

Endurance Training

XP Cost : 2 Prerequisites : Ranger

You reduce the cost to Sustain all your Maneuvers by ½.

Nimble Evasion

XP Cost : 1 Prerequisites : Ranger

Gain training in DEX Saving Throws.

Lightning Reflexes

XP Cost : 1 Prerequisites : Ranger

You gain +2 to your Initiative.

Quick Recovery

XP Cost : 2 Prerequisites : Ranger

You may stand from the prone position using a Motion.

Relentless

XP Cost : 2 Prerequisites : Ranger

Gain one additional Reaction.

Relentless II

XP Cost : 3 Prerequisites : Ranger, Relentless

Gain one additional Reaction.

Relentless III

XP Cost : 4 Prerequisites : Ranger, Relentless II

Gain one additional Reaction.

Efficient

XP Cost : 1 Prerequisites : Ranger

You gain one additional Motion.

Efficient II

XP Cost : 2 Prerequisites : Ranger, Efficient

You gain one additional Motion.

Superior Focus

XP Cost : 2 Prerequisites : Ranger

Gain +2 Focus.

Superior Aim

XP Cost : 2 Prerequisites : Ranger

The Aim penalty for Targeting is reduced by ½.

Abilities

Bow-Breaker

XP Cost : 3 Prerequisites : Ranger, Strength of 18 or Higher (Bows and Slingshots Only)

You may now choose to deal additional damage on bow and Slingshots Damage Rolls. To do so, spend 1 Might Point and roll 1d6. Deal the amount of damage rolled to the users weapon. Double that amount is added to the Ranged Attack Damage Roll. If any Weapon is reduced to 0 Item HP it is broken and cannot be used until repaired.

Overdraw

XP Cost : 2 Prerequisites : Ranger (Bows and Slingshots Only)

Choose and Attribute Resource Pool, Might, Stamina or Focus.

From now on, when you make Ranged Attacks with a Bow or Slingshot Weapon, you may spend a single Point of the chosen ARP to Overdraw your weapon and add 1d6 Damage of the same type to the Ranged Attack Damage Roll.

Overdraw should be declared as or before the Attack Roll is made.

Overdraw II

XP Cost : 3 Prerequisites : Ranger, Overdraw (Bows and Slingshots Only)

Increase your overdraw Damage bonus to 1d8.

Overdraw III

XP Cost : 4 Prerequisites : Ranger, Overdraw II (Bows and Slingshots Only)

Increase your overdraw Damage bonus to 1d10.

Charged Shot

XP Cost : 2 Prerequisites : Ranger

You can combine Ranged Attack Actions into one supercharged attack. To do so, simply state that you would like to use a charged shot. For each Attack Action used for the charged shot you may add another die of damage equal to your ranged weapon damage for the weapon used. When you make any Ranged attack that is not a charged shot, including maneuvers, you release the charged shot damage die/dice along with the attack, effectively combining the damage of multiple attacks while only having to make a single attack roll.

Arrow and Bolt Recovery

XP Cost : 2 Prerequisites : Ranger

You never lose arrows or bolts as long as you have 10 minutes or more to Search the Battle Area for your Ammunition. Arrows and Bolts that Hit Targets that escape the battlefield are still lost as normal.

First Shot

XP Cost : 2 Prerequisites : Ranger

As long as you have a Ranged Weapon drawn when you Roll Initiative you may make a single Ranged Attack prior to the start of combat as a Reaction.

Rapid Reload

XP Cost : 2 Prerequisites : Ranger

The Action Cost to Reload all Ranged Weapons you are Trained to Wield is reduced down to the next lowest Action Cost. Use the table below as a reference.

Full Round Action                            > Action                             > Motion                             > No Action Cost

Breathing Room

XP Cost : 2 Prerequisites : Ranger

While wielding a ranged weapon, As long as your weapon is loaded whenever an enemy comes within 2 meters of your position you may use your Reaction to make a single Ranged Attack with your Equipped Weapon.

You may make a Ranged Attack with both your weapons at the standard penalty if you are Dual Wielding.

Quick Draw

XP Cost : 2 Prerequisites : Ranger

You can Draw and Hold any non-large Weapons in a worn Holster at no Action cost.

Dual Wielder

XP Cost : 2 Prerequisites : Ranger

You gain +1 to your AC while Dual Wielding Melee Weapons.

While Wielding 2 or more Weapons, once per turn, you may Make 1 additional Attack with the Wielded Weapons. The additional Attack is always rolled with a -2 to Hit.

Dual Wielder II

XP Cost : 4 Prerequisites : Ranger, Dual Wielder

Increase your AC to Bonus While Dual Wielding Melee Weapons to +2.

While Wielding 2 or more weapons, once per turn, you may now make 2 additional Attacks with the Wielded Weapons. The 1st additional Attack is always Rolled with a -2 to Hit, the 2nd additional Attack is always made with a -4 to Hit.

Dual Wielder III

XP Cost : 6 Prerequisites : Ranger, Dual Wielder II

Increase your AC to Bonus While Dual Wielding Melee Weapons to +3.

Penalties for Additional Attacks while Dual Wielding are now Halved.

Shot Grouping

XP Cost : 3 Prerequisites : Ranger

Each additional Hit on the same target grants +1 Hit that same target after the first Hit(Maximum of +10). This bonus expires at the end of the round the Hit was dealt.

Pincushion

XP Cost : 3 Prerequisites : Ranger

Each additional Hit on the same target deals +1 Damage after the first Hit(Maximum of +10). This bonus expires at the end of the round the damage was dealt.

Sniper

XP Cost : 2 Prerequisites : Ranger

The extended range of your weapons is no longer at Disadvantage and instead has a -2 penalty.

You can use a Spyglass or Scope on your weapon to Ignore the -2 Penalty.