
Metadata.The true wanderer, they are a bit like Amazons of the land. Always on the move and scouting about, rangers never like to have much responsibility if they can help it and prefer to be on their own. Gritty and worn like old leather, these characters are unflinching and realistic at all times. If you are playing a Ranger, keep watch, seek solitude, long for the woods and be introspective.
Restrictions
Rank 1
You take the triggering damage as a limb hack instead. All damage types still apply. If the hit was critical, you instead take it as two limb hacks. If the damage was dealt by a creature, they choose which limb is affected. If not, it is random.
You have advantage on checks made with Perceive.
Attribute improvement: This ability sets your PER score to a minimum of 2. Feat save improvement: This ability gives proficiency in PER feat saves.
You are an expert tracker. In addition, you gain Agile outside towns and other urban areas.
You walk through difficult terrain at normal speed.
Attribute improvement: This ability sets your PER score to a minimum of 1.
Rank 2
The effect of the triggering skill fizzles against you (and only you). Any new instances of that skill fizzle as well.
End condition: The start of your next turn. Feat save improvement: This ability gives proficiency in MOV feat saves.
Pick 1 species you're familiar with. Your allies have Gifted Snare against creatures of that species. You also have Limited Flanking against creatures of that species.
Limitation: You only get the benefits of Flanking against creatures of the species you chose.
You have advantage on attack rolls against creatures that are within 5 feet of an ally of yours that isn't incapacitated and that you can see.
If proficient: You may instead pick up to P species you're familiar with. If fluent: You may instead pick up to F species you're familiar with.
You recognize details about living species by sight. If the target is a species you know of, you recognize it even if it is obscured or disguised. If the target is not of a species you've seen before, the GM may still provide you with some information about it, such as if there's similar species you would recognize. If the target is undead, you recognize only its "original" species, if it had one (or anything remains of it).
Rank 3
For ranks 3, 4, and 5, choose one combat ability and one support ability to gain at each rank.
Combat Abilities
On hit: Item is shattered.
Support Abilities
Pick a tradecraft and fluency relating to the moral of your story (subject to GM approval). All creatures that listened to your story in full gain that tradecraft and fluency for the duration of this ability.
While in the wilderness, you are always considered to have a mana storing (mana storing: 1) item on you. It stores and you can invoke with your hand to access it with Access Stored Mana.
You use the MP in a mana storing to pay 1 or more of the MP for the ability.
If proficient: The wilderness is instead mana storing: P. If fluent: The wilderness is instead mana storing: F.
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