|d=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.
|r1=Endure,Snare,Track,Scouting
|r2=Spell Turning Weapons,Avoid,Species Lore,Hunting Party
|r3c=Shatter,Hunter,Wild Tenacity
|r3s=Wilderness Healing,Wild Mana,Storytelling
}}
Revision as of 02:23, 13 January 2025
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.
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 twolimb hacks. If the damage was dealt by a creature, they choose which limb is affected. If not, it is random.
Requirements:You are not sustaining Hunting Party.
Pick 1 species you're familiar with. Your allies have GiftedSnare against creatures of that species. You also have LimitedFlanking against creatures of that species.
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).
Choose 3 species. Your damage is boosted against them. You can change your chosen species during a long rest.If proficient:You may choose P additional species.If fluent:You may instead choose F additional species.
You resistdropping due to being at negative MP. You still die when you reach half your maximum MP below zero and suffer other consequences from negative MP.
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.
Once every 10 minutes, roll you heal and regain that many HP. This does not consume the hit die. If you were dead, this brings you back to live with the number of HP you rolled.