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The true wanderer, they are a bit like Corsairs 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.Metadata.
Restrictions
Semi Benefits
For every 2 ranks you train in semi classes, you gain a semi guildmaster ability of your choice.
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 you attempted to block the triggering attack, then a limb that used whatever item you blocked with is the one that's hacked. Otherwise, if the damage was dealt by a creature, they choose which limb is affected. If not, it is random. Only an un-hacked limb can be used for this. If that's not possible, you take the damage normally.
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
Trigger: You would or some equipment you bear would be hit by an active or reactive attack you can see.
You may Stand Up or Drop Prone. If, after doing this, you would no longer be able to be hit by the triggering ability, it fizzles against you and any equipment you bear.
If proficient: You may now Move instead of using Stand Up or Drop Prone. The maximum distance you can Move is 5 × P feet. This also does not trigger Opportunity Attack.
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 creatures by sight. For a given creature, you know the following.
- If it's a species you know of, even if it is obscured or disguised.
- Its typical habitat and behavior.
- Whether it is predator or prey.
- Whether it is adolescent or adult.
- If it is native to the area you are in.
- Any noteworthy features of of the creature.
You may also make a hunter check to learn more about the creature, its behavior, its natural abilities, or other details the GM allows.
At GM discretion, you can also spend 10 minutes studying a creature up close to get additional information.Weapons you use are spell turning.
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.
If proficient: The wilderness is instead mana storing: P. If fluent: The wilderness is instead mana storing: F.
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