Calling
Ranger
Ranger introduction.
Key Virtue
Your key virtue is either Might or Grace.
Endurance
Your base endurance is 10.
Calling
Ranger introduction.
Your key virtue is either Might or Grace.
Your base endurance is 10.
As a ranger, you start with the following features.
When you take up the ranger calling, you gain 4 skill points which you can freely invest into the following skills: Alchemy, Athletics, Perception, Stealth, Survival, and Tinkering, or any other skill you already have.
You gain additional skill points each level after 1st. Every even level, you gain 2 skill points, which you can only use to advance two different skills you already have. At every odd level, you instead gain 1 skill point, which you can use to advance a skill you already have or learn an entirely new skill. Only your initial skill points are restricted to the list above.
When you aim ✦➤, lower the focus cost of your next great or mythic deed you attempt on the same turn by 1 per action spent in this way. A deed's focus cost cannot be lower than 1.
You cannot lose endurance by taking a camp activity.
Your competency for wilderness survival comes from intuition and experience. At the start of each encounter, you gain an instinct die d4, which you can spend in the ways listed below. Once you have spent your instinct die, regain it at the start of the next round.
Expose. When you counter ⤾ a foe, you can roll your instinct die and inflict weak or exposed with a potency equal to the result.
Foil. When a creature inflicts a state on you or forces you to move, you can take a reaction to roll your instinct die and lower the potency by the result.
Pursue. When a foe within 4 moves or is forced to move, you can take a reaction to move up to your mobility and roll your instinct die. On your next turn, your next successful deed deals additional damage equal to the result.
Masteries improve upon your initial features. You gain masteries at 1st, 4th, and 8th level.
In your study of prey and predator, you recognize martial accomplishments of others. As an action ✦ you can make a Perception check against a creature in sight. You can attempt this check once per statblock.
⬖ Conflict You learn one mechanical fact of your choice about the creature, such as its level, vigor, one of its features, or the basic details of a common or great deed. Learn another fact per spark.
✦ Triumph You learn two facts instead.
Once you've set your sights upon a quarry, little escapes your notice. You follow their every movement with a predator's patience, never letting the trail grow cold.
As an action ✦ you can inflict prey on a foe within sight, a special state that ends when your turn ends and you didn't attempt a deed or maneuver against them.
While a creature is your prey, they cannot benefit from the elusive state, and when you take an instinct ⤾ reaction against them, it doesn't spend your instinct die for the round.
Monsters leave more behind than hide and bone. Something of their unnatural nature lingers in their flesh, blood, and organs, and you've learned how to harvest these parts as raw ingredients and take their qualities for yourself.
As an action ✦, you can consume any ingredient to activate a mutagen listed below. Each mutagen lasts thirty minutes (3 exploration actions). Mutagens are toxic to the mortal body and always come at a cost in the form of a drawback. These last for the entire duration as well, but can be surpressed at the cost of one endurance.
Gargoyle: Your skin hardens and your body becomes heavy. You can apply the careful or steady spark for free on any successful checks. | Drawback. Your mobility is locked at 1.
Wraith: Your body becomes unnaturally light and quick. You can apply the swift or quiet spark for free on any successful checks. | Drawback. Your reflexes come at the cost of your stability. All forced movement against you is raised by 4.
If you concentrate, you can cause nearby plant matter to slowly bend, twist, part, or otherwise move according to your will while you touch them. This happens over the course of ten minutes (1 exploration action).
You could open a path through brambles, coax a branch down, have vines creep along a wall, part tall grass, etc. When you test the limits of this ability, the judge might ask for a Survival check.
Talents are the new capabilities you acquire as you advance in level. You gain a talent when you first create your character and then again at every odd level.
You don't need to spend focus for each additional reaction you take in a round beyond the first. This talent still doesn't let you take multiple reactions to the same triggering event.
You gain two new mutagens:
Chimera. You heighten or develop a new sense, such as heightened sense of hearing or smell, the ability to see heat signatures, echolocation, and so on. You gain any benefits that naturally follow from the sense you chose. | Drawback. The overload of information is distracting: any focus you gain at the end of your turn is halved (round up).
Trollblood. Your body rapidly mends itself. When this mutagen ends, advance one of your injury clocks by 1 and lose 1 endurance. You can lose additional endurance to advance the clock an equal amount. | Drawback. You take 2 additional damage from all sources.
You gain a free spark on successful checks using the Stealth skill. Moreover, on your first turn of each encounter you gain an extra ✦.
You can communicate simple ideas with animals and understand their responses. You gain a free spark on any check made to influence, tame, or otherwise deal with beasts.
You can counter ⤾ foes within your range. You cannot counter adjacent foes in this way.
You don't suffer any drawbacks from being in darkness or engaging elusive enemies.
You gain a new use for your instinct ⤾. When a creature within reach or range makes a prevail check, you can take a reaction to spend your instinct die to impose a cut on their check.
When a foe within your reach spends movement points, you can take a reaction to deal † damage to them and they lose movement points equal to the vigor they lost. Spend 1 focus to set their movement points to 0 instead.
You can a free spark on successful checks using the Perception skill. Moreover, you can use the insight action ✦ on a creature without seeing them, provided you can closely examine clear evidence of their actions, such as tracks, wounds they've inflicted, a campsite, or the remains of their prey.
You can then use insight again on the same statblock when you actually encounter the creature.
Your speed and mobility both increase by +1, provided you don't wear any heavy armor. If you do wear it, you can instead halve the effects of the hindered state. You still track its potency as normal.
You can recognize roads through the wilderness that others wouldn't perceive as paths at all, such as animal trails. You may discover one as a point of interest.
When you first create your character, you learn two deeds. Then every even level thereafter you learn another deed of your choice.
For now, you can only learn great deeds. Beginning at 4th level, you can also choose to lean mythic deeds.
Your quarry gives you one opening. That's enough.
✖ Base Deal † damage.
⬖ Conflict Inflict exposed 3.
✦ Triumph Add † damage.
Nothing escapes your watchful eye.
⬖ Conflict Gain owl stance 2. When you gain this stance, designate an overwatch area in blast (potency). Whenever a foe moves in the area, you can take a reaction to use a common ranged or spell deed against them. Gaining this state replaces any other stance states.
✦ Triumph Gain owl stance 4 instead.
There'll be time to rest when the hunt is over.
⬖ Conflict Grant soothed 2.
✦ Triumph The target also gains 1 focus.
Strike, withdraw, and never give them the fight they want.
⬖ Conflict Deal † damage.
✦ Triumph Add † damage. Inflict hindered 3.
After Move 4.
The more your quarry struggles, the deeper the barbs bite.
⬖ Conflict Deal †† damage.
✦ Triumph Inflict wounding barbs 4. An affected creature's speed is reduced by potency and they take that much damage whenever they make a prevail check against a state.
You leap upon your quarry and send you both crashing down.
Before Make a leap and land adjacent to the creature you target.
⬖ Conflict Deal † damage and inflict toppled.
✦ Triumph Add †† damage.
One moment you're cornered. The next, they are.
Before You and the target swap places and you gain an edge on this deed.
⬖ Conflict Deal † damage.
✦ Triumph Add † damage and inflict exposed 2.
A blur of steel, and blood follows.
⬖ Conflict Deal †† damage.
✦ Triumph Add † damage. Inflict bleeding 4.
After Jump to any square in the area.
You catch your foe in a rush of steel and carry them helplessly in your wake.
⬖ Conflict Deal †† damage. Shove or drag 6.
✦ Triumph Add †† damage. Shove or drag 8 instead.
There is no hiding from a perfect shot.
Before This deed ignores cover, line of sight, and the protected state.
⬖ Conflict Deal †† damage.
✦ Triumph Add ††† damage.
You surrender yourself to instinct, moving with terrifying speed and purpose.
⬖ Conflict Gain wild hunt 2. You deal potency extra damage with deeds, add potency to your speed, and gain an extra action point at the start of each of your turns.
✦ Triumph Gain wild hunt 4 instead.