Class: Ranger

The Ranger

 
Ranger Description filled with Flowery Text
 

Ranger Mindset

 

Playing a Ranger

Some rangers believe civilization wears down the soul, but still needs to be protected from wild creatures. Others say nature needs to be protected from the greedy, who wish to tame its beauty and plunder its treasures. You could champion either goal, or both. You might be a scout, tracker, or hunter of fugitives or beasts, haunting the edge of civilization or exploring the wilds. You know how to live off the land and are skilled at spotting and taking down both opportune prey and hated enemies.  

Roleplay

During Social Encounters; you speak it’s with the voice of practical experience, especially involving wilderness, exploration, or hunting through unconventional means.

While Exploring; you guide your allies through the wilderness or follow tracks. You keep an eye out for trouble, constantly alert for danger even when it’s not overt.

In Downtime; you craft weapons and train animals in preparation for your next venture. If you prefer to get outside, you might go on hunts or scout nearby areas to better understand your environment.

 
You Might...
  • Respect the raw power of nature and understand how to make the best of its bounty.
  • Enjoy the thrill of a hunt. The prey may not matter, or even know you're hunting them, really.
  • Scout out ahead of the party, reconnoitering dangers before combat begins.
Others Probably...
  • Call upon you to protect them from unseen dangers, encroachment of civilization, or unseen dangers only you would be able to find.
  • Expect you to be a quiet or taciturn loner, or be hyperfocused on finding your quarry.
  • Think there is something dangerous about you, as if you always have a trick up your sleeve. Or that you don't play by their rules of engagement.
 

Mechanical Talk

  How to play, etc etc.  

Key Attribute(s):

  • Strength or Dexterity. Both help the Ranger's attacks, as well as many of their key skills. As Rangers are Specialists, they make good use of one or both attributes, especially as it helps their Companions.
  • Wisdom is another key stat, aiding skill checks and abilities alike.
  •    

    Key Terms

      BONUS/PENALTY DICE): Bonus and Penalty die are important to all characters. For the Fighter, your kit will give you bonus die on fear effects...   PROFICIENCY: Proficiency and Proficiency Bonus is an important term for all classes. For the Fighter, your proficiency will your usual kit (Attacks, Save DC, Skills, etc), as well as...   Name them all.  

    X Class Table

     
    Class Level Class Features
    1
    • Initial Character Additions
      • Ancestry (and Heritage), Background (and Skill Talent), 1st Feat(s), etc
    • Multiclass Additions
      • Class Hit Dice
      • Added Proficiencies
    • Class Features
      Class Features Here
    2 X (Subclass),
    3 Class Feature, Subclass Feature
    4 +Y: Y, 1st Class Mastery Choices
    5 Token Class Feature (PS, AA, etc), Class Features
    6 Subclass Feature
    7 +Y: Y, 2nd Class Mastery Choices
    8 Class Feature
    9 Subclass Feature
    10 +Y:Y, 3rd Class Mastery Choices
    11 Class Feature/td]
    12 Subclass Feature
    13 +Y: Y, 4th Class Mastery Choices
    14 Build on Class Feature
    15 Subclass Feature
    16 +Y: Y, 5th ClassMastery Choices
    17 Named Class Feature
    18 Subclass Feature
    19 +Y: Y, Last Class Mastery Choices
    20 Class Capstone
     

    ClassName Basics

     

    Initial Character Additions

      If the Ranger is your starting Class, you gain the following features and proficiencies:  

    Ancestry, Background, etc

    You gain the benefits of your selected Ancestry, Heritage (be they Ancestral Heritages or Versatile Heritages, your Background and it's Skill Talent, your 1st level Feat Choice, etc.
     

    Attribute Boosts

    You gain two Attribute Boosts. One of which must be used on Strength or Dexterity, and the other must be Wisdom.  

    Health

      Starting / Leveled Health: 10 (6 or 1d10 )  

    Proficiencies and Gear

     
    Gear Profs
      Armor: Light and Medium Armors, All shields except Tower Shields.   Weapons: All Simple Weapons and Martial Weapons   Saving Throws: Reflex (Str/Dex) or Will (Int/Wis)  
    Skill Profs
      Choice of 3 primary skills from the following list:     Choice of 3 secondary skill from the following list:     Finally, choose any 2 skill talents you qualify for, gaining them at level 1.   Note A: For each additional Intelligence attribute point above 0, you do not gain additional Skills. Instead, you gain Skill Talents of your choice that you qualify for.   Note B: For each Skill listed abovet that is also given by your Ancestry or Background, you may pick any skill from the full list of Primary and Secondary skills (depending on which choice is given already), as per the Origin Customization Rule.  
    Starting Gear
    You gain either 4d6 times 10 sp (or 140 sp / 1 gp 4 sp) as starting gold to spend on gear, OR gear from any one of the following starter packs: Ranger Class, Dungeoneer's Pack, Explorer's Pack.  

    Multiclass Additions

      Minimum Requirements: DEX and WIS +2 or more   If you are multiclassing into the Ranger, you gain the following proficiencies:
  • Proficiencies
  • Armor Proficiency increases by 1 step (up to Medium)
  • Proficiency in the Perception or Quickness (your choice).
  •  

    Other Ranger Info

      Class Hit Die: D10   Class Group(s): Specialist   Favorite Class Bonus: Increase your Movement Speed by 5. Additionally, increase your point pools and list of spells known by Half your Ranger level.  

    Core Class Features

    As a Ranger, you gain Class Features associated with your class at certain class levels.
    At levels 1, 2, 3, 5, 8, 11, 14, and 17 you gain Your main Features, or semi-unique features that establish your class and your role in the game with such.   At class levels 4, 7, 10, 13, 16, and 19 you will gain Class Mastery Features, or features that that improve on your main features; and a mini-feat called a Mastery Talent (1 out of 3+ preset choices). (Note: You can forgo taking Mastery Features and Talent(s) to gain or advance a Dedication Template instead).
      You gain the following class features:  

    (1st) Rover's Advantage

    Your instincts and travels have gifted you with the ability to see the broader scope of most things. Be it the wilderness of the unknown, or your own home turf.

    You gain the Mark Weakness ability, and the Power Point Pool common feature to use it with. Additionally, you may apply and activate Mark Weakness to enemies you land weapon attacks against as a free action / ◇. It still costs resources, but it is not limited to once per turn.

    You also gain the ability to take advantage of Favored Terrains. Certain Terrains, or large areas or locations with similar features. These areas will affect you, some of your class features, and/or your party while you reside in them or places like them.

    You gain the following benefits while in your Favored Terrains and/or when discussing your Favored Terrains
    • When you make an Intelligence or Wisdom related skill check your proficiency bonus is doubled, as if you had Expertise. If you already had Expertise, you gain a Bonus Dice (base d4) to the roll.
    • You and your Familiars and/or Companions (not other PCs) ignore non-magical difficult terrain, and your allies are not slowed by difficulties (difficult terrain, harsh weather, etc) during overland travel or exploration.
    • When you forage for food with the Adventuring skill or loot enemies with the Appraise skill, you find twice as many items on a Critical Success for skill checks.
      When you gain this feature, you pick one type of terrain (from Arctic, Coast, Cities, Desert, Forest, Grassland, Mountain, Swamp, etc), If another kind of favored terrain exists (urban, shadowfell, spirit world, etc), you may pick that instead. You may also spend time researching other terrains to add to your list in your downtime, using maps, atlases, guides, or whatever else (up to 100gp and a day to complete per Terrain). Finally, you gain the ability to convert a Log Book into a Explorer's Book, to store your Favored Terrains in. Losing the book confers no penalties, but you must remake and/or reconvert the book with all your current terrains before you can add any more. This costs about the same as normal Log Book conversion, and only takes a Short Rest to complete.
     

    (1st) Limited Spellcasting, Ranger

    Rangers are oddities, capable of weilding magic (or something like it) with ease. Though not as powerful as other mages, this supplements their kits, adding onto their flexibility. You gain the following features pertaining to your ability to cast spells.
        The Ranger's spellcasting attribute is Wisdom, and you may add your proficiency bonus to your spell's attacks or Save DC (your default spell save DC is 10 + your proficiency bonus + your spellcasting modifier + other modifiers, should they exist).
      You can use generic casting focuses to cast spells.
     

    (2nd) Ranger's Conclave (Subclass Choice)

    At class lvl 2, all Rangers follow the training and teachjngs of a Conclave. A Conclave can be a series of hunters who use their knowledge to gain an edge on others, or they can a set of unspoken rules that many of a similar beat follow. This Conclave acts as their subclass.   Your subclass gives you features at class levels 2, 3, 6, 9, 12, 15, and 18. It also gives you a unique capstone choice at class level 20, as well as separate Mastery Talent choices (the C choice) when they come up (at 4, 7, 10, 13, 16, 19).
     

    (2nd) Fighting Styles, Ranger

    You gain a Fighting Style from the list below. The Fighter will gain more as they specialize and become more experienced.  
      Your Maneuvers are governed by the Attribute you attack with (traditionally Strength or Dexterity), and you may add your proficiency bonus to these attacks or their Save DC (your default ability save DC is 10 + your proficiency bonus + your ability modifier + other modifiers, should they exist).
      Additionally, you gain the Focus Point Pool, Half common feature to use with all your fighting styles.
     

    (2nd) Wild Affinity

    You’ve learned to bond with animals innately, and your follower creaturesare sturdier

    .

    You gain the Wild Empathy common feature, granting you the the Find Familiar and Find Companion abilities and a bonus to all your summons.

     

    (3rd) Double Expertise

    You gain the Double Expertise common feature.
     

    (3rd) Subclass Feature(s)

    At 3rd class level, and every 3rd level after until 18th class level (6th, 9th, 12th, 15th, and 18th), you will get features from your subclass.
     

    (4th) MF: Feature Name, Y

    Your Y feature improves with your mastery. does one or two ribbons. Like a feat.
      You also gain your choice of the following below.  
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
      These choices are also listed in the Classname Mastery Array, and will also be presented with every Mastery Feature. You will gain similar Mastery features and talents at class levels 7th, 10th, 13th, 16th, and 19th.  

    (5th) Ranger's Edge

    You have trained for countless hours to become a more skilled hunter and combatant, gaining an additional benefit depending on the focus of your training.

    Choose one of the following.
    • Flurry. You and your companion have learned to attack as fast as Warriors and Initiators. You gain the Additional Attack common feature, and its benefit applies to your follower creatures.
    • Outwit. You've learned how to use your tricks and powers at your disposal. You gain proficiency with Ray weapons, and you gain the Potent Casting common feature. Potent Casting applies it's benefits to your weapon attacks.
    • Precision. Your mastery allows you to hit your prey's vital organs while letting others fight for you. Your Mark Weakness's duration becomes 1 day by default, and its damage component procs each time you or an ally deals damage.
     

    (5th) Rover's Terrain

    You’re no longer bound to vague regions limited by certain criteria.

    Once per day, during a Swift Rest or longer, you actively study an area within 2 miles that you can visibly see or percieve. This area me be as large as an entire city district, to as small as a single building. Instead of percieving, you may use a follower creature of yours, using their senses. Doing so does not alert creatures or set off any traps while your follower creature is scouting, though the GM or the Adventure may place other limitations if the need arises.

    After you've studied the area, you gain all the benefits of your Rover's Advantage feature while in that area, and that area is considered a favored terrain to you, as if it was in your Explorer's Book.

    Additionally, you gain the following benefits.

    • While tracking other creatures, you can also learn their exact number, their sizes, and how long ago they passed through the area.
    • If there are creatures in the area that you do not share a language with (or are unable to speak to them otherwise), you understand enough simple gestures or meanings to get your point across. This counts as a successful linguistics check, but not a critical success.
     

    [(5th) Pragmatic Actions

    Through your time as a Ranger, you’ve learned how to bolster your minor actions and act in the moment.

    You may use an action, or replace an attack or Reactive Strike, to use one of the following unique Actions.

    • Activate. Set off or open an activatable non-magical item (such as a door, a trap that has been armed, or ). If you have a ranged weapon equipped, you may use it to Activate the item as long as it’s within the weapon’s inner range.
    • Aim. You may give yourself Advantage on your next attack on the current turn as a free action / ◇. If you already have advantage, you gain a Bonus Dice (base d4) instead.
    • Prime. An activatable non-magical item (such as a door, a trap, or a mundane item that has a use or limited amount of charges) becomes armed if it is able to do so.
     
     

    (7th) MF: Y, Y

    Your X feature improves with your mastery.   :y
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (8th) 5th Unique Ability

    Slightly Unique, and also some build on to what the class is already doing.
     

    (10th) MF: Pragmatic Actions, Bonus Action

    Your Pragmatic Actions feature improves with your mastery. You gain the Bonus Action] common feature.
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    [ (11th) 6th Unique, 1st High Tier Feature

    Simple, but Effective. Here. We Go.
     

    (13th) MF: Y, Y

    Your X feature improves with your mastery.   Builds on something, etc.
     
    • A:.
    • B: :.
    • C: Player Choice: YYou may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (14th) Build on feature

    High level build on feature. Does something good, but sitll just improves the old stuff like 11th level did.
     

    (16th) MF: Y, Y

    Your X feature improves with your mastery.   :y
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (17th) Named Feature

    • The Big feature, that's often like a movie quote or a book quote.
     

    (19th) MF: Y, Last Class Enhancement

    Your X feature improves with your mastery.   Something Big, and usually something that does something cool or pinnacle-like.
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (20th) Class Capstones

      When you reach the 20th class level in this class you may pick a capstone from this class's Class Group(s), it's subclass/dedication(s)/template(s), or from one below.   3-4 choices. 1-2 from the class, 1 from the Class Group, and 1 from the Subclass.  
    Capstone 1   X
     
    Capstone 2 / Class Group   X
     

    ClassName Mastery Array

     
    Class Level Feature Enhanced Choice A Choice B Choice C
    4th +4: 4 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    7th +4:4 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    10th +10: 10 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    13th +13: 13 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    16th +16: 16 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    19th +19: 19 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    Subclasses and Archetypes

    Subclasses

    None

    None

    Archetypes

    None

     

    Sample Builds

      To come.

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