Ranger > Hunter

Ranger Req. 14 Dexterity 14 Wisdom   1. Born to be Wild: Passive   Reduce damage taken from wild animals by 25%.You have advantage on rolls made against wild animals. When facing a wild animal your character has knowledge of everything on their bestiary entry. +4 to stealth rolls while in the forest.   2. Scour for Herbs: Daily^4 Action   Look around the surrounding area for any herbs or plants of interest. Roll a d20 and add your WIS mod, if the total is over 14 roll a d10 to see how many you find, if the total is 18 or higher roll a d20 instead of a d10.   3. Tame Beast: Daily^6 Interrupt   If a wild animal has been reduced to below 15% of its max HP you may use this skill as an interrupt. Roll a d20 and add either your DEX or WIS. If the total is 19 or higher you subjugate the animal, it will answer to your beck and call and can be used as a mount if applicable.   4. Survey: Daily Full   Scout the surrounding area, becoming aware of any nearby people of interest, structures, landmarks, items and enemies. You and your allies gain advantage on their next two rolls.   5. Scour for Tracks: Daily^4 Action   Look around the surrounding area for any tracks. Roll a d20 and add your WIS mod, if the result is over 14 you will find some, if the total is 18 or higher you find fresh tracks.   6. Sweet Dreams Are Made of This: Passive   When camping out in the wild, you can set up the camp to deter negative encounters. You and your allies have more restful sleep, healing for an additional amount equal to your DEX + WIS mod. This healing can over-heal up to your DEX + WIS mod.   7. Grisly Harvest: Passive   When making a loot check on wild animal corpses or plants you have a +5 bonus to your loot roll. For your first two loot tiers you can choose what you get.   8. Instruments of Death: Passive   You are now proficient with bone weaponry and you can search large creatures for usable bones or shell to craft into weapons or armour. If the creature has suitable materials roll a d20, if the result is lower than ten you find a bone suitable for armour, if over ten your find a bone suitable for use as a weapon. When using weapons made from organic materials, add another hit die to the damage for every 3 points of DEX mod you have.   9. Ingenious Design: Daily^25 Action   Combine two or more organic materials, into a tool, consumable, weapon or armour piece. You can also combine two items you’ve made. When combining, roll a d20. On rolls of 18-20 the items gains a soul and becomes a legendary item.       Hunter Req. Ranger Completed and 22 Dexterity or Wisdom   1. Hunter’s Mark: Encounter Action   Mark a target, for the next 1+d4 rounds that target cannot become stealthed or hidden, and you and your allies have advantage on accuracy and wisdom checks made against them.   2. Favored Prey: Passive   Name your favored size of prey, small or medium or large. From this point onward, you have +3 to all your mods when facing that type of enemy. When you kill something new, you get an extra point of experience.   3. Pathfinder: Daily^10 Action   Guide your allies through the wilds, allowing them to fast travel to the nearest city or point of interest (your choice).   4. Predatory Eyes: Daily^20 Action   Scan the area for movement, allowing you to detect any enemies within your WIS mod range and granting you +5 bonus damage and temporary HP for each target you detect. This boost lasts for two rounds.   5. Critically Wound: Encounter Attack   Strike at a creature’s weak point inflicting it with bleed. This attack always critically hits.   6. Against the Wall: Passive   You and your allies can choose to make your attacks non-lethal against wild animals. You can also keep wild animals taunted if you’re within 3 range of them.   7. Clean Yourself Up: Daily^6 Action   Cleanse yourself or an ally of a status effect or de-buff inflicted upon them by a wild encounter, and heal them for your WIS stat. They have advantage on their next defensive roll.   8. Surprise Thrashing: Daily^7 Action   Your next attack does double damage, this skill can only be used from stealth.   9. On the Hunt: Daily Action   Become stealthed for the next two rounds. During this time you get +4 to your DEX and WIS rolls. You gain an additional action and shift each turn. Your next attack will deal bonus damage equal to your level x10 + your WIS and DEX. Every time you gain EXP from an encounter in the wild you gain +1 WIS and DEX damage permanently.

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