6.9 Ranger

PIC

Table 6.8:Ranger Archetypes
Rank

Beastmaster

Boundary Warden

Huntmaster

Scout

Wilderness Warrior

1

Animal companion

Know your enemy, know your weapons

Quarry

Keen vision

Wild maneuvers

2

Beast bond

Experienced guide

Hunting styles

Swift step

Augmented maneuvers

3

Tag-team takedown

Banestrike

No escape

Ambush

Wild maneuvers+

4

Animal companion+

Know your enemy+

Agile hunter

Experienced scout

Augmented maneuvers+

5

Beast bond+

Experienced guide+

Tracking expert

Keen vision+

Wild maneuvers+

6

Survival bond

Steadfast warden

Quarry+

Blindsight

Augmented maneuvers+

7

Animal companion+

Know your enemy++

Apex hunter

Hyperawareness, swift step+

Wild maneuvers+

Rangers are skilled hunters who bridge the divide between nature and civilization. They are typically most at home on the frontiers, keeping monsters and civilized groups from interfering with each other. Different rangers may have more personal affinity for civilization or for monsters.

Like druids and monks, rangers are seldom self-taught. Just as rangers occupy a middle space between society and the wilds beyond it, their abilities are a complex combination of training, experience, and gifts freely granted by Nature herself. The vast majority of people who might attempt to learn how to be a ranger on their own would focus too much on only one aspect of a ranger’s abilities. These people might find the path to becoming a fighter, druid, or rogue instead.

Rangers draw their core power from their training, which includes extensive experience with weapons and armaments like a fighter. However, they also study the natural world and the environment around them. This study is more focused on practical knowlege about survival and hunting than the more reverent study of druids. During this wilderness experience, some rangers forge a deep bond with a single animal who follows them everywhere. This bond is intensified by Nature’s influence, and has a hint of her magic in it. Others shy away from that level of commitment or find no meaning in it, and prefer a more solitary hunt.

Traditionally, a ranger’s training occurs under an experienced ranger leader. Some rangers train small packs of new recruits at once, while others prefer to oversee a single apprentice. There are many ways that a would-be ranger might find a mentor, but no single certain way. Rangers in the wild do not tend to maintain long-term societal bonds like druidic circles, so there are fewer obvious ways to easily find an experienced mentor. Without druidic magic for long-distance communication, rangers struggle to maintain cohesion across the vast territories that they patrol, so they typically make no attempt to do so.

Rangers are sometimes employed by a government to keep its borders safe from monsters. They may also be found as bounty hunters, using their skills to hunt prey within civilization instead of at its edges. Still others live among druidic circles. More than any other class, rangers struggle to find a place to fully call home, and may wander between widely varied walks of life for years at a time. They are caught between worlds, and only some rangers find peace in that division.

Alignment: Any.

Archetypes: Rangers have the Beastmaster, Boundary Warden, Huntmaster, Scout, and Wilderness Warrior archetypes.

6.9.1 Base Class Effects

If you choose ranger as your base class, you gain the following benefits.

Level Rank Durability Bonus1

Special

1 1 +0 x1

2 1 +1 x1

3 1 +2 x1

+1 to two attributes

4 2 +2 x2

HP: 2x durability

5 2 +3 x2

6 2 +4 x2

Legacy item: rank 3

7 3 +4 x3

HP: 3x durability

8 3 +5 x3

9 3 +6 x3

+1 to two attributes

10 4 +6 x4

HP: 4x durability

11 4 +7 x4

12 4 +8 x4

Legacy item: rank 5

13 5 +8 x6

HP: 6x durability

14 5 +9 x6

15 5 +10 x6

+1 to two attributes

16 6 +10 x8

HP: 8x durability

17 6 +11 x8

18 6 +12 x8

Legacy item: ranks 7

19 7 +12 x10

HP: 10x durability

20 7 +13 x10

21 7 +14 x10

+1 to two attributes

1. This bonus applies to your accuracy, magical ✨ power, mundane power, trained skills, and defenses.  
Defenses

You gain a +3 bonus to your Brawn, Fortitude, Mental, and Reflex defenses.

Resources
Weapon Proficiencies

You are proficient with simple weapons and all non-exotic weapons.

Armor Proficiencies

You are proficient with light and medium armor.

Starting Items and Equipment

You can start with the following items and equipment:

Class Skills

You have the following class skills:

6.9.2 Beastmaster

This archetype improves your connection to animals, allowing you to control and command them in battle.

Rank 1 – Animal Companion ✨

You can use the animal companion ability. This ability requires 8 hours of training and attunement which the target must actively participate in. You can convince a wild animal to undergo this training with the Creature Handling skill (see Creature Handling).

Animal Companion

8 hours

Tags: Attune, Emotion

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This ability requires eight hours of training with a non-elite Medium or smaller animal ally. Its level must not exceed your level. The target serves as a loyal companion to you. It follows your directions to the best of its ability.

Your magical connection to the animal improves its resilience and strength in combat. Its combat statistics are replaced with the values below. All other aspects of the animal, such as its speed and natural weapons, are unchanged. Animals are unable to understand complex concepts, so their ability to obey convoluted instructions is limited. Generally, your animal companion acts immediately before or after your action in combat, though the GM may decide that it acts separately in specific circumstances.

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Rank 2: The animal gains a +1 bonus to all defenses.

Rank 3: The animal’s power becomes equal to your power.

Rank 4: The animal gains a +1 accuracy bonus with strikes.

Rank 5: The animal’s strikes deal double weapon damage.

Rank 6: The accuracy bonus increases to +2.

Rank 7: The animal’s strikes deal triple weapon damage.

Rank 2 – Beast Bond

You gain a +3 bonus to the Creature Handling skill. In addition, you gain a +1 bonus to vital rolls, and your animal companion can remain conscious after suffering a single vital wound (see Vital Wounds).

Rank 3 – Tag-Team Takedown

As a standard action, you can use the tag-team takedown ability. When you use this ability, your animal companion generally waits until after you attack to make its own attack.

Tag-Team Takedown

Standard action

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Make a strike that deals 1d4 extra damage. Your animal companion gains the same extra damage this round against each damaged creature.

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Rank 4: The extra damage increases to 1d10.

Rank 5: The extra damage increases to 1d10 + half your power.

Rank 6: The extra damage increases to 2d10 + half your power.

Rank 7: The extra damage increases to 2d10 + your power.

Rank 4 – Animal Companion+ ✨

Your animal companion gains an attunement point. In addition, it gains a +1 bonus to its defenses.

Rank 5 – Beast Bond+

The Creature Handling bonus increases to +6. In addition, your animal companion can remain conscious after suffering two vital wounds, and it does not die until it has five vital wounds.

Rank 6 – Survival Bond

Whenever you regain hit points, your animal companion also regains that many hit points. If the healing ability had any limit, such as only healing up to half your maximum hit points, that limit also applies to your animal companion.

Rank 7 – Animal Companion+ ✨

Your animal companion gains an additional attunement point. In addition, its bonuses to defenses increases to +2.

6.9.3 Boundary Warden

This archetype improves your ability to guard the boundaries between civilization and nature.

Rank 1 – Know Your Enemy

You gain a +1 bonus to all defenses against creatures associated with Knowledge skills that you are trained with. In addition, you can spend insight points to gain one additional Knowledge trained skill per insight point.

Rank 1 – Know Your Weapons

You can gain proficiency with exotic weapons at the cost of one insight point per weapon group (see Exotic Weapons). You must already be proficient with all non-exotic weapons from that weapon group.

Rank 2 – Experienced Guide

You and your allies who can see or hear you can ignore difficult terrain from inanimate natural sources, such as heavy undergrowth. In addition, any group you are part of can travel at full speed through difficult terrain during overland travel.

Rank 3 – Banestrike

Banestrike

Standard action

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Make a strike. If the target is vulnerable (-4 defenses) to the strike, or if the target is subject to your know your enemy ability and is injured, the strike deals double damage.

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Rank 4: You gain a +1 accuracy bonus with the strike.

Rank 5: The strike deals double weapon damage.

Rank 6: The strike deals triple weapon damage.

Rank 7: If the strike would deal double damage, it deals triple damage instead.

Rank 4 – Know Your Enemy+

You also gain a +1 accuracy bonus against creatures associated with Knowledge skills that you are trained with.

Rank 5 – Experienced Guide+

You and your allies who can see or hear you can ignore all difficult terrain, regardless of its source.

Rank 6 – Steadfast Warden

You gain a +1 bonus to your Constitution.

Rank 7 – Know Your Enemy++

The defense bonus increases to +2.

6.9.4 Huntmaster

This archetype grants you and your allies abilities to hunt down specific foes.

Rank 1 – Quarry

Quarry

Minor action

Tags: Sustain (attuneable, free), Subtle, Swift

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Choose a creature you can see. That creature becomes your quarry. You gain a +1 accuracy bonus against your quarry, and you gain a +5 bonus to checks you make to follow tracks left by your quarry.

Rank 2 – Hunting Styles

You learn specific hunting styles to defeat specific quarries. While your quarry ability is active, you and your allies who can see or hear you are called your hunting party. Hunting styles improve your hunting party’s ability to fight your quarry.

Choose two hunting styles from the list below. You can also spend insight points to learn one additional hunting style per insight point. When you use your quarry ability, you may also use one of your hunting styles. Each hunting style ability lasts as long as the quarry ability you used it with.

Anchoring

Triggered

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As long as your quarry is adjacent to any member of your hunting party, it cannot travel extradimensionally. This prevents all teleportation effects.

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Rank 5: This effect instead applies if your quarry is within Medium (60 ft.) range of any member of your hunting party.

Bring Down

Triggered

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If your quarry is midair, the accuracy bonus from quarry also applies to all members of your hunting party.

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Rank 5: The accuracy bonus also applies if your quarry used a fly or glide speed at any point this round, even if it is currently grounded.

Coordinated Stealth

Triggered

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Your quarry takes a -4 penalty to Awareness checks to notice members of your hunting party.

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Rank 5: The penalty increases to -6.

Decoy

Triggered

Tags: Emotion

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If you are adjacent to your quarry, it is goaded (-2 accuracy vs. non-goading creatures) by you.

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Rank 5: This effect instead applies if your quarry is within Short (30 ft.) range of you.

Distraction

Triggered

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You do not gain the normal accuracy bonus against your quarry. If you are adjacent to your quarry, the rest of your hunting party gains a +1 accuracy bonus against it.

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Rank 5: The accuracy bonus applies as long as you are within Medium (60 ft.) range of your quarry.

Swarm Hunter

Triggered

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When you use your quarry ability, you can choose five additional targets as your quarry.

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Rank 5: The number of additional targets is unlimited.

Titanslayer

Triggered

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If your quarry is Gargantuan or larger, the accuracy bonus from quarry also applies to all members of your hunting party that are adjacent to it.

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Rank 5: The accuracy bonus applies regardless of distance from your quarry.

Vigilant

Triggered

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Your quarry takes a -4 penalty to Sleight of Hand and Stealth checks against members of your hunting party.

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Rank 5: The penalty increases to -6.

Wolfpack

Triggered

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While your quarry is adjacent to at least three members of your hunting party, each adjacent ally gains a +1 accuracy bonus against it.

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Rank 5: This effect instead applies if your quarry is adjacent to at least two members of your hunting party.

Rank 3 – No Escape

No Escape

Standard action

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Make a strike that deals 1d6 extra damage.

Hit: If the target is your quarry and it moved away from you during the movement phase of this round, it is briefly slowed (-10 speed, -2 Armor and Ref). This applies even if you moved closer to the target, so long as it tried to move away from your original location.

Injury: If the target would be briefly slowed, it is also slowed as a condition.

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Rank 4: The strike deals double weapon damage.

Rank 5: The extra damage increases to 1d6 + half power.

Rank 6: The strike deals triple weapon damage.

Rank 7: The extra damage increases to 1d6 per 2 power.

Rank 4 – Agile Hunter

You gain a +1 bonus to your Dexterity.

Rank 5 – Tracking Expert

The bonus from your quarry ability to follow tracks from your quarry increases to +20. In addition, whenever your quarry teleports, you automatically know the distance and direction of the teleport if you can see them. If you are following their tracks, you can track where they teleported to in the same way.

Rank 6 – Quarry+

The accuracy bonus from your quarry ability increases to +2.

Rank 7 – Apex Hunter

While your quarry ability is active, if your quarry is aware of you, it is frightened (-2 Mental, -2 accuracy vs. source) of you. This is an Emotion effect.

6.9.5 Scout

This archetype improves your senses and overall scouting ability.

Rank 1 – Keen Vision

You reduce your longshot penalty by 1. You gain low-light vision, allowing you to see in dim illumination (see Low-light Vision). In addition, you gain darkvision with a 60 foot range, allowing you to see in complete darkness (see Darkvision). If you already have that ability, you increase its range by 60 feet.

Rank 2 – Swift Step

You gain a +10 foot bonus to your speed.

Rank 3 – Ambush

Ambush

Standard action

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Move up to half your speed and make a strike that deals 1d4 extra damage. You gain a +2 accuracy bonus if the target is unaware (-5 defenses) or partially unaware (-2 defenses) of your attack.

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Rank 4: The strike deals double weapon damage.

Rank 5: The extra damage increases to 2d6.

Rank 6: The extra damage increases to 3d6 + half power.

Rank 7: The extra damage increases to 5d6 + half power.

Rank 4 – Experienced Scout

You gain a +1 bonus to your Perception.

Rank 5 – Keen Vision+

The longshot penalty reduction increases to 2. In addition, the range of your darkvision increases by 120 feet. Your darkvision is also not disabled in bright illumination or when you become dazzled (20% miss chance, no special vision).

Rank 6 – Blindsight

Your perceptions are so finely honed that you can sense your enemies without seeing them. You gain blindsense with a 120 foot range, allowing you to sense your surroundings without light (see Blindsense). If you already have the blindsense ability, you increase its range by 120 feet. In addition, you gain blindsight with a 60 foot range, allowing you to see without light (see Blindsight). If you already have the blindsight ability, you increase its range by 60 feet.

Rank 7 – Hyperawareness

You gain a +10 bonus to the Awareness skill.

Rank 7 – Swift Step+

The speed bonus increases to +20 feet.

6.9.6 Wilderness Warrior

This archetype grants you abilities to use in combat and improves your physical skills.

Rank 1 – Wild Maneuvers

You can channel your connection to the wilderness into dangerous attacks. You gain access to one of the following combat styles: mobile hunter, perfect precision , or rip and tear. You may spend insight points to gain access to one additional combat style per insight point, including combat styles other than those three. You can only learn wild maneuvers from wild combat styles that you have access to.

You learn two rank 1 wild maneuvers. You may spend insight points to learn one additional maneuver per insight point.

When you gain access to a new rank in this archetype, you can exchange any number of maneuvers you know for other maneuvers, including maneuvers of a higher rank.

Advancement: Some wild maneuvers also increase in power in unique ways based on your rank in this archetype, as indicated in their descriptions.

Rank 2 – Augmented Maneuvers

You gain the ability to customize your wild maneuvers. For each rank 1 wild maneuver you know, choose one augment from the list below and apply it to that maneuver. The augment permanently changes the maneuver, so you can’t use an unaugmented version of the maneuver. However, you can learn the same maneuver more than once and apply different augments to each version.

Augments scale in power with your “excess rank”. Your excess rank with a maneuver is equal to your rank in this archetype minus the rank of the maneuver.

Whenever you increase your rank in this archetype, you can change your augments. However, you must still apply them to rank 1 wild maneuvers.

Distant Maneuver: The range of your chosen maneuver doubles, and any longshot penalty that would apply is reduced by an amount equal to your excess rank. If your excess rank is at least 4, the range triples instead. You can only apply this augment to maneuvers that have a listed range.

Mighty Maneuver: You take a -1 accuracy penalty, but you deal extra damage equal to twice your excess rank.

Mobile Maneuver: You can walk up to 5 feet per excess rank before or after using your chosen maneuver, up to a maximum distance equal to your speed. You cannot apply this augment to maneuvers that already allow you to move using one of your movement modes. This movement is never Swift. If your chosen maneuver is Swift, you can only walk after using the maneuver, not before.

Precise Maneuver: You gain an accuracy bonus equal to your excess rank.

Widened Maneuver: The area affected by your chosen maneuver doubles. If your excess rank is at least 4, the area triples instead. You can only apply this augment to maneuvers that affect an area.

Rank 3 – Wild Maneuvers+

You gain access to rank 3 wild maneuvers.

Rank 4 – Augmented Maneuvers+

You can also choose an augment for each of your rank 3 wild maneuvers.

Rank 5 – Wild Maneuvers+

You gain access to rank 5 wild maneuvers.

Rank 6 – Augmented Maneuvers+

You can also choose an augment for each of your rank 5 wild maneuvers.

Rank 7 – Wild Maneuvers+

You gain access to rank 7 wild maneuvers.