You are a ranger, a hunter of monsters and men; scout of the borderlands and sentinel of civilization. You might be a faultless tracker, a brave woodsmen, a grizzled beastmaster, or a veteran explorer. Bold and self reliant, your skill with the bow is rightly feared and your herbalist lore respected. Many consider you a lone wolf, but your party allies and beast friend provide all the fellowship you need. Beholden to none, you alone decide your fate; free as a bird and boundless as the sky. **Key Attribute** Perception **Hit Points** Equal to Con score + (Level x2). **Weapons** One handed [[weapons]]. All ranged weapons except heavy crossbow. **Armour & Shields** Light and Medium [[armour]]. **Class Starting Gear** Longbow (1d8), Quiver, Shortsword (1d6), Leather armour (+1 AC). **Skills** Animal Lore, Wilderness Lore, Stealth plus roll **1d10** three times: (i) Acrobatics, (ii) Athletics, (iii) Apothecary, (iv) Deception, (v) Detection, (vi) Divine Lore, (vii) General Lore, (viii) Persuasion, (ix) Watercraft (x) Traps & Locks. | Level | AB | Ability | | ----- | --- | ---------------------------- | | 1 | +1 | Beast Companion, Rangercraft | | 2 | +1 | New Skill, Steady Shot | | 3 | +2 | Unique Feature | | 4 | +2 | +1 AC | | 5 | +3 | New Skill, Second Attack | | 6 | +4 | Unique Feature | | 7 | +5 | Master Hunter | | 8 | +5 | +1 AC, New Skill | | 9 | +6 | Unique Feature | ## Beast Companion At 1st level you have a Beast Companion of up to moderate size. Three **examples** appear below. If your companion dies, you may gain another during Downtime. Your companion is an especially smart, brave, and loyal beast, which under your handling is uniquely suited to the rigours of adventuring. You share a special bond and communicate using sounds, touch, hand gestures, body language, etc. Your **beast companion** gains the following benefits: - Maximum **hit points,** +2 hp per ranger level. - **Attack bonus**, and **critical damage**, based on your level. **AC bonus** equal to your Perc mod. - One **skill** that is reasonably applicable to an animal (Stealth, Athletics, etc). - ***Luck*** attribute equal to your current *Luck*. Your *Luck* is not reduced on a successful *Luck* save by your companion. - Treated as a PC for (i) **Death saves,** (ii) **injuries,** and (iii) **healing.** - Only makes **Morale** checks in exceptional circumstances (GM’s call). - Shares your ***[[Rerolls]].*** > **WOLF** #1 **AC** 11 + ranger’s Perc mod **HD** 1+2 **Bite** 1d8 **Nat 19** Knocked prone, Str contest to stand up **S15 D13 C16 I5 P14 W13 Ch7 L** special. **Move** Far. Adv when tracking, and extra +1 to attack when outnumber foe. **Reac** 2-4 Hostile 5-6 Hungry 7-8 Cautious 9-10 Curious 11-12 Friendly. > **VIPER** #1 **AC** 12 + ranger’s Perc mod **HD** 1d6 **Bite** 1d3 + Poison 1d8 (*Luck* (Con) save negates) **Nat 19** Strong dose: 3d6 damage **S10 D17 C14 I5 P13 W14 Ch6 L** special. **Climb** Close. May climb trees and squeeze into small spaces. Detect body heat up to Close range. **Reac** 2-5 Hostile 6-8 Threatening 9-10 Cautious 11-12 Friendly. > **OWL** #1 **AC** 12 + ranger’s Perc mod **HD** 1d6 **Rake** 1d4+1 Nat 19 **Bloody eyes:** target *[[Blind]]* until end of their next turn **S7 D16 C12 I6 P16 W15 Ch8 L** special. **Fly** Very Far. Advantage on sight based perception and sees with minimal light. **Reac** 2-3 Hostile 4-9 Cautious 10-12 Friendly. ## Rangercraft Traveling the outlands is dangerous for large, well armed caravans, let alone solitary hunters, requiring rangers to hone a variety of survival talents. At 1st level, you know a number of talents equal to your Perc modifier; **roll 1d12** on the below list to determine which. With each new level, learn one additional talent of your choosing. You begin an adventure with **one use of this ability per level.** Unless noted otherwise, you may expend a use of this ability as part of your normal action, choosing one talent to apply. If a talent requires a Perc check, you may use a *[[Rerolls|Reroll]].* You may regain expended uses by taking Short or Long Rests. | 1d12 | Rangercraft | | ---- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Animal Ken.** You and your beast briefly exchange detailed information, including matters which might not normally be imparted by an animal (GM discretion). The GM might require a Perc check for especially complex information. | | 2 | **Antitoxin Draught.** One target within Melee range may apply the effects of [[Antitoxin]]. In addition, 1d4 attribute points lost due to poison are restored over 1d6 hours. | | 3 | **Instinctive Rescue.** Your beast may perform a Rescue that targets you or an ally. If the GM agrees a Rescue is possible, your beast must make a Dex check and you a Perc check. If successful the Rescue occurs. No *Luck* check is required. This ability may not be used more than once per adventure. | | 4 | **Nature’s Venom.** After you hit with a weapon attack, you may trigger this talent to impose a 75% chance that the target is *[[Dazed]]*. This is a [[Poison]] effect. | | 5 | **Off Hand Adept.** If Two Weapon Fighting (p.80), before rolling to hit with your Extra attack, you may trigger this talent to negate the usual disadvantage penalty this turn. | | 6 | **Cover Fire.** If you or an ally is hit by a ranged attack, you may trigger this talent to reroll the attack and apply the lowest result. You must be armed with a ranged or throwing weapon and be within range of the attacker to activate this ability. | | 7 | **Ranger’s Ointment.** For 1d6+6 hours, one target within Melee range gains advantage on rolls to resist adverse effects inflicted by cold, heat, fire, and lightning (magical or otherwise). | | 8 | **Seasoned Explorer.** You roll against Perc (not Int) on Wilderness Lore checks. Once known, this talent is always active, and does not require expending a Rangercraft use. | | 9 | **Sharpshooter.** Before rolling for damage with a ranged attack, you may trigger this talent to make a Perc check. If successful, your hit causes critical damage. This ability may not be used more than once per combat. | | 10 | **Trackless.** For 1d6 x 10 minutes, you and your beast leave no tracks, ignore armour penalties, and move stealthily without slowing your normal move rate (if the GM normally requires such). | | 11 | **Slip Away.** You gain the Rogue’s *Skirmisher* ability until the end of your next turn. | | 12 | **Healing Salve.** During a Short Rest, you and up to eight allies regain hp equal to your Perc mod (independent of chosen rest benefits). Limited to once per rest only. | ## Steady Shot From 2nd level, when you make a ranged attack, targets lose any AC bonus due to cover. In addition, if you miss your target you never reroll the attack against an ally in the same melee. ## Unique Feature At 3rd, 6th, and 9th levels, you gain a Unique Feature. See p.15 and 45. ## New Skill At 2nd, 5th, and 8th level, you gain one new skill (the skill need not be on your class list). ## Second Attack At 5th level, when you use an action to attack, you make two attacks instead of one. If Two Weapon Fighting, you don’t get a second Extra attack (p.80). ## Master Hunter At 7th level, your ranged attacks cause critical hits on a natural 1d20 roll of 19-20. In addition, your beast companion gains the following benefits: - Reduces all damage by 2 points (min 1). - Gains the Rogue *Skirmisher* ability. If your beast already has the *Skirmisher* ability, it gains +1 AC instead. ## Beyond 9th Level If you survive this long, you retire to a remote outpost, patrolled and maintained by a band of trackers, hunters, and their beasts, guided by your wisdom as High Ranger.