You know how to live off of the land. You excel at tracking, can tell what is edible and is not, and can identify that strange creature with ease. Throwing weapons and projectile weapons are your tools of trade and you can easily become a part of the environment you are in - as long as that environment isn't a city. You leave the heavy armor and the heavy weapons to others.
Gen Dice:
- Vitality: (Initial) 1d12 (Secondary) 1d8
- Soul: (Initial) 1d12 (Secondary) 1d8
- Power: (Initial) 1d12 (Secondary) 1d8
Weapon & Armor Types:
- They cannot use any weapon that must be wielded with two hands.
- Only light or medium armor. No shields.
The Ranger Profession is all about living off of the land. They are a great part of any adventuring party as they would be able to find safe and edible food and water sources and handle the flying enemies with ease. They also are at one with nature.
Back to top1) Effects on Weapon Usage
They cannot use any weapon that must be wielded with two hands.
Back to top2) Effects on Armor Usage
Only light or medium armor. No shields.
Back to top3) Profession Level Progression
Rangers are masters of living off of the land. They can track their target and do best when attacking from afar. Rangers specialize in skills that allow them to bring down their target from far away.
All characters get the following by leveling up regardless of profession:
- Each level up you get your secondary gen dice rolls for Vitality, Soul, and Power.
- Each level up you get 1d4 stat points
- Each level up you get 1d6 trait points
- You can acquire 1 skill of choice in or out of profession.
- At level 1 you have an initial 1d6 trait points that you can assign as desired
- Your profession will also provide bonuses when you level up
- You can start with 1 spell, and gain a new spell on every odd number level whether you are a runic mage or not.
Rangers gain the following through leveling up every other level:
Level | Bonuses |
---|---|
2 | +1d4 to Speed; 2 skills, 1 ability |
4 | +1d4 to Speed and Intellect; +1d4 trait points; +1 skill and ability |
6 | +1d4 Power; +1d6 to Speed traits; +1d4 to Intellect Traits; +2 skills and 1 ability |
8 | +1d8 trait points; +1d4 Soul; +1d4 skills; +1 ability |
10 | +1d10 Stat Points; +1d6 trait points; +1d4 skills; +1d4 abilities |
12 | +1 to all Intellect traits; +2 skills; +1 ability |
14 | +1 to all Speed traits; +1 skill; +2 abilities |
16 | +1 to all Strength traits; +1d4 skills; +1 ability |
18 | +1d8 Speed; +1d4 Intellect; +1d6 trait points; +1d4 skills; +1 ability |
20 | +1 to all Speed traits; 1d4 abilities |
4) Skills
Rangers specialize in skills that deal with animals, hunting, and surviving off of the land.
4.1) Ranger Skill Progression
4.2) Ranger Skills
Skill | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
---|---|---|---|---|---|---|
Advanced Piercing Proficiency | N/A | self | instant | Hard Critical | Increases Hit Chance by 3 and piercing damage by 1d6. Minimum damage of attack to affect Vitality will be 1d6 damage instead of 1 damage. 1d4 bleeding out damage per round until healed. |
Novice Piercing Proficiency |
Aiming | N/A | self | instant | Easy Perceive | +1d10 to Hit Chance |
N/A |
Animal Talk | N/A | self | instant | Easy Nature | Able to communicate with animals and understand them. |
N/A |
Arrow Rain | 8 Soul | 1/2 bow distance affecting a 3x3 space area | instant | Hard Hit Chance | You rapidly shoot up into the air at an angle 1d10 arrows that come raining down affecting a 3x3 space area. At least one target per arrow if enough arrows were shot, otherwise some targets might not be affected. If you shot more arrows than there are targets, the additional arrows will hit the ground. To hit each target is a hard hit chance per target. |
Precise Shot |
Basic Piercing Proficiency | N/A | self | instant | Normal Critical | Increases Hit Chance by 1 and piercing damage by 1. |
Must have a piercing weapon equipped. |
Binding of the Natural Spirits | 4 Soul | touching range | instant | Normal Arcana | Inflict 1d4 poison or remove poison by touch. |
Druid Speech |
Blind Shot | 3 Soul | weapon range affecting 1 target | instant | Normal Insight | Able to attack target you cannot see with projectile. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. |
Aiming |
Blind Throw | 3 Soul | weapon range affecting 1 target | instant | Normal Insight | Able to attack target you cannot see with a thrown weapon. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. |
Aiming |
Bow Drawing | 3 Power | self | instant | Normal Athletics | Increase bow range by 1d6, increase hit chance by 1 and damage by +1. |
Aiming |
Creature Bonding | N/A | tamed creature | permanent | Hard Influence | This skill allows you to bond with the creature you tamed in battle, allowing you to keep that creature as your familiar after battle. The number of creatures you can bond with is equal to your Nature score. So if you have a Nature of 3, you can bond with 3 creatures. You can only have one creature or familiar out with you at a time, and can swap between them at will as a support action. |
Druid's Companion |
Druid Speech | 2 Soul | a 3x3 space area around you | instant | Easy Arcana | Your speech reduces the movement rate by 1/2 for 1d4 rounds and has a 10% chance to daze for 1 round any target within a 3x3 area, friend or foe. |
N/A |
Druid's Companion | 3 Soul | 1 target within 6 spaces | until end of battle | Normal Influence -2 | Tame creature to fight for you for the duration of the battle. |
Identify Animal |
Extra Arrow | 8 Soul | self | instant | Hard Athletics | Shoot 2 arrows at the same time. |
Quick Shot |
Familiar Counter | N/A | tamed creature | instant | Hard React | When attacked you can have your familiar counter attack for you. |
Druid's Companion |
Familiar Sight | 4 Soul | tamed creature | up to 1 hour | Hard Nature | This skill allows you to see through the eyes of your familiar (tamed creature). Careful, you will not see through your own eyes. |
Druid's Companion |
Familiar Swap | 8 Soul | self and familiar | instant | Hard Nature -2 | You can swap places with your familiar. |
Familiar Sight |
Familiar Transform | 10 Soul | self | 1d10 rounds | Impossible Nature | You transform into a carbon copy of your familiar, having your familiar's stats and skills as well as your skills. |
Familiar Swap |
Familiar's Sacrifice | 8 Soul | self and familiar | instant | Hard React -2 | Upon an attack that would kill you your familiar will die in your place. |
Familiar Counter |
Identify Animal | 2 Soul | 1 target in sight | instant | Normal Nature | Identify animal, beast type, and vitality. |
Animal Talk |
Identify Curse | N/A | 1 target in sight | instant | Easy Insight | You can tell if something or someone is cursed and know what the curse is. |
N/A |
Lucky Shot | 3 Soul | self | instant | Normal Luck | Increase Hit Chance by Luck score for the shot. |
Bow Empowerment |
Lucky Throw | 3 Soul | self | instant | Normal Luck | Increase Hit Chance by Luck score for the thrown attack. |
Throw Empowerment |
Master Piercing Proficiency | N/A | self | instant | Impossible Critical | Increases Hit Chance by 4 and piercing damage by 1d8. Minimum damage of attack to affect Vitality will be 1d8 damage instead of 1 damage. 1d6 bleeding out damage per round until healed. |
Advanced Piercing Proficiency |
Mortal Shot | 10 Soul | weapon range affecting 1 target | instant | Hard Critical -1 | Roll a 1d6 with your shot, a 6 = instant death of target. |
Sniper Shot |
Nature's Armor | 6 Soul | self | 1d6 rounds | Normal Nature -2 | Your armor is hardened by nature, giving you a +2 to Physical and Magical Armor and armor Defense. |
Nature's Nurturing |
Nature's Blessing | 8 Soul | self | 1d6 rounds | Hard Nature | You gain a +1 to all stat and trait checks. |
Nature's Armor |
Nature's Nurturing | 4 Soul | self | 1 day | Normal Nature | You will regain 1d4 Vitality, Soul, and Power every hour or every round in battle as long as you are in a natural place. |
3 ranger skills and 2 ranger abilities |
Nature's Wrath | 10 Soul | self | 1d6 rounds | Impossible Nature | You gain a bonus of +1d8 to your Offensive Power and Bow Power and you will counter attack every physical attack if the attack is in range. |
Nature's Blessing |
Novice Piercing Proficiency | N/A | self | instant | Normal Critical -2 | Increases Hit Chance by 2 and piercing damage by 1d4. Minimum damage of attack to affect Vitality will be 1d4 damage instead of 1 damage. If unarmored, 1 bleeding out damage per round until healed. |
Basic Piercing Proficiency |
One Hit Toss | 10 Soul | throw range affecting 1 target | instant | Hard Critical -1 | Roll a 1d6 with your throwing attack, a 6 = instant death of target. |
Precise Throw |
Precise Shot | 4 Soul | weapon range affecting 1 target | instant | Normal Perceive -2 | Your shot is true and precise, finding the weak point in the target's armor. Your hit chance is increased by 2 and your damage is increased by 1d6. |
Lucky Shot |
Precise Throw | 4 Soul | throw range affecting 1 target | instant | Normal Perceive -2 | Your throw is true and precise, finding the weak point in the target's armor. Your hit chance is increased by 2 and your damage is increased by 1d6. |
Lucky Throw |
Projectile Proficiency | N/A | self | instant | Normal Critical | Increases Hit Chance by 1 and projectile weapon damage by 1. |
Must equip projectile weapon |
Puck Shot | 6 Soul | weapon's range affecting 1-2 targets | instant | Normal Hit Chance, -2 for second target | Bounce projectile off one target or obstacle to hit another in range. Basically, if you have the range of 12 for your projectile weapon, you fire at one target 8 spaces away. There's another target that is 4 spaces from that target, still within the total 12 of your weapon. You would roll hit chance on that target as well with the -2 penalty, and if you succeed, your ammo will bounce off the first target and hit the second target. Same damage will be dealt to both targets. |
Blind Shot |
Purify Object | 6 Soul | touching range | instant | Normal Arcana -2 | You can remove a curse from an object. A fail curses you. |
Revoke Curse |
Quick Shot | 5 Power | self | instant | Normal React -2 | Get an extra shot with no skills used. |
Bow Drawing |
Revoke Curse | 4 Soul | touching range | instant | Normal Arcana | You can remove the curse from a person. A critical fail curses you. |
Identify Curse |
Ricochet Projectile | 8 Soul | weapon's range affecting many targets | instant | Hard Hit Chance, penalties add per target | Bounce projectile off one target or obstacle to hit another in range. Basically, if you have the range of 12 for your projectile weapon, you fire at one target 8 spaces away. There's another target that is 4 spaces from that target, still within the total 12 of your weapon. You would roll hit chance on that target as well with a -2 penalty, and if you succeed, your ammo will bounce off the first target and hit the second target. If there's still range on your weapon and targets in range, you can continue to bounce your arrow off each target hitting more and more targets. |
Puck Shot |
Sniper Shot | 6 Soul | weapon range affecting 1 target | instant | Normal Hit Chance -2 | +1 automatically for damage; You can aim for parts on the target.
All locations inflict wounds on that location. |
Blind Shot |
Staggering Shot | 5 Power | weapon range affecting 1 target | instant | Normal Critical -2 | Dazes the target for 1d4 rounds. |
Bow Drawing |
Throw Empowerment | 1 Soul | self | instant | Easy Critical | With this skill you double your throw range and increase the thrown damage and hit chance by +1. |
N/A |
Throwing Blitz | 10 Soul | throw range affecting at least 1 target per thrown weapon | instant | Hard React | Throw 1d8 +1 throwing weapons at your target. You can use a different target per thrown weapon or throw all at one target. Hit Chance per throw. |
Precise Throw |
Trick Shot | 5 Soul | weapon range affecting 1 target | instant | Normal Deception -2 | Trick your target with a shot that seems aimed elsewhere. This catches the target off guard, increasing your Hit Chance by 3. |
Bow Drawing |
Trick Throw | 5 Soul | throw range affecting 1 target | instant | Normal Deception -2 | Trick your target with a thrown attack that seems aimed elsewhere. This catches the target off guard, increasing your Hit Chance by 3. |
Blind Throw |
5) Ranger Abilities
These are abilities that are unique to the ranger profession. Only warriors can obtain and use these abilities:
Ability | Effects | Requirements |
---|---|---|
Arcane Hunter | Add runic power to your bow & arrow damage, as long as the target is not of the same element as you or an element that is strong against you. |
Bow Drawing skill |
Avian Kinship | You form a bond with all birds. No fowl creature will attack you and may aide you at times. Occasionally some may drop before you random "treasures". |
Communing With Nature |
Communing With Nature | Using Animal Talk you can commune and communicate with plants. |
Animal Talk skill |
Dragon Kinship | You can form a friendship with dragons. Depending upon your time spent with them, a dragon may randomly come to your aide or even give you a ride. |
Dragon Speech |
Dragon Lore | You have increased knowledge about dragons and know all their customs. This gives you a +2 to nature when dealing with dragons. |
N/A |
Dragon Speech | You are able to use animal talk to speak with dragons. |
Dragon Lore |
Dual Throwing Weapons | You are able to throw weapons with both hands, however only the weapon thrown by your prominent hand gains the offensive power. |
N/A |
Familiar Growth | You are able to increase your familiar's stats and traits with your level up bonuses. |
Creature Bonding skill |
Familiar Magic | You can learn any unique magic spells your familiar has, as long as it is not of a contrasting element. |
Familiar Growth |
Field Dress | +2 to Nature to properly field dress a killed animal to collect its meat and hide. |
Identify Animal skill |
Herbal Identify | You are able to identify plants and know their properties. |
N/A |
Hit Chance Improvement | +2 to Hit Chance |
N/A |
Hunting | For 10 hours you can select a beast type and declare you are hunting that type. You will do an extra 1d10 against any creature of that beast type. You cannot change beast type that you are hunting until 10 hours has passed. |
Tracking |
Insight Improvement | +2 to Insight |
Perceive Improvement |
Natural Healing | Heals 1 Vitality per hour or round in battle when in sunlight. |
N/A |
Nature Improvement | +2 to Nature |
Insight Improvement |
Perceive Improvement | +2 to Perceive |
N/A |
Phantom Hunting | You will do full damage against spirits. |
Hunting |
Point Blank | Removes the minimal range needed to use a bow, however you cannot apply bow power to any attack that does not meet minimal range, but at least you can still use your bow. |
Hit Chance Improvement ability and Bow Drawing skill |
Power Improvement | Increase Power by 1d6. |
Point Blank |
Silent Hunter | Your kills are silent and even if the death of the target is noticed, the source will not be noticed without an impossible perceive check. |
Stand Downwind |
Stand Downwind | -2 penalty to perceive for any target that is trying to perceive you. |
N/A |
Tracking | +2 to Nature to identify and follow tracks. |
N/A |
Wilderness Survival | +2 to Survival |
N/A |