Ranger

Class Races

  • Human

  • Dwarf

  • Orc

  • Troll

  • Drow

  • Goblin

  • Dryad

  • Wood Elf

  • Tabaxi 

  • Lizardfolk

  • Half-Orc

  • Half-Drow

  • Half-High Elf

  • Half-Wood Elf

Your HP is 13+Base CON Score.

Your Carry Weight is equal to Base STR Score+11.

Your Base Damage is 1d8.

Human: Your Animal Companion gains +1 INT and +1 CHA.

Dwarf: Crossbows when used by you take no additional time to reload and deal +2 Damage instead of +1 from Dual or Two Handed.

Orc: When you Volley with thrown weapons you may use roll+STR instead of roll+DEX.

Troll: You heal 1 HP a round in combat. Fire and Acid does 1 additional damage to you and halts your natural healing for 2 rounds. When taken to 0 HP your natural healing halts for the rest of the day.

Drow: Gain +2 on Called Shot when attacking from darkness.

Goblin: Gain +2 to Flee.

Dryad: Automatically succeed on Hunt And Track through any wilderness area with living plants.

Wood Elf: Your attacks with Volley have an additional 1 Piercing.

Tabaxi/Lizardfolk: You may Hack&Slash with your claws or bite and still do your Base Damage. Add 1 Piercing to Hack&Slash when you claw or bite.

Click Below to view the 

Prebuilt Ranger

Key Stats

STR isn't used except for defy danger

DEX important for Volley, Called Shot, Hack&Slash with Precise weapons and many moves.

CON will be important for your HP and defy danger

INT isn't used except for saving throws

WIS used for many important defy dangers

CHA isn't used except for defy danger

Starting Moves

Animal Companion

You have a supernatural connection with a loyal animal. You can’t talk to it per se but it usually acts as you wish it to. You have the ability to call it to your side instantly as long as you are not in-doors or behind gates it could not get past.

 

Choose a species:

 

Bat, Bear, Beetle, Boar, Cat, Crocodile, Cougar, Dog, Eagle, Elk, Fox, Hawk, Lizard, Mule, Owl, Pigeon, Ram, Rat, Snake, Spider, Stag, Vulture, or Wolf. (You may pick creatures other than these, but they must be no larger than a wolf).

 

​Depending on its type, it may not be desired or acceptable in the limits of a town or city. And while some of these are large enough or have a shape to be ridden, they are not considered war-trained for purposes of mounted bonuses.

 

Choose base stats for your animal companion and add it to your inventory (0 weight, 0 cost):

  • Heavy beast: Damage 1d6, Str 2, Dex 0, Con 3, Int 1, Wis 2, Cha 1, HP 18, Armor 4

  • Tiny beast: Damage 1d4, Str 1, Dex 1, Con 1, Int 3, Wis 2, Cha 2, HP 14, Armor 2

  • Fierce beast: Damage 2d4, Str 2, Dex 0, Con 2, Int 1, Wis 2, Cha 1, HP 16, Armor 3

  • Feral beast: Damage 2d4, Str 3, Dex 0, Con 2, Int 0, Wis 1, Cha 0, HP 16, Armor 3

 

While these stats come into play when you are controlled or down (and the animal companion acts in your place ), they also determine the following:

  • Str is your pet's damage when you use “Get ‘Em!”

  • Dex is the bonus your pet provides to your own Dex rolls when it is present.

  • Int is the bonus it applies to the roll of Aid, Interfere, or Hunt and Track moves.

  • Wis is the number of times you can get your pet to ignore the restriction of your last target and attack anyone with "Get 'Em!".

  • Cha is the number of rounds your pet will fight alone while you are controlled and unable to attack, or after you have failed a Last Breath, before running away from the combat. During these rounds the pet uses it's own H&S and Damage. When your companion reaches 0 HP, it makes a Last Breath and runs away or dies.

Command

Interrupt

Intense training and care has allowed you and your animal companion to fight as one, you can do one of the following as an interrupt:

  • "Get 'Em!" deal damage equal to its STR to the last target you attempted to attack (can even be from previous rounds if you have not had any other chance to attack).

  • "Defend Me!" add its Armor to your Armor when you take damage.

  • "Run!" prevents animal companion HP from dropping below 1 from an attack. It runs from the encounter and you lose all bonuses related to it.

 

​Hunt And Track

When you follow a trail of clues left behind by passing creatures, roll+WIS.

• On a 10+, as 7+ but also choose 1 from below

• On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel.

• On a 6 or less, you fail to follow the tracks and are unable to attempt any further rolls for the tracks.

  • Determine the number of those traveling together

  • Determine what caused the trail to end

Note: Water, and hard surfaces that don't leave footprints require another check to continue after the gap. If these gaps are numerous or continues over a 10m length of the track, you lose the tracks permanently. Work with those you are tracking for this OOC, bringing a DM in if needed.

 

Faster Than His Shadow

Free

You can switch your weapons without it spending a Standard Move for Switch It up.

 

 

Called Shot

When attacking at range after a successful use of On The Prowl, you can choose to deal your damage or name your target and roll+DEX.

 

Head

  • 10+: Deal your damage and they are Blinded for 1 round. (Defy Danger: CON)

  • 7-9: Deal your damage

Note: Blinded can be found on the System Terms page.

 

Arms

  • 10+: Deal your damage and they take -1 Forward.

  • 7-9: Deal your damage

Legs

  • 10+: Deal your damage and they are knocked down. (Defy Danger: DEX)

  • 7-9: Deal your damage

Note: Knockdown can be found on the System Terms page.

Treat this move as if it were Volley for additional moves and equipment.

Class Moves

When you gain a level from level 2-5, you may pick one of these or a crafting move. You may not pick the same move more than once.

Rip And Tear

Requires: Animal Companion

Your animal companion ignores Armor when damaging with the “Get ‘Em!” Command.

 

What Do You Feed This Thing?

Requires: Animal Companion

Increase the HP and Armor of your animal companion by 2. You gain +1 Ongoing to Defy Danger using STR and CHA when it is present.

 

Deft Hands

All sword and spear weapons you wield gain the Precise tag, allowing you to Hack&Slash using +DEX.

Wild Empathy

You can understand animals and communicate simple ideas to them. However, they are still simply animals and remember or know little outside of what affects their daily survival (it wouldn't know if a specific race or individual passed by, but it would know if a path is often traveled by 'people' and if it had to leave the path recently to hide from someone coming through).

 

Hunter's Eye

You have +1 Ongoing for Discern Realities and Hunt And Track.

Hatred Is Learned

Pick a race, you deal +1 damage to Hack&Slash, Volley, and your animal companion is considered to have +1 str against them. It is hard to even be civil with them.

 

Viper’s Strike

Deal +1 damage with Hack&Slash and Volley.

Damage Move (a character can only have 2 of these total).

Camouflage

You have +1 Ongoing to On The Prowl.

 

Man’s Best Friend

Free

Your animal companion jumps in the way of a blow that was meant for you, subtracting from it's HP as normal and potentially killing it. If it is already dead, or not present, you can’t use this ability.

 

Blot Out The Sun

Interrupt

When you volley you may spend extra ammo before rolling. For each point of ammo spent you may choose an extra target, up to a maximum of 3 total targets. Roll once and, if you hit, deal your damage -2 per target to each of your chosen targets.

 

God Amidst The Wastes

Dedicate yourself to a deity. You gain the Deity, Commune, and Cast A Spell cleric moves. When you select this move, treat yourself as a cleric of level 2 for using spells.

Damage Move (a character can only have 2 of these total).

Slippery

You have +1 Armor when unarmored or wearing armor without the clumsy tag.

Lone Wolf

Requires: Animal Companion

You lose the Animal Companion and Command moves but gain this:

Swift Strike

Interrupt

You quickly strike again at an enemy you've just attacked. You Deal your DEX or STR in Damage that ignores armor.

 

Multiclass Dabbler

Pick one move from another class, as long as it isn't a Starting Move or another Multiclass Move. Treat your level as one lower for choosing the move.

Advanced Moves

When you gain a level from level 6-10, you may pick one of these moves, the level 2-5 moves, or a crafting move. You may not pick the same move more than once.

You’re With THEM!

Requires: Hatred Is Learned

Pick a second race,  you deal +1 damage to Hack&Slash, Volley, and your animal companion is considered to have +1 str against them. Your bonuses from Hatred Is Learned increase to +2. It is hard to even be civil with these races.

 

Bullseye!

Standard

You steady your aim and perfectly line up your shot at a specific target. On your next turn, if you Volley at the target it automatically succeeds and you ignore all Armor.

 

Viper’s Fangs

Requires: Viper’s Strike

Deal +1 damage with Hack&Slash and Volley.

Damage Move (a character can only have 2 of these total).

 

Strong Pull

A bow or crossbow in your hand gains 2 Piercing.

 

Pack Of One

Requires: Lone Wolf

You gain +2 Armor and +2 Max HP.

 

Hunter’s Mark

The last single enemy damaged by your volley is marked. The next other ally to attack them receives +1 forward.

When Oiled

Requires: Slippery

You have +1 Armor when unarmored or wearing armor without the clumsy tag.

 

Woodland Stride

You cannot be Knocked Down or have your movement reduced or slowed as long as you are in the wild.

Note: Effects like Stun or Incapacitate work as normal, only effects that Knock Down or remove your movement action can be ignored.

Multiclass Initiate

Pick one move from another class, as long as it isn't a Starting Move or another Multiclass Move. Treat your level as one lower for choosing the move.