Ranger

Difficulty: ★★ Involved
A powerful mystique has always surrounded the rugged frontiersman. Adept at battling both the enemies that lurk beyond the boundaries of civilization and the elements themselves, these solitary champions are often the first line of defense for the comforts they’ve left behind.

You have an eclectic mix of abilities, centered around gaining Terrain Studies and ranks in the Survival skill. You should read the Tracking skill check and pay particular attention to your tempo as you distribute healing from your Hunter Gatherer ability.



Power: Feild Craft
Your ability to operate in the wilderness for prolonged periods is unmatched.

Party Role: Survivor/Healer
Your abilities focus on making the best use of the terrain and the natural bounty around you. You supplement this practical wisdom with useful ranged attack abilities, making you at least a credible threat should combat arise.

Class Features


Requirements:You must have an Archery, Basic Melee, or Longarms weapon proficiency or one of their focuses.

Favored Attributes: Determination

Max Luck per level: 6 + Determination modifier

Skill Ranks per level: 6 + Cunning modifier

Class Skills: Acrobatics, Athletics, Profession, Stamina, Stealth, Survival, Tactics, Vigilance

Hunting Season: (technique) You gain a +1 bonus to Tracking attempts and you may Track using your Survival skill instead of Analysis.

Class Abilities


Imposing Silhouette: (prologue)
(prologue) You can make your presence known from anywhere on the battlefield. Once per turn you may spend a Twist to make a Standard Ranged Attack as a free action before or after your normal actions. If you are spending your last Twist, each of your allies who can see you may also immediately move up to 2 squares.

Nature's Arsenal:
At Level 1, you gain the Hunting Season Technique and you suffer no penalties to your attacks from using crude weapons or ammunition. While you have a Survival kit, you are considered to have unlimited Crude ammo available for your sling and bow attacks.

Hunter-Gatherer:
At Level 2, you gain two Terrain Studies. At the beginning of each scene you gain a pool of Luck points equal to your Ranks in Survival ×5. While you have a Survival Kit, you may spend an action to use these points to heal yourself or a willing adjacent character, transferring up to 5 + your Character Level points from this pool to the target. You may spend 1-hour foraging in any of Terrains you have Studied to refresh this pool to its full value.

Wildlands:
At Level 3, you gain formidable Survival.
(Whenever you roll a 1-9 on a Survival check, turn the die to ‘10’. If you gain the same formidable skill a second time, you gain a Skill Talent instead.)

Find the Path:
At Level 4, once per session, you may automatically succeed with an Acrobatics or Survival check with a Goal of up to 30 + your ranks in that skill.

Goin' Hunting:
At Level 5, you may add +5 to the lower of your skill check results each round during Manhunt Clashes. You also gain +1 Determination.
(If you gain the same Manhunt Clash bonus a second time, you gain an Investigation Talent instead.)