Ranger Class
01
Overview
Rangers are wargs who consider themselves a tier apart from the average city dweller. Whilst they technically call the city their home, they are most comfortable outside its walls on missions that take them through the wilds. A Ranger prizes stamina and keen survival instincts.
Outlanders are wildwargs that learn the geographies of the surrounding regions and survey new areas.
Scouts are wargs who specialise in tracking opponents and gathering information.
Rangers switch easily between melee and range attacks, however do not have the strength to hold out against heavily armored foes for very long.
Learn more about using weapons in combat on the USING WEAPONS IN COMBAT section on the COMBAT PAGE.
Learn more about the stat points of a Ranger below.
Ranger Stats
Icewarg
Stonewarg
Woodwarg
Strength: 10
Agility: 12
Intellect: 10
Stamina: 18
Strength: 15
Agility: 13
Intellect: 10
Stamina: 12
Strength: 10
Agility: 13
Intellect: 15
Stamina: 12
Outlander
You have chosen the path of the Outlander. You are adept at exploration and know the wilds and all their dangers.
Art/literature depicting your character exploring the wilds (no buildings depicted) will gain an additional +2 XP.
TRACKER
With your superior tracking skills, you are able to get the jump on your foes. In combat you are able to move your order of initiative up by one.
Range: Self
Action: Innate
Charge: N/A
DISTRACTION
Whistle bird calls to encourage a flock to swoop over the battleground and harass your enemies. For ONE (1) turn, if a member of your party hits, they do +5 damage to all other enemies on the same line.
Range: Line
Action: Full
Charge: Once per 5 turns
WILD WAY
You are at home in the chaos of battle and have learned to roll with the punches. You become harder to hit with +2 AC.
Range: Self
Action: Innate
Charge: N/A
GREAT EXPLORER
Your ability to read the land means you can tell where the best positions—and therefore the best strikes—can be made. You do an additional 15 damage each time you hit with a ranged weapon.
Range: Target
Action: Innate
Charge: N/A
CAMOUFLAGE MASTER
As you live and breathe, you are the master of melding into the wilds. You blend so well that you become harder to hit with +1 AC and deal an additional 5 damage. [Stacks with Wild Way]
Range: Self
Action: Innate
Charge: N/A
CALL OF THE WILD
Your knowledge of wildlife allows you to call a beast native to the area onto the battlefield for a moment’s distraction. The entire field of your enemy become easier to hit with -2 AC and your party does +5 more damage for ONE (1) turn.
Range: Field
Action: Full
Charge: Once per 5 turns
BEASTMASTER
You are an expert in creatures of the wilds and fens, understanding their strengths and weaknesses as well as your own. When your party is versing enemies that are beasts, you gain an additional 35 damage and there is a 1 in 10 chance that the beast(s) will flee immediately, rolled individually for each beast. [Some creatures may be immune]
Range: Field
Action: Full
Charge: Once per battle
GUIDE
You are a true pathfinder, a leader among rangers. When there is no way through to be found, you make one. If you there are TWO (2) or more Ranger Class characters in your party, all of you deal an additional +15 damage when you hit.
Range: Field (Rangers Only)
Action: Innate
Charge: N/A
RANGE MASTER
An unmatched marksman, when you set something in your sights, you make it dead. When using ranged weapons, your damage increases by 25. [Stacks with Great Explorer]
Range: Self (Ranged Only)
Action: Innate
Charge: N/A
Scout
You have chosen the path of the Scout. You are able to track and hunt with incredible efficiency and have made stealth your greatest asset.
Art/literature depicting your character with a creature from the bestiary (at least 50% visible) will gain an additional +2 XP.
UNSEEN
Scouting is not just your profession, but your way of life. If others follow in your pawsteps, they’ll not be led astray. You can move a single party member of your choice up one place in the initiative order.
Range: Target
Action: Innate
Charge: N/A
SOFT TREAD
After years of walking this subtle path, your footsteps are nearly silent. You have the element of surprise and do an additional 25 damage if you hit on your first turn.
Range: Target
Action: Bonus
Charge: First turn only
INFORMANT
Scoping out dangers and discovering weaknesses are what you do. You knew who was coming before they knew who you were. One random enemy is easier to hit with -2 AC.
Range: Target
Action: Bonus
Charge: Once per battle
SWIFTFOOT
Dexterous and quick, you are the master of striking enemies and escaping before they can retaliate. Deal an additional +10 damage to enemies when using a ranged weapon or an additional +20 damage when targeting an enemy on the far line.
Range: Self
Action: Innate
Charge: N/A
PATROL
There is safety in numbers. If there are THREE (3) or more Ranger Class characters in your party, all of you gain a +2 to your AC.
Range: Self
Action: Innate
Charge: N/A
WHISPERER
With a twig snap here, a rustle there, you can convince your target that your party is greater in number than they actually are. Your chosen enemy becomes easier to hit with -5 AC and take an additional 5 damage when hit for TWO (2) turns.
Range: Target
Action: Bonus
Charge: Once per 5 turns
KEEN SHOT
With an eye for exploiting flawed defenses, your ability to land blows is legendary. You will almost always hit your target with a +5 to hit.
Range: Self
Action: Innate
Charge: N/A
LETHAL HUNTER
There are stories told of monsters that go bump in the night. You are that monster. Every THREE (3) turns, you can gain an additional attack.
Range: Target
Action: Full
Charge: Once per 3 turns
SQUADRON
One ranger is deadly. A pack of them is a slaugther. They play off of one another, blend into their backgrounds together, and become their enemy’s nightmare. If there are FOUR (4) or more Ranger Class characters in your party, each hit’s damage increases by 15 and the enemy becomes easier to hit with -2 AC.
Range: Self
Action: Innate
Charge: N/A