Class - Ranger
The Ranger has specialized in the use of ranged Weapons.
General Info
Focus
Focus is a dynamic resource that only regenerates when not moving during your turn. This includes forceful movement by enemies. If you haven't moved from the beginning of one turn to the beginning of the next turn, you will gain one point of Focus. If you move more than your focus restrain distance, or are moved forcefully, you will lose all your Focus instantly. When ambushing your enemy, you start the encounter with full focus. Otherwise, you start with 0.
Name | Unlock Level | Focus
required |
Focus
consumed |
Description |
---|---|---|---|---|
Steady Aim | 1 | 1 | 0 | Increases your Precision by +1 per current point of Focus. |
Enhance Aim | 4 | 2 | 0 | Increases your Ranged Weapon Damage by 1d4 per current point of Focus beyond 1. |
Foe Study | 7 | 3 | 0 | Reduces the number required to critical hit by 1 per current point of Focus beyond 2. |
Mark for Death | 9 | 3 | 3 | Marks your target with a magical seal that you can track indefinitely until your target dies or you place a new mark. You can always sense the direction in which the marked creature currently is and estimate its distance to you down to about plus minus 30% accuracy.
Your hit checks made against targets that are marked for death are increased by +3. |
Tactical Reposition | 11 | 2 | 1 | Allows you for this turn only to move for half of your Movement speed without losing your focus while still gaining a new point of focus at the beginning of your next turn. |
Volley | 14 | 2 | 2 | Consume two points of focus to shoot out a barrage of projectiles at a group of enemies. Your next normal ranged Weapon attack hits every enemy in a choosen 3 meter squared area. |
Bullseye | 25 | Max | All | Fire a ranged Attack that deals maximum damage. Instead of rolling dice for the attack roll, you can use the maximum possible value. Afterward, your Focus will reset back to zero. |
Leveling
Leveling a rogue allows him to gain more ways to gain and use his Wits, as well as manipulate the people around him.
Level | Features | Max
Focus |
Focus
Restrain Distance |
Bonus
Agility |
---|---|---|---|---|
1 | Steady Aim | 1 | - | - |
2 | - | 1 | 1 | 1 |
3 | Ranger's Subclass | 1 | 1 | 1 |
4 | Enhance Aim | 2 | 1 | 2 |
5 | Emergency Focus | 2 | 1 | 2 |
6 | - | 2 | 2 | 3 |
7 | Foe Study | 3 | 2 | 3 |
8 | Subclass Feature 2 | 3 | 2 | 4 |
9 | Mark for Death | 3 | 2 | 4 |
10 | - | 4 | 2 | 5 |
11 | Tactical Reposition | 4 | 2 | 5 |
12 | Weapon Mastery | 4 | 2 | 6 |
13 | Subclass Feature 3 | 5 | 2 | 6 |
14 | Volley | 5 | 2 | 7 |
15 | Planned Movement | 5 | 3 | 7 |
16 | - | 6 | 3 | 8 |
17 | Subclass Feature 4 | 6 | 3 | 8 |
18 | Fully Focused | 6 | 3 | 9 |
19 | - | 7 | 3 | 9 |
20 | Critical Aim
Restrained Focus |
7 | 3 | 10 |
21 | - | 8 | 3 | 10 |
22 | - | 8 | 3 | 12 |
23 | - | 9 | 3 | 12 |
24 | - | 9 | 3 | 15 |
25 | Bullseye | 10 | 3 | 15 |
Class Features
Feature | Description |
---|---|
Emergency Focus | Once per full rest, you can use your Preparation to not lose your Focus after being forcefully moved. |
Weapon Mastery | Become skilled in Recurve Bows and Heavy Crossbows. |
Planned Movement | Become skilled in Dodging |
Fully Focused | At the beginning of your turn, you can choose to do nothing (no Actions, no Moving, no Preparation available) and instantly gain one point of Focus. |
Critical Aim | Once per encounter, you can choose to consider a hit check of your choice as a critical hit, as long as it hit. |
Restrained Focus | The Ranger can no longer improve his class level unless he has at least 65 Agility and has completed at least one heroic feat. |
Subclasses
Assassin
The Assassin focuses one swiftly and discretely taking down single targets before they even know what happened.
Feature # | Trait | Description |
---|---|---|
1 | Ambush | If your target is not currently in active combat and not aware of your presence, your first attack against it will always be critical with Opportunity Damage, assuming you hit. |
2 | Gushing Wounds | If your target can bleed, each of your attacks will add two stacks of bleeding to it. |
3 | Salted Wounds | The bleeding Damage cap of enemies hit by you is increased to 12. |
4 | Muffled Knife | Your first hit on an ambushed target silences it for 3 turns, unless it succeeds a Willpower 20 check. |
Thief
The Thief specializes on Infiltration and theft. Usually leaving no traces behind.
Feature # | Trait | Description |
---|---|---|
1 | Make-do-Magic | The Thief becomes capable of using the Illusion school of magic. He can cast one grade 1, 2 and 3 spell each once per day. He can freely cast Prestidigitation like normal. He can use any one handed weapon as a focus. |
2 | Thief's Insight | You become specialized in Perception and Investigation checks |
3 | Advanced Magic | Allows you to also gain the ability to cast one grade 4 and one grade 5 spell once per day. Additionally, "Disguise" is now considered a grade 0 spell and can be cast freely. |
4 | Grand Acting | Allows you to also gain the ability to cast one grade 8 spell per day. |
Gambler
The Gambler is all about getting lucky, continously trying over and over again and trying to shift the odds in his favour.
Feature # | Trait | Description |
---|---|---|
1 | Pokerface | You become specialized in Persuasion and Deception checks |
2 | Double Edged Odds | The number needed to roll a critical success is reduced by one. Additionally, the number needed to roll a critical fail is increased by one. |
3 | Lucky hindsight | Once per day outside of combat and once per combat, you can reroll a critical failure. |
4 | Oddly Wits | This allows you to spend one Wits during combat to reroll a hit check or damage roll. It is instant, does not require any additional Actions, and can be done multiple times per turn. You can always choose the better result. |
Manipulator
The Manipulator focuses on controlling the people around him to obey him without even noticing.
Feature # | Trait | Description |
---|---|---|
1 | Pokerface | You become specialized in Persuasion and Deception checks |
2 | Pokersoul | Even when magically charmed or forced to tell a secret, you will be able to lie. |
3 | Identifying Weaknesses | During combat, you can use your Preparation to examine the enemies weaknesses. For every Preparation you spent like this your critical hits require one less on the hit check. This effect resets when combat ends. |
4 | Critical Miss | When attacked by an enemy directly while next to another enemy, you can use your Preparation to redirect the attack to that enemy instead. |