Rangers are often described as the “militant side” of the druidic order. In reality, there are as many Rangers who are not actively aligned with the druids as those that are. Regardless of affiliation, all Rangers strive to protect the sanctity of the wilderness. Rangers are scouts, hunters, and loners who spend most of their time in the wild. As such, they understand the beasts and conditions of the outdoors in an uncanny, almost supernatural way.
Rangers’ combat training focuses on standing alone and surviving a fight. Ranger’s abilities are a blend of martial prowess and wilderness survival that makes them essential to any party traveling beyond the safety of a town or city.
Attack: High
Accuracy: Medium
Defense: High
Resistance: Low
Tough: High
Quick: Medium
Mind: Low
Hit Points: High
Maximum Energy Points at 20th Level: 124
Weapon Proficiencies: All
Armor Proficiencies: All
Allowed Alignments: 1,2,3
Note: The ranger may not use any Natural abilities while they are alignment 4 or 5.
GRANTED ABILITIES
Ranger gains one Terrain Aptitude from those listed below. More Terrain Aptitudes may be taken as Selectable Abilities.
Tier 1
Ranger may select one descriptor from the descriptors listed below. Abilities that list “Require Terrain Aptitude” may only be used in the terrain selected by this ability. Additionally, Ranger is granted a Resistance(Tough) vs. CL 10 save to negate exposure effects associated with a chosen terrain. If this check is failed, she still only suffers ½ the exposure effect.
- Arctic [Ice, Air]
- Aquatic [Water. Ice]
- Desert [Fire, Lightning]
- Jungle [Plant, Air]
- Mountains [Lightning, Earth]
- Swamp [Acid, Water]
- Underground [Magma, Earth]
- Woods/Plains [Plant]
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
SELECTABLE ABILITIES
Rangers gain selections at level 1,3,5 // 6-12 // 13-19 // 20
Tier 1
Ranger gains proficiency with Heavy Armors.
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
This ability may be selected multiple times.
Tier 1
Ranger gains a permanent addition of 3 HPs.
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
These grant a bonus to the relevant save. Bonuses must be taken in order and at their requisite Tier level. However, for the purposes of EP cost they are all considered Tier 1 abilities.
Tier 1 – Tough Bonus
Ranger gains a +5 to Tough save
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
Tier 2 – Quick Bonus
Ranger gains a +5 to Quick save
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
Tier 3 – Mind Bonus
Ranger gains a +5 to Mind save
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
Tier 3
Rangers who possess this skill and master an Elite Ability may spend 7 EP to teach any ability in the prerequisite list for that Elite Ability, or the Tier 4 Elite Ability, to another Ranger (this requires ritual time to accomplish). This ability may be taken multiple times to fulfill requirements (when needed – as indicated in the Elite Ability’s Requirement list).
Cost: 7 EP
Activation: Ritual Action
Duration: Permanent
Ability Check: None
The following Elite Abilities are all Tier 4 abilities. Ranger selects 1 Elite Ability when this ability is selected. Each represents the pinnacle of the Ranger’s abilities honed from years in the wild, as indicated by the many prerequisites needed to gain access to the ability. Some Elite Abilities require greater devotion than others, with more time spent studying their ways. This is represented by the need to take the Tier 3 “At Home in the Wild” ability multiple times.
Tier 4 – Elite Guide (Requires Terrain Aptitude)
Ranger is instantly aware when herself or anyone currently affected by her Terrain Guide skills is either directly targeted or about to be affected by any effect. Further, the Ranger gains Initiative Effect during that count, granting her the ability to act first (or at any point she chooses) in the count the danger is detected. This ability only works in Ranger’s Aptitude.
Requirements: Terrain Guide (Tier 1-3), Terrain Survival (Tier 1-2), Alertness (Tier 2-3), At Home in the Wild (x2)
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None
Tier 4 – Elite Scout (Requires Terrain Aptitude)
Ranger spends EP to scout an Encounter area (15-Step Radius). The Ranger may determine how many targets are in the area, what their races and classes are, who their leader is, and what each target’s total levels are. The Ranger also becomes aware of any traps, obstacles, or fortifications in the area. This ability only works in her Aptitude and when no Encounter is currently in progress.
Requirements: Tracking (Tier 2-3), Natural Blending (Tier 1-3), Movement (Tier 1-2), At Home in the Wilds (x2)
Cost: 20 EP
Activation: Ritual Action
Duration: Instant
Ability Check: None
Tier 4 – Elite Marksman
Ranger gains 2 extra Martial Actions per count, when using Ranged weapons.
Requirements: Targeting (Tier 1), Trick Shot (Tier 1-2), Weapon Mastery (Tier 1-3), Creature Slayer (Tier 1), At Home in the Wilds (x2)
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None
Tier 4 – Elite Ranged Guardsman
Ranger may now Guard with Ranged weapons. While Guarding in this manner, Ranger loses all benefits from the Expert Guardsman skills, and is limited to 1 General Action per count (regardless of the number of actions she is normally entitled to). While Guarding in this manner, Ranger deals full weapon damage and target is driven backward 5 steps. Targets Giant sized or larger are immune to this ability.
Requirements: Expert Guardsman (Tier 2-3), Targeting (Tier 1-3), Ranged Weapon Fighting Style, At Home in the Wild (x3)
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None
Ranger may select any style from the Fighting Styles list below. Fighting Styles are required for ability trees that are marked “Requires Fighting Style.”
Tier 1 – Fighting Style Selection (Elite Guardsman – Ranged Weapons Style)
This ability may be selected multiple times. Fighter chooses 1 Fighting Style to learn from the following list:
- Single Weapon (Fighter wields a weapon in one hand, and no weapon in the other)
- Heavy Weapon (Any weapon with the Heavy attribute listed on its item card)
- Brawling (Fighter fights with natural weapons only)
- Mounted Combat (Any time Fighter is riding a mount)
- Double Weapons (Any weapon with the Double Weapon attribute listed on its item card)
- Ranged Weapons (Bows, Crossbows, Slings, and Thrown Weapons)
- Light/Light Two Weapon (Fighter wields a Light weapon in each hand – except shields)
- Light/Medium Two Weapon (Fighter wields a Medium weapon in one hand and a Light weapon in the other)
- Medium/Medium Two Weapon (Fighter wields a Medium weapon in each hand)
- Exotic Weapons (Any weapon with the Exotic attribute listed on its item card)
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
Fighting Style Knowledge - Requires Fighting StyleRanger has studied counterattacks and weaknesses of her known Fighting Styles.
Tier 2 – Exploit Opening
Ranger spends EP to degrade one target’s Defense by -4 against Ranger’s attacks, when target is using a known Fighting Style.
Cost: 7 EP
Activation: General Action
Duration: Encounter
Ability Check: Attack vs. Defense(Mind): negatesTier 3 – Gain Advantage
Ranger gains +1 Martial Action per count when acting against a target using a known Fighting Style.
Cost: Permanent EP reduction of 10
Activation: None
Duration: Always On
Ability Check: NoneTier 4 – Counter Fighting Style
Ranger spends EP to negate 1 target’s Fighting Styles – and abilities requiring Fighting Style. This only applies to target’s Fighting Styles that are known by Ranger.
Cost: 20 EP
Activation: General Action
Duration: Encounter
Ability Check: Attack+Mind vs. Defense(Mind): negatesWeapon Mastery - Requires Fighting StyleTier 1 – Weapon Focus (Elite Marksman)
Ranger gains a +5 bonus to Attack/Accuracy when using a known Fighting Style.
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: NoneTier 2 – Weapon Expert (Elite Marksman)
Ranger gains +1 Damage when using a known Fighting Style.
Cost: Permanent EP reduction of 5
Activation: None
Duration: Always On
Ability Check: NoneTier 3 – Weapon Finesse (Elite Marksman)
Ranger gains +5 to her Critical Success threshold, and -4 to her Critical Failure threshold when using a known Fighting Style.
Cost: Permanent EP reduction of 10
Activation: None
Duration: Always On
Ability Check: NoneTargeting - Requires Ranged Weapon Fighting StyleTier 1 – Point Blank Shot (Elite Marksman, Ranged Guardsman)
Ranger’s Ranged weapons gain Range: Touch.
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: NoneTier 2 – Far Shot (Elite Ranged Guardsman)
Ranger’s Ranged weapons gain +3 Step distance to Short, Medium, and Long range categories.
Cost: Permanent EP reduction of 5
Activation: None
Duration: Always On
Ability Check: NoneTier 3 – Crack Shot (Elite Ranged Guardsman)
Ranger may now choose when in each count to act, when Attacking with a Ranged weapon. Ranger also Bypasses Armor with Ranged weapons. Ranger’s Ranged weapons gain +5 Step distance to Short, Medium, and Long range categories. This ability supersedes Tier 2 – Far Shot, replacing all ability text.
Cost: Permanent EP reduction of 10
Activation: None
Duration: Always On
Ability Check: NoneTrick Shooting - Requires Ranged Weapon Fighting StyleTier 1 – Pin Shot (Elite Marksman)
Ranger spends EP to Pin 1 target to the ground or nearby object. Target’s Movement is Negated for 1 Encounter. This replaces weapon damage. Spending a General Action and making an Defense+Tough vs. CL 15 Save discharges this effect. This ability may only be used with Bows and Crossbows.
Cost: 2 EP
Activation: Attack Action
Duration: Encounter
Ability Check: CL 15 vs. target’s Defense+Tough: negatesTier 2 – Ricochet Shot (Elite Marksman)
Ranger spends EP to ignore Cover for 1 Encounter, except for completely enclosed targets (such as those inside a windowless room). If there is any opening large enough for an arrow to fit through, the Ranger will find a way to make the shot. This ability may only be used with Ranged weapons.
Cost: 7 EP
Activation: General Action
Duration: Encounter
Ability Check: None
Tier 1 – Repair Weapon
Ranger spends EP to repair one Sundered or Broken weapon.
Cost: 2 EP
Activation: Ritual Action
Duration: Instant
Ability Check: None
Tier 1 – Repair Armor
Ranger spends EP to repair one Sundered or Broken armor.
Cost: 2 EP
Activation: Ritual Action
Duration: Instant
Ability Check: None
Tier 1 – Preserve Hides
Ranger spends EP to preserve one animal Item. Normally, animal Items such as pelts, teeth, and other trophies expire after Current Phaze+1 events. Using this ability makes the Item permanent.
Cost: 2 EP
Activation: Ritual Action
Duration: Instant
Ability Check: None
These abilities may be taken in any order, and may be taken multiple times.
Tier 1 – Creature Lore
Ranger begins play with one piece of Lore related to Creatures of the Material Plane, and relevant to the current story arc. This ability may be taken multiple times. Each time it is taken an additional piece of Lore is known.
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
Tier 1 – Culture Lore
Ranger begins play with one piece of Lore related to Cultures and Etiquette, and relevant to the current story arc. This ability may be taken multiple times. Each time it is taken an additional piece of Lore is known.
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
Tier 2 – Interpose
Ranger spends EP to Bestow 50% Soft Cover to 1 druid within Touch range. Ranger must remain within Touch range of the Druid or this effect ends.
Cost: 7 EP
Activation: General Action
Duration: Encounter; leaving Touch range of the Druid discharges this effect
Ability Check: None
Tier 3 – Intercept
Ranger gains the ability to move up to 3 steps to intercept an attack targeting a druid. Ranger must be within 3 steps of the druid and have a clear path. Ranger moves to the druid and interposes himself between the druid and the attack. This redirects the attack from the druid onto the ranger, who may parry at his discretion. This ability may be used at will. This ability does not require an action, but may only be used once per count.
Cost: Permanent EP reduction of 10
Activation: None; may only be used once per count
Duration: Always On; effect is Instant
Ability Check: None
Tier 4 – Effortless Guard
Ranger gains an additional General action while using the Guard action to protect a druid.
Cost: Permanent EP reduction of 15
Activation: None; may only be used while Guarding a druid
Duration: Always On
Ability Check: None
Ranger excels at Guarding others against harm. Normally, a Guard maneuver is directed against one target, gaining First Strike, and a successful attack moves the target to the edge of weapon’s reach, dealing 1 damage on critical hit. This ability tree applies only to melee weapons.
Tier 2 – Wide Guard (Elite Ranged Guardsman)
Ranger’s Guards now affect all targets on a 2-step line, perpendicular to Ranger’s front.
Cost: Permanent EP reduction of 5
Activation: None
Duration: Always On
Ability Check: None
Tier 3 – Powerful Guard (Elite Ranged Guardsman)
Ranger’s Guards now deal full weapon damage.
Cost: Permanent EP reduction of 10
Activation: None
Duration: Always On
Ability Check: None
Tier 1 – Basic Herbalist
Ranger is granted a Basic Herbalists’ Recipe Book containing recipes for creating herbal potions. The Ranger may create herbal potions of level equal to or lower than his Ranger level. Creating a potion costs 2 EP plus EP equal to its level. All potions require ingredients that can only be found in the Druid’s Grove.
Cost: 2 EP + (Herb Level) EP
Activation: Ritual Action
Duration: Phaze+ (the item lasts until the end of the next Interphaze event, excluding Miniphazes)
Ability Check: None
Tier 2 – Shake it Off
Ranger spends EP during an encounter in which she loses HP. Immediately after the encounter ends, the Ranger heals 13 HP (which cannot exceed her max HP). This ability has no effect if the Ranger dies during the encounter.
Cost: 7 EP
Activation: General Action during Encounter; ability initiates immediately when the Encounter ends
Duration: Instant
Ability Check: None
Tier 3 – Second Wind
Ranger automatically heals 4 EP after an encounter in which she spends EP (which cannot exceed her max EP). This ability only applies to her Ranger EP.
Cost: Permanent EP reduction of 10
Activation: Instant; ability initiates immediately when the Encounter ends
Duration: Instant
Ability Check: None
This ability may be taken multiple times.
Tier 1
Ranger may select one descriptor from the descriptors listed below. Abilities that list “Require Terrain Aptitude” may only be used in the terrain selected by this ability. Additionally, Ranger is granted a Resistance(Tough) vs. CL 10 save to negate exposure effects associated with her Aptitude, when in that terrain. If this check is failed, she still only suffers ½ the exposure effect.
- Arctic [Ice, Air]
- Aquatic [Water, Ice]
- Desert [Fire, Lightning]
- Jungle [Plant, Air]
- Mountains [Lightning, Earth]
- Swamp [Acid, Water]
- Underground [Magma, Earth]
- Woods/Plains [Plant]
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
Tracking (Natural) - Requires Terrain AptitudeTier 2 – Track Target (Elite Scout)
Ranger spends EP to determine the direction of 1 target. Target’s tracks must be within Short range of the Ranger. Ranger also learns how long it has been since the target left the tracks she is studying.
Cost: 7 EP
Activation: General Action
Duration: Instant
Ability Check: Accuracy+Mind vs. CL 5: negatesTier 3 – Advanced Tracking (Elite Scout)
Ranger spends EP to read multiple tracks. Ranger gains the information listed in Tier 2 – Track Target, applicable to all targets whose tracks are in a 5-step radius. Ranger also gains information including what was the last significant thing that happened, who was involved, when did it happen, and which direction did the participants head afterward.
Cost: 14 EP
Activation: Ritual Action
Duration: Instant
Ability Check: Accuracy+Mind vs. CL 10: negatesAnimal Affinity (Natural) - Requires Terrain AptitudeRanger chooses one type of animal (Bird, Beast, Serpent, Fish, or Insect) when this ability is selected. This ability may be taken multiple times, each time applying to a different animal type.
Tier 1 – Animal Communication
Ranger may communicate with animals of her chosen type that live in the Ranger’s Aptitude, limited by the animal’s intelligence and “personality.” Animals generally only answer specific questions, and do not converse.
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: NoneTier 2 – Animal Empathy
Ranger is accepted by animals of her chosen type while in her Aptitude; she will not be seen as a rival, threat, etc. by these animals, unless she does something to provoke it.
Cost: Permanent EP reduction of 5
Activation: None
Duration: Always On
Ability Check: NoneTier 3 – Charm Animal
Ranger spends EP to dominate one animal of her chosen type that lives in her Aptitude, assigning it goals and motivations chosen by the Ranger. Animals typically choose not to resist, unless the goals/motivations are outside the animal’s nature, or would threaten or harm the animal. The domination ends when the animal completes its task or at the next sunrise.
Cost: 14 EP
Activation: Instant
Duration: Day; completing its task discharges this effect
Ability Check: Accuracy+Mind vs. Resistance(Mind): negatesTerrain Survival (Natural) - Requires Terrain AptitudeThese abilities all require the Ranger to spend time preparing with dress and supplies to survive in terrains with which she has Aptitude. Ranger chooses which Terrain Aptitude this ability applies to when she spends EP to activate it.
Special: One Ritual Action is sufficient to bestow all levels of this tree to the Ranger, provided EP is expended for each.
Tier 1 – Hearty Resistance (Elite Guide)
Ranger spends EP to gain a bonus of +10 on Saves vs. Magic that matches her Aptitude’s Descriptors. Ranger must be currently in that terrain type for this ability to function.
Cost: 2 EP
Activation: Ritual Action
Duration: Day
Ability Check: NoneTier 2 – Stalwart Resistance (Elite Guide)
Ranger spends EP to gain a bonus of +5 to Resistance vs. Effects that match her Aptitude’s Descriptors. Ranger must be currently in that terrain type for this ability to function.
Cost: 7 EP
Activation: Ritual Action
Duration: Day
Ability Check: NoneTier 3 – Magic Immunity
Ranger spends EP to gain immunity to Magic that matches her Aptitude’s Descriptors. Ranger must be currently in that terrain type for this ability to function.
Cost: 14 EP
Activation: Ritual Action
Duration: Day
Ability Check: NoneTerrain Guide (Natural) - Requires Terrain AptitudeThese abilities all require Ranger to spend time preparing her allies with dress, supplies, and instructions to survive in terrains with which she has Aptitude. Ranger chooses which Terrain Aptitude this ability applies to when she spends EP to activate it.
Special: One Ritual Action is sufficient to bestow all levels of this tree to the targets, provided EP is expended for each.
Tier 1 – Bestow Terrain Aptitude (Elite Guide)
Ranger spends EP to bestow one Terrain Aptitude she possesses on up to 5 targets. Targets must be touching Ranger when this ability is first activated. Targets and Ranger must be able to target each other at all times or this effect ends (i.e. Ranger must be able to perceive the target in some manner and vice-versa).
Cost: 2 EP
Activation: Ritual Action
Duration: Day; Ranger being unable to target the Target(s) discharges this effect for relevant Target(s)
Ability Check: NoneTier 2 – Bestow Hearty Resistance (Requires Terrain Survival Tier 1) (Elite Guide)
Ranger spends EP to bestow Terrain Survival Tier 1 – Hearty Resistance on up to 5 targets. Targets must be touching Ranger when this ability is first activated. Targets and Ranger must be able to target each other at all times or this effect ends (i.e. Ranger must be able to perceive the target in some manner and vice-versa).
Cost: 7 EP
Activation: Ritual Action
Duration: Day; Ranger being unable to target the Target(s) discharges this effect for relevant Target(s)
Ability Check: NoneTier 3 – Bestow Stalwart Resistance (Requires Terrain Survival Tier 2) (Elite Guide)
Ranger spends EP to bestow Terrain Survival Tier 2 – Stalwart Resistance on up to 5 targets. Targets must be touching Ranger when this ability is first activated. Targets and Ranger must be able to target each other at all times or this effect ends (i.e. Ranger must be able to perceive the target in some manner and vice-versa).
Cost: 14 EP
Activation: Ritual Action
Duration: Day; Ranger being unable to target the Target(s) discharges this effect for relevant Target(s)
Ability Check: NoneNatural Blending (Natural) - Requires Terrain AptitudeTier 1 – Sneak (Elite Scout)
Ranger spends EP to become Invisible to Sight in her Aptitude.
Cost: 2 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneTier 2 – Trackless (Elite Scout)
Ranger may not be targeted by Information/Lore Effects. This ability does not prevent Area of Effect Information/Lore Effects from affecting the Ranger, only direct target effects.
Cost: Permanent EP reduction of 5
Activation: None
Duration: Always On
Ability Check: NoneTier 3 – Soundless (Elite Scout)
Ranger spends EP to become Invisible to Sight and Sound in her Aptitude.
Cost: 14 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneTier 4 – As Natural as Walking
Ranger no longer need spend EP on the Tier 1 and 3 abilities from this tree. Additionally, all abilities from this tree may be activated/deactivated at will by spending a General Action.
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: NoneMovement (Natural) - Requires Terrain AptitudeTier 1 – Fast Movement (Elite Scout)
Ranger spends EP to gain +1 Move in her Aptitude.
Cost: 2 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneTier 2 – Unhindered Movement (Elite Scout)
Ranger gains Simple+ Movement in her Aptitude. This allows Ranger to move normally and unhindered by natural terrain penalties such as swimming at normal movement rate, keeping her footing on ice, or ignoring movement penalties from thick brush or mud.
Cost: Permanent EP reduction of 5
Activation: None
Duration: Always On
Ability Check: NoneTier 3 – Unstoppable Movement
Ranger gains immunity from Magic that negates or impedes movement when in her Aptitude. This only confers immunity from Druidic magic or magic with any Elemental Descriptor other than Force.
Cost: Permanent EP reduction of 10
Activation: None
Duration: Always On
Ability Check: NoneTier 4 – Speed of the Wild
Ranger gains a permanent +3 Move in her Aptitude.
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: NoneCreature Slayer - Requires Terrain AptitudeTier 1 – Know Where to Strike (Elite Marksman)
Ranger spends EP to gain +5 Attack/Accuracy when targeting living animals or animal-like creatures in her Aptitude.
Cost: 2 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneTier 2 – Exploit Weakness
Ranger spends EP to identify one weakness of an animal or animal-like creature within Long range in her Aptitude. If there is no specific weakness, the Ranger learns instead any negative qualities of the creature’s Race (such as Night Blindness).
Cost: 7 EP
Activation: General Action
Duration: Instant
Ability Check: NoneTier 3 – Strike the Vitals
Ranger gains +2 Damage vs. animals or animal-like creatures in her Aptitude.
Cost: Permanent EP reduction of 10
Activation: None
Duration: Always On
Ability Check: NoneTier 4 – Prepared for Anything
Ranger gains immunity to Effects caused by animals or animal-like creatures’ natural abilities in her Aptitude. This does not include class abilities or spells, only those abilities inherent to the creature. For example: Dragon’s Fear, Spider’s Poison, Basilisk’s Gaze, etc.
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: NoneAlertness - Requires Terrain AptitudeTier 2 – One Eye Open (Elite Guide)
Ranger may detect and identify any targets that are dangerous to Ranger. Ranger must inform the judge she is detecting, but this ability does not require an action. This ability detects and identifies any danger within 5 steps of Ranger, and only functions in her Aptitude.
Special: Ranger may activate this ability even when asleep; it is triggered automatically when danger is present within 5 steps of the Ranger. When a target is detected, the Ranger immediately wakes and is ready to act.
Cost: Permanent EP reduction of 5
Activation: None
Duration: Always On
Ability Check: Accuracy+Mind vs. Resistance(Mind): negatesTier 3 – Always On Guard (Elite Guide)
Ranger may detect and identify any targets that are Invisible to Sight. Ranger must inform the judge she is detecting, but this ability does not require an action. This ability detects and identifies any danger within 5 steps of Ranger, and only functions in her Aptitude.
Special: Ranger may activate this ability even when asleep; it is triggered automatically when Invisible targets are present within 5 steps of the Ranger. When a target is detected, the Ranger immediately wakes and is ready to act.
Cost: Permanent EP reduction of 10
Activation: None
Duration: Always On
Ability Check: Accuracy+Mind vs. Resistance(Mind): negatesWilderness Rest (Natural) - Requires Terrain AptitudeTier 1 – Create Haven
Ranger spends EP to create a Haven structure that covers a 2-step Radius in her Aptitude. This Haven remains until the end of the current Phaze.
Cost: 2 EP
Activation: Ritual Action
Duration: Phaze
Ability Check: NoneTier 2 – Recuperate in the Haven
Ranger spends EP to Negate all Non-Damage Attack Effects of up to 20th level on all targets in the Haven.
Cost: 7 EP
Activation: Ritual Action
Duration: Instant
Ability Check: NoneTier 3 – Recover in the Haven
Ranger spends EP to Negate all Effects of up to 20th level, regardless of source, on all targets in the Haven, except those Effects generated by the Ranger.
Cost: 14 EP
Activation: Ritual Action
Duration: Instant
Ability Check: NoneTier 4 – Heal in the Haven
Ranger spends EP to Heal 12 EP to all targets in the Haven.
Cost: 20 EP
Activation: Ritual Action
Duration: Instant
Ability Check: None