Ranger: Advanced Class


Description

Life in the forest can be lonely, and dangerous, but the Ranger has adapted to the slow, stalking vengeance of the dark woods.

From the ancient Duskgloom of the Grimm, the first Rangers made a pact with the other Breeds. Known as the Huntsmen, these Rangers were inducted by a trial called the Wild Hunt, where they sought out the blood of an immortal mythical creature to bring balance by the Worldsoul and continue the Cycle. While most Huntsmen are Thrylossi, they are not always: mortals are sometimes brought into the fold to spread the teachings of nature and the harmony from being both hunter and prey.

Though modern rangers are often less mythic - simply self-taught survivalists instructed in the ways of the wood by a Master Ranger, these Rangers are no less capable in their craft, stalking the forest and plain with equal skill.

Requirements

Class Progression Table

Class

Level

Utility Powers

Basic
Powers

Advanced
Powers

Veteran

Powers

Class
Bonuses

1

+1

0

0

+1

Enmity, Ranger’s Mark

2

0

0

0

0

Preternatural Arrows, +1 Bonus Spike Damage

3

0

0

+1

0

Bloomstring, Huntsman’s Rite

4

+1

0

0

+1

+1 Base Maximum Spikes

5

0

0

0

0

Practiced Prowess, +1 Base Maximum Spikes, True Aim

Ranger Innate Powers


Enmity [Innate]

Requirement: Ranger Level 1

Often the Rangers of the Hunt specialize in a certain type of quarry, for which they have learned the patterns of escape, and can predict the paths their prey will take.

There is an enemy you have a particular skill or passion for hunting. Choose one of the following foes: Animal, Beast, Drake, Hollow, Mythical Beast, or Undead. Selecting this power allows this [Foe Type] to be used in the Ranger Powers below.

Ranger’s Mark [Innate]

Requirement: Ranger Level 1

Incant: “[Name or Description], I Mark you for the Hunt.”, “[Name or Description] Discern: is your Type [Foe Type]?”

Call: None

Target: Individual                                Duration: Instantaneous

Delivery: Verbal                                        Refresh: Special, Short Rest

Accent: None                                        Effect: Discern

After landing an attack that utilized the aim mechanic of projectile weapons or a Spike attack with a Thrown weapon, the Ranger may identify that character as their Mark. Ranger Powers often require your target to be your Ranger’s Mark.

The Ranger may only have one Ranger’s Mark active at a time, using this ability again requires that the previous target be dead, or have quit the field.  While Marked, the Ranger gains +1 Base Spike Damage against that target.

In addition, the Ranger may ascertain the Type of her Ranger’s Marks focus, once per Short Rest, by calling “[Name or Description] Discern: is your Type [Foe Type]?”

Preternatural Arrows [Innate]

Requirement: Ranger Level 2

Incantation: Focus Quick 100

Call: “Short Grant [Accent] to Self“

Target: Self                                        Duration: Short Rest

Delivery: None                                        Refresh: Long Rest

Accent: None                                        Effect: Grant Accent

The Ranger is aware of the vulnerabilities of their prey, and prepares accordingly. Choose an accent from the following list: [Flame, Poison, Agony, Force]. Until the Ranger takes a Short Rest, they may alter the Accent (or add the accent, if the original attack was unaccented) of their projectile attacks to the chosen accent.

Bloomstring [Innate]

Requirement: Ranger Level 3

Incant: RP Slow 100, Repeating: “With these Bloom I reinforce my bow.”

Call: “Counter: Bloomstring”

Target: One Bow                                Duration: Event

Delivery: None                                        Refresh: Immediate

Accent: None                                        Effect: Counter

The Ranger’s bow is their tool of the trade, and they know secret techniques in keeping their bow in working condition. By spending a Slow 100 in RP carefully weaving Bloom into their bowstring, the Ranger may grant it limited immunity to breakage. The Ranger may Sacrifice three Bloom (place in the Ash Bin)  to gain a number of Counters versus Shattering Effect targeting the Ranger’s bow equal to their Ranger class-level.

Note: As a reminder, a bow struck by a weapon takes a shatter effect.

Huntsman’s Rite [Innate]

Requirement: Ranger Level 3

The Ranger gains one Huntsman's Rite from the Huntsman’s Rite power list below. A ranger may only have One Huntsman Rite.


Practiced Prowess [Innate]

Requirement: Ranger Level 5

Incant: None

Call: None

Target: None                                        Duration: Passive

Delivery: None                                        Refresh: None

Accent: None                                        Effect: Grant Base Damage

The Ranger’s expertise at hunting with ranged weapons is unparalleled. They gain +1 Base Damage for Projectile and Thrown weapons against the target designated as their Hunter’s Mark or [Foe Type] that you have chosen.

True Aim [Innate]

Requirement: Ranger Level 5

Incant: None

Call: None

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Immediate

Accent: None                                        Effect: None

The Ranger’s expertise with their Ranger’s Mark power is at another level.  In addition to the normal Ranger’s Mark Innate Power’s abilities, the Ranger may Aim and spend a Spike to add their Spike Damage to the attack twice with a projectile weapon.  The Ranger must still follow all normal requirements for Ranger’s Mark and Aim. For example, if the Ranger’s Base Damage is 2 and Spike Damage is +1 (the base Spike Damage), they would call “4”.

Huntsman’s Rites


Rite of Astralor [Huntsman’s Rite]

Incant: Roleplay Q300, inviting the Spirits of Winter to guide your hunt.

Call: “Long Grant Ice Accent, Long Grant +1 Spike Damage”, ”Quick Slow by Ice”, “Quick Imprison Final by Ice”

Target: Self, Individual                                Duration: Long Rest, Instantaneous

Delivery: Projectile or Thrown, Verbal                Refresh: Long Rest

Accent: Ice                                        Effect: Grant Accent, Grant Spike Damage, Slow, Imprison

The Nirfolk of Astralor rely on Rangers almost exclusively for their game and draw their power from ancient Thrylossi rites. Passed from Ranger to ranger, Winter’s Approach designates the rites in which the Nirfolk use to imbue their arrows with the merciless cold of the Creeping Winterlands.


After participating in their rite, the Ranger may grant themselves the Ice Accent for all Projectile or Thrown attacks and +1 Spike Damage. When dealing damage with a Projectile or Thrown weapon with the Ice Accent, the Ranger may call [Name or Description] Quick Slow by Ice as an additional attack.

In a pinch, the Rite of Winter can be expended in one burst of energy. The Ranger may use one projectile attack with the effect “Quick Imprison Final By Ice”, but then the Rite and all its effects end for the Ranger.

Rite of Cindershore [Huntsman’s Rite]

Incant: Roleplay Q300, inviting beasts of Flame to guide your hunt.

Call: “Long Grant Flame Accent”, “Wounding 4 by Flame”, “Shatter Final [Armor, Weapon, Form] by Flame”

Target: Self, Individual                                Duration: Long Rest, Instantaneous

Delivery: Projectile, Thrown or Claw                Refresh: Long Rest

Accent: Flame                                        Effect: Grant Accent, Wounding, Shatter

Rangers hailing from the Cindershore are few and far between, given the natural game has been warped by the Witch-God Phoenix’s ascension into hardy creatures of cracked obsidian scales and fiery breath. Still, those who invoke the Rite of Summer seek the strength of these beasts to guide their hunt,

After participating in their rite, the Ranger may grant themselves the Flame Accent for all Projectile, Thrown or Claw attacks. They may expend a spike at will to deal “Wounding 4 by Flame” with a projectile, thrown or Claw attack.

The Rite of Cindershore can be expended in one burst of energy. The Ranger may use one projectile attack with the effect “Shatter Final [Armor, Weapon, Form] by Flame”, but then the Rite and all its effects end for the Ranger.

Rite of the Dire Moor [Huntsman’s Rite]

Incant: Roleplay Q300, communing with the spirits of snakes.

Call: “Long Grant Poison Accent, Long Grant Resistance to Poison”, “[Name or Description] 1 Poison”, “Drain by Poison

Target: Self, Individual                                Duration: Long Rest, Instantaneous, Event

Delivery: Projectile or Thrown, Verbal, Claw        Refresh: Long Rest

Accent: Poison                                        Effect: Grant Accent, Grant Resistance, Drain

Rangers who call home in the muck and dredges of the Dire Moor are, unfortunately, often more prey than hunters. The Sunwatch Zolom, however, has its eyes steadfastly set upon those who would predate within its territory, and Rangers who invoke the Rite of the Dire Moor ask it, specifically, for the skills needed to hunt within it.


After the Rite is concluded, the Ranger gains the Poison accent for all attacks made with Projectile or Thrown weapons. In addition, whenever they are dealt damage by a Melee attack, they may respond to the attack with “[Name or Description], 1 Poison” to the attacker. While the rite is active, the Ranger has Resistance to Poison.

The Ranger may end the Rite at any time with a Projectile, Thrown, or Claw attack calling “Drain by Poison” against an individual target.

Rite of the Cruxan Bog [Huntsman’s Rite]

Incant: Roleplay Q300, inviting the Wraiths of the Elyran Fall to guide your hunt.

Call: “Long Grant Agony Accent”, ”Quick Weakness by Agony”, “By My Voice, Short Taint by Poison”

Target: Self, Instantaneous                        Duration: Long Rest, Instantaneous, Short

Delivery: Projectile or Thrown, Verbal, Voice        Refresh: Long Rest

Accent: Agony, Poison                                Effect: Grant Accent, Weakness, Taint

The bogs and swamps of Elyra are well-known for the warped and twisted creatures that haunt its once pristine shores of the Cruz River. Now a tepid, sulfur-stinking waste, riven with fumaroles and mud pots, the very landscape seems to wish harm upon its denizens and trespassers alike.


After participating in their rite, the Ranger may grant themselves the Agony Accent for all Projectile or Thrown attacks and when they land a Spike attack, they may follow up with a call of “[Name or Description] Quick Weakness by Agony” against the same target.

Finally, the Rite of the Cruxan Bog can be expended in one burst of energy. The Ranger may lash out at all creatures around them and call “By My Voice, Short Taint by Poison,” but then the Rite and all its effects end for the Ranger.

Rite of the Blinding Sands [Huntsman’s Rite]

Incant: Roleplay Q300, inviting the Spirits of the Sands to guide your hunt.

Call: “Long Grant Acid Accent”, “[Name or Description] Taunt 3”,  “[Name or Description] Berserk by Mind,”

Target: Self, Individual                                Duration: Long Rest, Instantaneous, Event

Delivery: Projectile or Thrown, Verbal                Refresh: Long Rest

Accent: Acid                                        Effect: Grant Accent, Taunt, Berserk

The sun-scorched sands of the interior of Vedea are seldom traveled, if not just for the inhospitable desert, but the voracious scavengers that ply the dunes in search of unwary visitors. Rangers of these lands are often loners out of necessity - a water source may barely support a single individual, and the animal life of the wastelands seek out the tracks of well-fed caravaneers.


After participating in their rite, the Ranger may grant themselves the Acid Accent for all Projectile or Thrown attacks and when they land a Spike attack, they may follow up with a call of “[Name or Description] Taunt 3” against the same target.

Finally, the Rite of the Blinding Sands can be expended in one burst of energy. The Ranger may call “[Name or Description] Berserk by Mind,” against a number of creatures up to their Ranger class-Level, but then the Rite and all its effects end for the Ranger.

Rite of the Rolling Steppe [Huntsman’s Rite]

Incant: Roleplay Q300, inviting the great warriors of the past to guide your hunt.

Call: “Long Grant Force Accent”, “[Name or Description] Quick Bind by Force”

Target: Self, Individual                                Duration: Long Rest, Quick

Delivery: Projectile or Thrown, Verbal                Refresh: Long Rest

Accent: Force                                        Effect: Grant Accent, Bind, Grant Resistance

The long, low, rolling hills of the Tarandri Steppe have been home to nomadic tribes since time immemorial, but on occasion, a great leader may rise from among the ranks of warriors and seek to lead its peoples in raids and warfare against foe from within and without. The “whys” and “wheres” these sparks of greatness fall is often speculated upon, but never proven - nevertheless these great warriors pass down sacred traditions that permeate the hunters of the region, and give a taste of what the next great Foremost might accomplish.


After participating in their rite, the Ranger may grant themselves the Force Accent for all Projectile or Thrown attacks, and when
expending a Spike may additionally call against that same target “[Name or Description] Quick Bind by Force.”

Finally, the Rite of the Rolling Steppe can be expended in one burst of energy. The Ranger may gain resistance to all Bind, Disable, Root, Slow, Weakness, and Taunt Effects until they exit the current combat, and then the Rite and all its effects end for the Ranger.

Ranger Class Skills


Animal Companion - 2 CP [Class]

Requirement: Ranger Level 1

The Ranger gains an animal companion, large enough to assist in the Ranger’s affairs. This companion is usually an Animal, Beast, Mythical Beast or Drake, but some exceptions exist. In either case, the Animal Companion in question must be approved by a member of Plot.


The Ranger gains the benefits of the Menagerie construction building, but only for one creature that has become the Ranger’s Companion. If that creature dies, the Ranger may train a new Animal Companion with one month of work.

If the Ranger wishes to utilize their Companion on stage, they must contact a member of Plot with a Plot approved PC and costume to portray the Animal Companion.

Lesson of the Quillfiend - 4 CP [Class]

Requirement: Ranger Level 1

A Ranger may use Fighter or Rogue powers that have a requirement of Thrown Weapons or Projectile Weapons and apply the effects of that power to the opposite. For example, a Ranger using a Bow may use the Power “Fan of Knives,” and a Ranger with a Thrown Weapon may use “Flaming Arrows” on the other type of weapon.

Grisly Trophy - 3 CP [Class]

Requirement: Ranger Level 1

Incantation: None

Call: None

Target: Self                                        Duration: Passive

Delivery: None                                        Refresh: None

Accent: None                                        Effect: Grant Claw(s)

Trophy taking is part of being a ranger, but sometimes the very trophies that are taken from the mythical or mundane can be used as protection for the Ranger. By carving free a fang or claw, the Ranger is able to fabricate natural weapons from the beasts they hunt. The Ranger may gain up to two Claws as Natural weapons. These Claws should be no longer than 36” long.

If the Ranger has Long Weapon proficiency, the Ranger may gain a Long Claw (a single claw up to 48”) and a Short Claw (up to 36”) instead.

If the Ranger has Great Weapon proficiency, they may gain a single Sharp Great Claw. This Claw should have a length between 48”- 90.”

Switching between any of these options may be done at the completion of a Short Rest.

Broad Focus (2) - 3 CP [Class]
Requirement:
Ranger Level 2

There is an additional enemy type you have a particular skill or passion for hunting. Choose one of the following foes types from the following list: Animal, Beast, Drake, Hollow, Mythical Beast, or Undead. This selection is in addition to any other foe types the character has chosen before.

Big Game Hunter (3) - 4 CP [Class]

Requirement: Ranger Level 5

There is an additional enemy type you have a particular skill or passion for hunting. Choose one of the following foes types from the following list: Angel, Automaton, Construct, Dark, Demon, Elemental, or Fae. This selection is in addition to any other foe types the character has chosen before.

Ranger Utility Powers


Patience [Utility]

Incant: Additional Quick 10/20/30

Call: “Grant [+1/+2/+3] Spike Damage”

Target: Individual                                Duration: Passive

Delivery: Projectile                                Refresh: None

Accent: None                                        Effect: Grant Spike Damage

The Ranger is a patient hunter, often lying in wait long enough that snow accumulates on their downy coats. When the Ranger finishes their Quick 10 Count for a Projectile Weapons Aim mechanic, they may continue to aim to hone their focus for that shot by continuing their count. Each additional Quick 10 that they aim gives them +1 Spike Damage for that shot, up to a maximum of +3 Spike Damage.

Note: This bonus damage cannot exceed the Spike Damage stacking cap.

Field Dressing [Utility]

Incant: None

Call: “Counter, Field Dressing”

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Immediate

Accent: None                                        Effect: Counter

The Ranger knows their way around a knife and hide. The Ranger gains their next rank of Scavenging (3), ignoring any Level prerequisites, refunding a rank if this would put them over 3.

In addition, Rangers may instantly Scavenge a creature not already being Scavenged by another. The Ranger may call "Counter, Field Dressing" to any damage received while waiting for their token.

Note: The Ranger loses their ability to Counter once they receive their token, or if they take any actions other than waiting to receive their loot. The Counter does not prevent any damage taken from the Scavenging itself.

Revel in the Hunt [Utility]

Incant: None

Call: None

Target: Self                                        Duration: Passive

Delivery: None                                        Refresh: None

Accent: None                                        Effect: Refresh Spikes

There is a certain joy to be had in taking down your prey, and some Rangers live for that thrill. Whenever the Ranger delivers a deathblow or kills their Ranger’s Mark or a creature belonging to their [Foe Type], they may refresh a Spike.

Uncanny Survivalist [Utility]

Incant: None

Call: None

Target: None                                        Duration: Passive

Delivery: None                                        Refresh: None

Accent: None                                        Effect: Grant Resistance

The Ranger is adept at identifying natural and mystical phenomena, as their survival depends on it. The Ranger gains the Sight character option. They also have resistance to environmental effects with the Poison, Fire, Ice and Acid effects, such as scorching heat from a nearby magma run or frigid temperatures.

Broken Twigs, Moonlit Sight [Utility]

Incant: None

Call: “[Name or Description] Expose”

Target: Individual                                Duration: Instantaneous

Delivery: Verbal                                        Refresh: Quick 100

Accent: None                                        Effect: Expose

There exists no better hunters across the realms than the Ranger, and every piece of evidence the Ranger can collect is paramount to a successful hunt. The Ranger gains the Tracking Skill, and becomes incredibly adept at finding their Quarry, should they be lost. They may call “[Name or Description] Expose.” The target of this power must have been your most recent Ranger’s Mark, though they need not still be your Ranger’s Mark.

Basic Ranger Powers


Bloom Poultice [Basic]

Incant: RP Quick 100: Making a poultice from Bloom

Call: “Heal 3 to Living by Poison”

Target: Individual                                Duration: Instantaneous

Delivery: Touch                                        Refresh: Immediate

Accent: Poison                                        Effect: Heal

Adventuring in the wilds often leads to harm to oneself, however, the ranger knows that all one needs to salve such wounds is abundant and plentiful in nature. After roleplaying creating a poultice, the Ranger may sacrifice a bloom to call “Heal 3 to Living by Poison” to a creature they can Touch.

Hunter's Shot (2) [Basic]

Requirement: Enmity

Incant: Quick 100

Call: “Piercing 3 to [Animal / Foe Type]”

Target: Individual                                Duration: Instantaneous

Delivery: Projectile or Thrown                        Refresh: Short Rest

Accent: None                                        Effect: Piercing

Spend a Spike to call "Piercing 3 to [Animal / Foe Type]," and make a projectile attack to strike down your foe.

Teasing Stick [Basic]

Incant: None

Call: “Taunt 2 to [Animal / Foe Type]”

Target: Individual                                Duration: Instantaneous

Delivery: Projectile or Thrown                        Refresh: Focus Quick 100

Accent: None                                        Effect: Taunt


The Ranger knows just how to harass their foes just enough to focus their attention on themselves. Using a projectile or thrown weapon, the Ranger may call “Taunt 2 to [Animal / Foe Type].”

Advanced Ranger Powers


Caltrops [Advanced]

Incantation: None

Call: “Short Disable Both Legs by Agony”

Target: Individual                                Duration: Short Rest

Delivery: Packet (Spell-Packet), Verbal                Refresh: Short Rest

Accent: Agony                                        Effect: Disable


Materia is a rather common sight among the theater of war, though some cunning rangers like to hide surprises in them: sharp, nefarious surprises.

The Ranger may gather up to five spell packets and throw the whole amount of them in a single toss at a nearby target’s legs. If any of them contact an individual or another individual steps on those packets before the Ranger completes a Short Rest, the Ranger may call out “Short Disable Both Legs by Agony.” The ranger may call this effect only against the first individual who steps on them and only if the Ranger is there to make the call. A Ranger may use this power two times per Short R
est.

Impair [Advanced]

Incant: None

Call: “Weakness”

Target: Individual                                Duration: Event

Delivery: Projectile or Thrown                        Refresh: Short Rest

Accent: None                                        Effect: Weakness

After Aiming for a Q10 at their target to find a weak spot, the Ranger may make a projectile attack and call "Weakness." A Ranger may use this power a number of times per Short Rest equal to their Ranger class-level.

Reveal Prey [Advanced]

Incant: None

Call: “By My Voice, Expose [Animal / Foe Type / Living] by Will”

Target: Individual                                Duration: Instantaneous

Delivery: Voice                                        Refresh: Immediate

Accent: Will                                        Effect: Expose

Those you are trained to hunt are revealed to you. You may use this skill to expose an enemy you have selected as your prey. Expend a Spike to call out "By My Voice, Expose [Animal / Foe Type] by Will" to reveal all enemies of that Type. Only one Foe Type may be chosen at the time of using this power. A Ranger may expend 2 Spikes to call “By My Voice, Expose Living by Will” instead.

Sniping Shot [Advanced]

Incant: Aim for Quick 100

Call: “Piercing 4 to [Animal / Foe Type]”

Target: Individual                                Duration: Instantaneous

Delivery: Projectile or Thrown                        Refresh: Short Rest

Accent: None                                        Effect: Piercing

The Ranger may spend a Spike and make a ranged attack, calling out "Piercing 4 to [Animal / Foe Type]." If the attack strikes your Ranger’s Mark, you may refresh a Basic power with the Wounding or Double effect from the Fighter or Rogue Classes.

If this attack is made from outside of combat, the Ranger need only aim for a Quick 10.

Soothe Beast [Advanced]

Incantation: Quick 100 RP: attempting to soothe the target or compel it to listen to you.

Call: [Name or Description] Short Obey to [Animal / Foe Type], do not attack me unless I attack you.”

Target: Individual                                Duration: Short Rest        

Delivery: Verbal                                        Refresh: Short Rest

Accent: None                                        Effect: Obey


After attempting to quell a foe that the Ranger has studied, they may use their knowledge of the beast to appeal to its primal nature. After finishing a Q100 roleplay attempting to handle the creature, they may call [Name or Description] Short Obey to [Animal / Foe Type], do not attack me unless I attack you.”

Tranquilize [Advanced]

Incant: None

Call: “Quick Sleep by Poison”

Target: Individual                                Duration: Quick 100

Delivery: Projectile or Thrown                        Refresh: Short Rest

Accent: Poison                                        Effect: Sleep

Adventuring in the deep woods is a staple to the ranger and disturbing the more potent threats is a quickest way to retirement via an earthen grave. To that effect, many rangers prepare tranquilizing poisons in order to skirt around the more deadly of the wood’s denizens. They may call “Quick sleep by Poison” with a Projectile Weapon or Thrown Weapon.

Wingclip [Advanced]

Incant: None

Call: “Disable [Limb] by Force”

Target: Individual                                Duration: Event

Delivery: Projectile or Thrown                        Refresh: Short Rest

Accent: Force                                        Effect: Disable, Refresh

The Ranger is proficient at keeping the faster beasts at bay with targeted shots to their foe’s limbs. The Ranger may make a ranged attack with the call “Disable [Limb] by Force.”  If the projectile isn't Prevented and lands on any body part called in the [Limb] portion of its call, it immediately refreshes. This power may refresh once per Short Rest.

Veteran Ranger Powers


Mythic Hide Mantle [Greater]

Incant: None

Call: “Grant [X] Natural Armor”

Target: Self                                        Duration: Long Rest

Delivery: None                                        Refresh: Immediate

Accent: None                                        Effect: Grant Natural Armor


The great beasts of the realms are resources both alive and dead to the Ranger: The skins, hides, and carapaces of the larger beasts are easily fashioned into makeshift protection with but a few deft strokes of the blade, and a bit of mystical knowledge.

When turning in a scavenge token, the Ranger may choose to instead take all of the resources granted by a single Token card as Natural Armor, at a rate of 1 per Hide, and 2 per Harvest, and 3 for Scale.

For Example: If Swindle turns in a Captain scavenging token that would award 2 Hide and 2 Harvest, they may instead grant themselves 6 Natural Armor until their next Long Rest.

Alternatively, the Ranger may turn in a Special Resource with a basic resource equivalent listed on its tag for the same effect.

For Example: If Swindle turns in an Auroch Hide Special Resource worth 10 Hide, he would be granted 10 Natural armor until their next Long Rest.

No Defense [Greater]

Incant: Aiming for Quick 30

Call: “Grant Vulnerability to Unaccented Attacks”

Target: Individual                                Duration: Instantaneous

Delivery: Projectile or Thrown                        Refresh: Short Rest

Accent: None                                        Effect: Grant Vulnerability


Using intimate knowledge of their foes, the Ranger can seek out the gaps in their quarries' defenses reliably, allowing attacks that would normally be deflected away to find their way home.

After Aiming for a Q30, the Ranger may make a devastating shot against a member of their Foe Type leaving them exposed to further attacks - calling “Grant Vulnerability to Unaccented Attacks.”

Note: Recall that a creature normally immune to a damage source, when granted vulnerability, the two conditions cancel out, unless the target is Inherently immune, in which case the vulnerability is negated.

Pin to the Earth [Greater]

Incantation: None

Call: “Quick Root by Force Final”

Target: Individual                                Duration: Quick 100

Delivery: Projectile Weapon                        Refresh: Short Rest

Accent: Force                                         Effect: Pin

Setting their feet in one place, the Ranger is able to make skilled shots to the legs of oncoming foes, to stop them dead in their tracks. As long as the Ranger does not move their right leg, use another Power or become Helpless, they may continue to call “Quick Root by Force Final” and make arrow attacks with their bow.

Winnowing Shots [Greater]

Incant: None

Call: “Double 4”

Target: Individual                                Duration: Instantaneous

Delivery: Projectile or Thrown                        Refresh: Short Rest

Accent: None                                        Effect: Double


Winnowing Shots deals “Double 4” to the Ranger’s Mark, however, this power can not be used on any other target and it does not benefit from Aiming, Spikes, or other powers that increase damage. A Ranger may use this power a number of times per Short R
est equal to their Ranger class-level.

Voice of the Grimm [Greater]

Incant: RP: Sacrifice of Hide, Harvest, Scale, or Blood.

Call: “Discern to Marshal Spirit: I invoke the Voice of the Grimm”, Explanation

Target: Marshal Spirit                                Duration: Instantaneous

Delivery: Verbal                                        Refresh: Event

Accent: None                                        Effect: Special


The strongest of rangers know the world around them well, but that knowledge usually comes from experience. Not always are these experiences their own. All rangers who have found themselves in the Grimm know of the third man factor, pushing them beyond their limits to finish their hunt, or encouraging them to hunt stronger, more mighty beasts. This ‘Voice of the Grimm’ becomes second nature to some Rangers, who rely on it often.

The Ranger gains the Sight and Sight Beyond Sight character options.

In addition, by making a meaningful sacrifice of Hide, Harvest, Scale or Blood, the Ranger may invoke the Voice of the Grimm and ask them three questions. The Voice of the Grimm will judge the sacrifice and answer: the level of detail and specifics directly correlated to the sacrifice made to it. The Voice of the Grimm is A creature of the Hunt, and while his information may not be complete, it is always honest in its response and usually helpful.