Ranger
The world beyond the walls is not your enemy. It’s your ally—if you know how to listen.
The Ranger is a master of survival and motion, thriving where others falter. With sharpened instincts and unwavering focus, they navigate the world’s wild edges—alone, bonded to beasts, or striking from shadow.
Some forge kinship with animals. Others vanish between the trees and reappear where death is needed most. All Rangers move with purpose—guided by terrain, insight, and unyielding resolve.
Ranger Paths
Each Ranger refines their art through one of three Paths:
- Path of the Beastmaster — Tames and commands loyal beasts in battle, blending instinct with teamwork. (Beastcraft-based)
- Path of the Hunter — Precision predators who control space, spring ambushes, and dominate foes with surgical brutality. (Survival-based)
- Path of the Strider — Masters movement, terrain, and pursuit—relentless in chase, unstoppable in motion. (Athletics or Acrobatics-based)
Starting Kit (Character Creation)
When selecting Ranger at character creation, the player gains:
- Prerequisite Skills: Automatically receives three (3) total skill levels across Beastcraft, Athletics, Acrobatics, or Survival, with at least one level in two of these skills.
- Class Power Selection: Choose one Tier 1 (T1) Ranger Class Power from one of the three paths.
- Starting Currency: 120 Dritch.
- Recommended Starting Equipment: A ranged weapon, a melee weapon, light armour, and survival gear (rope, rations, and a basic herbal kit).
Path of the Beastmaster
Beastmaster’s Companion
You may designate a previously befriended beast as your companion.
This requires a successful Beastcraft (Presence) check against the creature’s Influence Defensive DR.
Influence DR = creature’s Presence + Influence skill level
- You may only bond with a creature if the highest value among its Vitals is less than your Presence + Beastcraft skill level.
- You may have only one active companion at a time. Designating a new one immediately releases the current companion.
Companion Combat Behaviour
In combat, your companion acts immediately after your turn. It does not roll a separate initiative.
- Protective Behaviour: By default, it prioritizes protecting you, using its actions to engage enemies in melee with you—unless commanded otherwise.
Control Range
You may only issue commands to your companion if it is both aware of you (can see or hear you) and within your Control Range.
Control Range = (Presence + Beastcraft skill level) × 10 meters
- If the companion is outside your Control Range or cannot perceive you, it reverts to its default behaviour.
- While out of range, it prioritizes using its movement to return to you, if possible.
Tracking Your Companion
Your companion has a full character profile and is controlled by you during play.
- It has its own Vitals, Vitality, Core and Action Dice.
- You track its status, spend its Action Dice, and make rolls on its behalf—just as you would for your own character.
Commanding Your Companion
If your companion is within your Effective Control Range:
- You may issue one simple command per turn (e.g., “Attack,” “Stay,” “Fetch”) without a skill check.
- To issue additional commands in your turn, succeed on a Beastcraft (Presence) check vs DR 3.
- To issue a multi-step or conditional command, make a Beastcraft (Presence) check.
- For every 3 points you exceed the DR (3), add one additional step or condition.
- Example: “Run behind that wall and stay hidden,” or “Circle wide, then attack the spellcaster.”
- On a failed check, the companion follows the last valid command it received, or defaults to its protective behavior.
- You may issue a maximum number of commands per turn equal to your Beastcraft skill level.
- The Narrateer Guide determines how the companion interprets failed or unclear commands.
If your companion is outside your Control Range but can still see or hear you:
- You may attempt to command it by making a Beastcraft (Presence) check.
- If the companion is beyond twice your Control Range, the check is made with Disadvantage.
Tier 1 Beastmaster Class Powers
Bloodbound Intercept
Tags: Reaction, melee, movement, debuff
“Back off—or bleed for it.”
Trigger: An enemy declares a melee attack on you or an ally within your Control Range.
Effects:
- Intercept Dash: Before the attack roll, your companion may use a Reaction to move toward that creature if able.
- Proximity Defence: If your companion ends adjacent, the attacker has Disadvantage on their attack roll.
Killer’s Tide
Tags: Action, melee, attack, boost, accuracy, movement
“We strike as one. Move as one.”
Trigger: You make a Boosted melee attack on a creature while your companion is within your Control Range.
Effects:
- Pack Precision: If your companion attacks the same creature on their turn, each Critical Hit they roll is doubled in value (max Crits = your Beastcraft SL).
- Surge Forward: If their damage roll includes any Critical Hits, they gain +2m movement per Crit for their turn (max Crits = your Beastcraft SL).
Maul & Break
Tags: Action, attack, melee, movement, damage, control
“Take it down. Don’t let ‘em rise again.”
Trigger: When your companion moves 4 m+ in a straight line toward a target and makes a melee attack against that target.
Effects:
- Rend: Add +1 damage per Critical Hit on the attack roll (max Crits = Beastcraft SL).
- Knockdown: If this attack deals 2+ damage, the target is knocked Prone.
Tier 2 Beastmaster Class Powers
Bonded Ambush
Tags: Reaction, attack, control
“We strike as one—sudden, savage.”
Trigger: You damage a creature with an attack while your companion is within Control Range.
Effects:
- Synchronized Strike: Command your companion to move toward that creature and make a melee attack against them (if able) with Advantage.
- Overwhelm: If this attack deals 3+ damage, they are Stunned until the start of their next turn.
Savage Rend
Tags: Passive, attack, sunder
“Once they’re down, we rip them to bone.”
Trigger: You command your companion to attack a target that is Grappled, Restrained, or Prone.
Effects:
- Tearing Precision: You may reroll your companion’s attack roll dice (max dice = your Beastcraft SL).
- Armor Shred: For each Critical Hit rolled on that attack, the target’s Armor Value is reduced by 1 for the rest of the encounter and the attack deals +1 damage (max Crits = your Beastcraft SL).
Crush the Charge
Tags: Reaction, defence, control
“Let ‘em run—we break what runs.”
Trigger: An enemy completes a movement within your Control Range.
Effects:
- Intercept Charge: You may command your companion to move towards that creature (if able).
- Grappling Lunge: If now adjacent to that creature, your companion makes an Athletics (Strength) check vs. the target’s Athletics (Strength) or Acrobatics (Agility) PS (target’s choice).
- On a success, the target becomes Restrained by your companion and suffers 1 damage per Critical Hit on the check (min 1, max = your Beastcraft SL).
- On a failure, the enemy still suffers Disadvantage on its next attack roll until the end of their turn.
Path of the Hunter
Tier 1 Hunter Class Powers
Predator’s Mark
Tags: Boost, stealth, ranged, control, damage
“One second you’re safe—the next, you’re not.”
Trigger: You declare a Boosted ranged attack.
Effects:
- Hunter’s Choice: Before rolling to attack, choose Hinder or Harm (one only):
- Hinder: On hit, if this attack deals 2+ damage the target is Hindered until the start of your next turn. On their turn, the target may attempt an Acrobatics (Agility) check vs. this damage. On success, this Hindered condition ends.
- Harm: Each Critical Hit on your attack roll is doubled in value (max Crits = your Survival SL). On hit, the target also gains Lingering Harm (Bleeding).
Quick Snare
Tags: Trap, setup, control
“A moment’s work, a world of trouble for the unwary.”
Trigger: Spend 1 minute and 1 trap kit or suitable materials to set a snare or tripwire in a 2 m adjacent space.
Effects:
- Trap Score: When setting the trap, make a Survival (Agility) check. Record the result as your Trap Score. Declare if the trap will Restrain or knock Prone.
- Hidden Hazard: The trap is hidden by default.
- Searching creatures: They must pass an Observation (Cognition) check vs. your Trap Score.
- Not searching: Compare your Trap Score to their Observation (Cognition) PS—if yours is higher, they don’t detect it.
- Tangled: The first unaware creature to enter the trapped space triggers it. Compare your Trap Score to their Acrobatics (Agility) or Athletics (Strength) PS (whichever is higher).
- If yours is higher, the target takes 1 damage and is either Restrained or Prone (your choice at setup).
- Escape: A Restrained creature may escape with an Acrobatics (Agility) or Athletics (Strength) check vs. your Trap Score.
- Duration: Until triggered or 1 day.
- Cost: Consumes all materials used.
Relentless Pursuit
Tags: Mark, focus, tracking, damage
“You can run, but you cannot hide.”
Trigger: Spend 1 AD on your turn to mark one creature you can see within Pursuit Range; they become your Quarry.
Effects:
- Pursuit Range: You can sense your Quarry while they remain within your Survival PS × 20 m.
- Hunter’s Sense: While in range, you always know their direction and approx. distance, and gain Advantage on all checks to track, locate, or understand them.
- Hunter’s Focus: If your Quarry is with Pursuit Range, ignore Disadvantage from obscured vision or partial cover when targeting them.
- Opening Strike: The first time you hit your Quarry before the effect ends, gain Advantage on your damage roll. This ends Relentless Pursuit.
Tier 2 Hunter Class Powers
Culling Strike
Tags: Boost, ambush, execution, prey domination
“You have nowhere left to run—this is your end.”
Trigger: You make a Boosted attack against a creature that is Prone, Restrained, Exhausted, or below half Vitality.
Effects:
- Execution Window: On hit, add your Survival SL to the Hit Impact when determining damage.
- Decisive End: If this attack reduces target to 0 Vitality, refresh 2 AD and move up to (Survival PS × 2) metres without provoking reactions.
- Chilling Precision: If the target survives and this attack deals 3+ damage, it becomes Panicked until the end of its next turn. On their turn, an affected creature may attempt an Insight (Cognition) Skill Check vs. DR 3. On a success, the Panicked condition ends.
Hunter’s Trap
Tags: Trap, environmental control, execution
“Step into my world and your demise is inevitable.”
Trigger: Spend 5 minutes and 2 trap kits or suitable materials to set a trap in an adjacent 2 m space.
Effects:
- Trap Score: When setting the trap make a Survival (Agility) check. Record the result as your Trap Score. Also, choose Hinder or Harm (one only).
- Expert Concealment: The trap is hidden by default.
- Searching creatures: They must pass an Observation (Cognition) check vs. your Trap Score.
- Not searching: Compare your Trap Score to their Observation (Cognition) PS—if yours is higher, they don’t detect it.
- Hunter’s Choice: When triggered, compare Trap Score to both Athletics (Strength) and Acrobatics (Agility) PS. If your Trap Score beats either, apply the effect you chose when you set the trap:
- Hinder: The creature takes 1 point of damage and becomes Restrained and Prone. On their turn, a restrained creature may attempt an Athletics (Strength) or Acrobatics (Agility) Skill Check vs. your Trap Score. On a success, the Restrained condition ends.
- Harm: Calculate damage following the same method as a melee attack where the Attack Roll is your Trap Score. By default, your trap Weapon Damage is 1 (may be increased with trap material use) and you use your Survival SL in your Base Hit.
- Vicious Trap: If your Trap Score beats both Athletics (Strength) and Acrobatics (Agility) PS, the creature is Stunned for a number of rounds equal to your Survival SL, in addition to the above effect you chose.
- Duration: Until triggered or 1 day.
- Cost: Consumes all materials used.
Predator’s Perch
Tags: Boost, attack, ranged, precision, control, reposition
“From above, I see your every weakness.”
Trigger: You make a Boosted ranged attack from a higher elevation than the target.
Effects:
- Keen Aim: Each Critical Hit you roll on your attack roll is doubled in value (max Crits = your Survival SL).
- Pinning Shot: If this attack deals 3+ damage, the target is Slowed until the end of its next turn. On its turn, it may attempt Athletics (Resilience) vs. this damage; on success, Slowed ends.
- Aerial Reposition: After the attack, move up to (Survival SL × 2) m as a free action. This movement does not provoke reactions and ignores difficult terrain.
Path of the Strider
Tier 1 Strider Class Powers
Fleetfoot
Tags: Movement, refresh
“I don’t outrun danger—I race alongside it.”
Trigger: Whenever you Run or Sprint.
Effects:
- Momentum Surge: Roll dice equal to your Athletics or Acrobatics SL. Each Critical Hit grants +2 m to your Base Movement (BM) this turn.
- Free Runner: After moving, for each Critical Hit from Momentum Surge, refresh 1 Action Die (AD).
Step Ahead
Tags: Reaction, movement, resist
“I read the terrain before you strike.”
Trigger: When an enemy enters a space either you occupy or is adjacent to you.
Effects:
- Reposition: Move up to (Athletics/Acrobatics SL × 2) m. This movement doesn’t provoke reactions.
- Reactive Edge: If you end in difficult terrain or cover, that enemy has Disadvantage on its next attack or skill check against you until start of your next turn.
Windrunner Advance
Tags: Attack, movement, resist, buff
“I cut through you like the wind.”
Trigger: When you deal damage to a creature with a Boosted melee attack after moving at least 2 m.
Effects:
- Flowing Strike: Gain (Athletics/Acrobatics SL × 2) m bonus movement. Use immediately; cannot end adjacent to the target. This movement does not provoke reactions from that target.
- Fluid Assault: Gain Advantage on your next Athletics/Acrobatics check until start of your next turn.
Tier 2 Strider Class Powers
Unyielding Advance
Tags: Movement, resist, terrain
“Momentum’s mine. You’re just scenery.”
Trigger: When, on your turn, you move 4 m+ through difficult terrain or 2 m+ through an enemy’s threat zone.
Effects:
- Make Way: Treat up to 4 m of that movement as normal terrain, and negate 1 reaction provoked by it.
- Surge Through: Roll dice equal to either Athletics or Acrobatics SL. For each Critical Hit rolled:
- Ignore +4 m additional movement penalties.
- Negate +1 additional reaction (max = Athletics SL).
Evasive Flow
Tags: Reaction, defence, positioning, buff
“Missed me by a mile.”
Trigger: An enemy declares an attack against you that you are aware of.
Effects:
- Reflexive Dodge: Roll dice equal to either Athletics or Acrobatics SL. For each Critical Hit rolled move 2 meters before the attack roll is made. This movement does not provoke reactions.
- Close Call: They then roll the attack. If it misses, gain Advantage on either your next attack roll or your next Athletics/Acrobatics check until end of your next turn.
Relentless Chase
Tags: Reaction, movement, control, positioning
“Run. I dare you.”
Trigger: When an enemy ends its movement farther from you than it started (and you can see it).
Effects:
- Pursuit Step: Using a reaction, move up to (Athletics or Acrobatics SL × 2) m as free movement. This movement ignores difficult terrain and does not provoke reactions from that creature.
- Cut-Off: If you end this movement adjacent to that creature, you may then immediately attack that enemy using another reaction.
- Tendon Slice: If this attack hits, that enemy becomes Hindered until the end of its turn. On their turn, an affected creature may attempt an Acrobatics (Agility) Skill Check vs. this damage. On a success, the Hindered condition ends.
Tier 3 Mastery Events
Before a Ranger may select a Tier 3 Class Power, they must complete a Mastery Event—a narrative moment that crystallizes their path, proving they embody its ideals.
To qualify, the character must already meet all mechanical prerequisites for Tier 3 access:
- Class Level 3+, and
- 9 total Skill Levels across the Ranger’s core Skills (Beastcraft, Athletics, and Survival).
These events are not mere tests of prowess, but trials of identity—each forged to reflect the essence of the chosen Path. The Guide and player should collaborate to shape the narrative, adapting these templates as needed to suit the campaign’s tone and circumstances.
Path of the Beastmaster – Pack Sovereignty
Core Ethos: Two hearts, one will—command the field through perfect kinship and coordinated predation.
Examples: Beastmaster Mastery Events
- Alpha’s Mandate: In battle, command your companion to execute 3 distinct tactics (e.g., intercept, grapple, flank/knockdown) over 3 rounds, achieving a decisive edge (key enemy pinned, disarmed, or routed) without your companion incapacitated.
- Two Shadows, One Kill: In one turn, you and your companion focus a powerful foe: both land attacks, apply two control effects (e.g., Hindered + Prone or Grappled + Disadvantage), and finish the target or leave it unable to act next turn.
- Bloodbound Guardian: While outnumbered, use your companion to prevent harm to an ally twice (e.g., intercept/lock down), then eliminate the leader without the warded ally dropping to 0 Vitality.
Path of the Hunter – Surgical Control
Core Ethos: See first, strike first, end cleanly—control the fight with vision, setup, and precision execution.
Examples: Hunter Mastery Events
- One Mark, No Mercy: Track a high-value mark through hostile ground, secure 2 Survival/Observation successes, and eliminate or capture in the opening exchange without bystander harm or alerting reinforcements.
- Web of Ruin: In one operation, set and spring 3 traps that decide the fight (deny movement, split forces, disable elites) with no friendly casualties and no collateral to key objectives.
- The Long Watch: Maintain a concealed firing/ambush position across the scene (shift vantage as needed), neutralize 3+ priority threats before they act, and remain undetected through completion/exfiltration.
Path of the Strider – Relentless Pursuit
Core Ethos: Own the route, dictate the distance—no foe escapes, no terrain denies you.
Examples: Strider Mastery Events
- No Escape: Pursue an elite/swift enemy across hazardous terrain for 3 rounds; stay adjacent or within melee each round despite obstacles, and land a hit each round before the target can escape.
- Thread the Battlefield: Cross a chaotic battlefield (difficult terrain, enemy lines, elevation) to strike 3 targets in 3 rounds, taking no opportunity-attack damage and ending each round in cover/advantage.
- Cut the Line: Interdict a courier/ritualist/messenger exiting the zone: outmaneuver escorts, impose a mobility debuff (e.g., Hindered/Restrained/Prone), and prevent escape for 2 rounds until allies secure the objective.