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Ranger talents

Written by Martin K.

These are additional talents for the 13th Age core book Ranger.

the ranger by alishmcmalishBeast Lore

You have a strong connection to animals, and feel more comfortable around them than the so-called civilized races. Through instinct or supernatural ability, you are able to communicate with animals, although the information you can exchange is limited by the animal's intelligence and how it perceives its surroundings. Use the Druid's Nature Talking class feature for guidance.

If a skill check involving an animal, such as for riding, taming or healing it, is a natural even failure, you can reroll the skill check once.

You also gain Charm Beasts as a bonus power. This works like the spell Charm Person, but only targets beasts. You can use your Wisdom modifier for the attack roll.

Adventurer feat: Double the maximum hit point range of beasts you can target with Charm Beasts.

Champion feat: If you also have the Animal Companion talent, you can call a second animal companion with the same stats for one battle per day.

Epic feat: Once per battle, if a beast’s attack roll against you is a natural odd roll, you can force the beast to reroll the attack once.

Camouflage

When you are not engaged, you gain a +2 bonus to all defenses.

Adventurer feat: Once between short rests, you can choose to reroll a skill check to hide that is a natural even roll.

Champion feat: Once per battle, while not engaged, you can force an enemy to reroll a natural odd attack roll against you.

Epic feat: Increase the defense bonus to +4 in the first round of battle.

Chaos Archer

Your soul is infused with chaos, which allows you to tap into the same source of magic as a chaos mage.

Once per day, when the escalation die is at least 1, you can gain a chaos spell. The spell is determined randomly, at the end of your turn, with the method described under spell determination in the chaos mage chapter (13TW p16). If you use dice, not stones, roll 1d6. On a 1-2, you gain an attack spell. On a 3-4, you gain a defense spell, and on a 5-6 you gain an iconic spell. Roll a d12 to determine the icon of the iconic spell.

You gain the chosen spell at your class level. You can cast the chosen spell once before the end of the battle, regardless of its original category (at-will, once per battle or daily). You can use your Wisdom instead of Charisma for the spell.

When you choose your chaos spell, also roll on the High Weirdness table.

Adventurer feat: If the escalation die is 3+ when you choose your chaos spell, also roll on the respective warp talent (attacking warp, defensive warp or iconic warp) and gain the effect.

Champion feat: If you choose an at-will spell with this talent, you can cast it at-will until the end of the battle.

Epic feat: You can use this talent once in two battles per day.

dark archerDeathstalker

Choose one daily or recharge spell of your level or lower from the necromancer class. You can cast this spell as if you were a necromancer. You can replace Intelligence with Wisdom when casting the spell.

If you have an animal companion, you can choose it to be a skeleton or a zombie. It gains resist poison and negative energy 12+ but becomes vulnerable to holy.

Adventurer feat: Once per battle, you can use Deathknell as a necromancer of the same level.

Champion feat: You can now choose from necromancer at-will spells.

Epic feat: You gain an additional necromancer spell of your choice that is your level or lower; a total of two from this talent.

Marksman

You can aim as a quick action. When you aim, your ranged attacks target the lower of the enemy's AC or PD until the end of the current turn.

Adventurer feat: On a hit, add your Wisdom modifier to damage (double the bonus at 5th level, at triple it at 8th).

Champion feat: Once per day, add your Wisdom modifier to the attack roll.

Epic feat: With aim, attack the enemy's lowest defense (AC, PD or MD).

Seeker

Your attacks aim for the target's weak spots. When you make a melee or ranged weapon attack, and the attack is an odd hit, you inflict a condition on the target depending on the natural roll, as per the list below. The condition lasts until the end of the target's next turn.

9 or lower: Hampered (can only make basic attacks)

11: Vulnerable (attacks against the target gain a +2 bonus to their critical threat range)

13: Defenseless (-4 to AC, PD and MD)

15: Disadvantage on attack rolls (must roll twice and take the lower result)

17: Disadvantage on saves (must roll twice and take the lower result)

19: Disadvantage on disengage checks (must roll twice and take the lower result)

Adventurer feat: Once per day, you can inflict a condition on the target number even if the attack is an odd miss.

Champion feat: Against a staggered target, the conditions are normal save (11+) ends.

Epic feat: If the escalation die is 5+, you can choose any condition from the list on an odd hit.

Survivor

The long years of surviving out in the wild, relying only on your wits and your will, have taught you how to pull through even in the hardest of circumstances.

Add your Wisdom modifier to saving throws and death saves. If you have an animal companion, it also benefits from this talent.

Adventurer feat: Increase your recovery dice to d10.

Champion feat: You die after four failed death saves instead of three.

Epic feat: Once per level, you can give an in-story reason why you survive a situation that is otherwise a certain death.

Swift Spear

When you wield a spear (two-handed 1d8 melee weapon) and you hit an opponent you were not engaged with at the start of your turn, deal extra damage equal to your Dexterity modifier. Double this bonus at 5th level, triple it at 8th.

Adventurer feat: After an even hit with a spear, you can disengage as a free action.

Champion feat: You also deal the extra damage on a miss.

Epic feat: You gain a +2 bonus to hit with a spear against opponents you were not engaged with at the start if your turn.

Warrior of the Wild

You gain a fighter maneuver of your level or lower. At third level, you gain a second maneuver two levels lower than your level.

Adventurer feat: You can trigger the maneuvers on attacks granted by other ranger talents. This includes the first or second attack of a double melee attack or double ranged attack. If you have an animal companion, it can also use the maneuvers. However, you can only trigger one maneuver per turn.

Champion feat: You gain a third fighter maneuver, four levels lower than your level.

Epic feat: You gain a fourth fighter maneuver, six levels lower than your current level.

Champion Talents

Ancestral Enemy

Requires Favored Enemy, 5th level

When you go directly against your favorite enemies, roll twice on skill checks and attack rolls and take the better result.

Champion feat: Roll twice on saves when fighting your favorite enemies. This includes saves against effects, disengage checks, saves to gain a second rally and death saves.

Epic feat: Once per battle, you can force a favorite enemy to reroll an attack against you and take the lower result.

Bladestorm

Requires 5th level

You gain the Bladestorm power.

Bladestorm

Melee Attack; Once per battle

Target: One nearby enemy per point of escalation die; you engage the targets and pop free as part of the attack

Special: If you have the Double Melee Attack talent, you can attack a minimum of two enemies regardless of the escalation die. You do not gain additional attacks on an even roll.

Attack: Strength OR Dexterity + level vs. AC

Hit: WEAPON + Strength damage.

Miss: -

Champion feat: If you miss all targets, you do not expend this power.

Epic feat: If you score a critical hit with this power, the target is dazed until the start of your next turn.

Blood Hunter

Requires Lethal Hunter, 5th level

You gain your Lethal Hunter bonus to critical threat range against all staggered enemies, not only your lethal hunter target.

Champion feat: When you have the lethal hunter bonus and score a critical hit, you hamper the target until the end of its next turn.

Epic feat: You gain your lethal hunter bonus against any target that is confused, dazed, stunned, hampered or weakened.

Enchanted Companion

Requires Animal Companion, 5th level

Your animal companion has been granted sentience through a druidic ritual, ancient animal king ancestry, or a fey blessing.

  • It is of your level, instead of your level -1.
  • It benefits from the escalation die.
  • It gains Intelligence, Wisdom and Charisma stats equal to yours.
  • It can speak with animals of its kind, and it speaks any language you speak.
  • It gains a free Animal Companion champion feat.

In addition, you can now cast animal companion spells like a Druid Animal Companion Adept (See page 42 of 13 True Ways).

First Blood

Requires First Strike, 5th level

Whenever you make a First Strike Attack and the result is an odd miss, reroll the attack once. If the attack is a critical hit, you deal 10 ongoing damage to the target.

Champion feat: If the reroll is also a miss, add twice your level to miss damage.

Epic feat: Increase the ongoing damage to 25. The first time you score a critical hit with a first blood attack in a battle, increase the escalation die by 1.

Hail of Arrows

Requires 5th level

You gain the Hail of Arrows power.

Hail of Arrows

Ranged Attack; Once per battle

Target: One nearby enemy per point of escalation die

Special: If you have the Double Ranged Attack talent, you can attack a minimum of two enemies regardless of the escalation die. You do not gain additional attacks on an even roll.

Attack: Dexterity + level vs. AC

Hit: WEAPON + Dexterity damage.

Miss: -

Champion feat: Each time you miss, gain a +2 bonus to the attack roll against the next target of this attack.

Epic feat: You can attack large and huge enemies twice. You still make a total number of attacks equal to the escalation die.

Monstrous Companion

Requires Animal Companion, 5th level

You can choose a dire animal as your animal companion.

  • The companion is of your level, instead of -1.
  • It benefits from the escalation die.
  • Its size increases to large. It has twice the hit points of a standard animal companion.
  • It gains one dire animal feature of your choice (see core book page 206).

Epic feat: Choose a second dire animal feature.

Spirit Companion

Requires Animal Companion, 5th level

Your animal companion is not a living animal, it only exists in the spirit realm. It gains the following features:

  • It is of your level, instead of -1.
  • It benefits from the escalation die.
  • It gains resist physical damage 16+.
  • Its attacks deal either holy or negative energy damage (choose one).
  • The first time in a battle when your companion is reduced below 0 hp by an attack, it can make a hard save (16+) to negate the damage of that attack.

Epic feat: If your animal companion is killed in battle, roll a d12 at the start of each turn. If the result is equal to the escalation die or lower, your companion rejoins the battle at half his or her total hit points.

Two-Weapon Rend

Requires Double Melee Attack, 5th level

When you fight with two weapons and hit an enemy with two melee attacks in the same turn, deal 5 times your level ongoing damage.

Champion feat: If at least one of the hits is a critical hit, the save against ongoing damage is a hard save (16+).

Epic feat: If at least one of the hits is a critical hit, deal double ongoing damage.

Epic Talents

Dragon Companion

Requires Animal Companion, 8th level

You can choose a small dragon as your animal companion. The dragon gains the following companion bonuses:

  • It's of your level, instead of a level lower.
  • It benefits from the escalation die.
  • It can fly.
  • It can use a breath weapon spell from the sorcerer list, at two levels below its level. It uses its standard attack bonus to attack with the spell.
  • It gains resist 16+ against the element of the breath weapon.
  • It acts after the ranger.
  • It does not gain a companion bonus for type of animal from the list in the core book.

Epic Double Melee Attack

Requires Double Melee Attack, 8th level

When you make a double melee attack, you always gain the second attack. It no longer requires a natural even roll on the first attack roll.

Epic feat: When you make a double melee attack and miss with both attacks, gain a +2 bonus to defenses until the end of your next turn.

Epic Double Ranged Attack

Requires Double Ranged Attack, 8th level

When you make a double ranged attack and the first target is a nearby enemy, you always gain the second attack. You don't require a natural even roll on the first attack roll.

Epic feat: When you make a double ranged attack and miss with both attacks, choose a nearby ally. Until the end of your next turn, that ally gains a +2 bonus to his or her first attack roll against the target.

Epic Fey Queen's Enchantments

Requires Fey Queen's Enchantments, 8th level

You have been blessed by the fey queen. When you roll initiative, also roll a d8 and gain the benefit from the table below for this battle.

1: You gain an extra use of each spell granted by Fey Queen's Enchantments.

2: Enemy attacks have a 20% chance of missing you. Roll this miss chance separately on a d100.

3: When the escalation die is even, you can teleport to a nearby location you can see as a move action.

4: Add 1d4 to all attack rolls.

5: When you hit with an attack, deal 5d8 extra holy damage.

6: Whenever you use a healing surge, double the hit points you gain.

7: When you hit with with a natural 16+, the target is dazed until the end of your next turn.

8: You gain a +10 bonus to initiative.

Epic feat: Roll twice and choose the result you like.

 


 

Art credit: AlishmcMalish - The Ranger

Version 0.5, 7 Feb 2017

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