← Back to classes

Class record

Ranger

Striker / Utility

Tier
1
Difficulty
1 / 5
Main role
Striker
Secondary role
Utility

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

None.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain 5 skill points to spend on Appraise, Athletics, Stealth, Medicine, Perception, Survival, Animal Husbandry or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Awareness.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Rangers hail from the ranks of expert hunters and skilled military marksmen. Their senses and instincts are keen—taking down targets from incredible distances. Whether wielding bows, crossbows, or rifles, Rangers are always ready with an oppressive rain of missiles.

An expert ranger has the ability to pick out targets of opportunity. They quickly zero in on the most vulnerable enemies, picking them off with precision. It’s this talent for oppressively breaking down the opposition that makes Rangers so effective in battle.

Rangers have trained the ability to flood mana into their optical magic circuits—granting them the ability to see further and more sharply.  They spot threats from great distances and then strike them with pinpoint accuracy.

They're a welcome addition to any adventuring party.  With sharp focus and deadly accuracy that makes them fearsome opponents.

Tactical guidance

Playing Ranger

Rangers are versatile strikers that can excel at ranged combat, but can also fight in melee if required.  

Track is a pure out of combat utility tool that ensures the ranger can always follow tracks without rolling.

Status Assessment is a support tool that lets your party know how injured a target is. Knowing the rough HP % of an enemy is important in making correct tactical decisions, whether it's who to focus fire or whether to retreat all together.

Crippling attack can be used with both a melee and ranged weapon, but applying it from range is a lot more useful. Landing a slow on a melee enemy can allow you to kite it or seriously delay it from being able to attack.

Snap Shot is an 1 AP heavy attack, but the chance to hit on it isn't going to be great. Rangers focused on power over focus may see some good use out of this ability. Even normal rangers should consider using this over a light attack when forced to choose between the two, especially against enemies with high guard against who a light attack would do very little even if it hits.

Guided Aim is what rangers can spend a lot of mana on. It will remain a powerful ability especially as you go into later classes. Adding a bonus to your accuracy roll, even if the mana cost is higher for the benefit, can help make important abilities more reliable. With guided aim, you need to worry less about future secret art attacks barely missing.
 

Ranger

Class features

Abilities unlocked

Complete rules for every ability granted by Ranger.

Key ability

Ranger's Journey

Class feature
Grants+5 skill pointsAnimal Husbandry, Appraise, Athletics, Common Knowledge, Medicine, Perception, Stealth, Survival

Benefit 1

You gain proficiency in light and medium armor, a common ranged weapon group and a common melee weapon group.

Benefit 2

You gain 5 points in one of the following: Appraise, Athletics, Stealth, Medicine, Perception, Survival, Animal Husbandry or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.

Benefit 3

You can use Status Assessment.

Ability

Track

1 AP
Range
Self
You find any tracks that aren’t hidden. Once you find tracks, you can follow them at normal speed without having to make checks.

Requirements

-

Ability

Guided Aim

0 AP-1 MP
Range
Self

You gain a bonus to your next accuracy roll equal to the mana spent on this ability. If the attack is a Precise Attack, the bonus gained is doubled.

Requirements

-
1 AP1 MP
Range
Weapon Range
Keywords
Slow

You make a Light Attack against the target. On damage the target is Slowed until the end of their next turn.

Requirements

-

Ability

Snap Shot

1 AP
Range
Ranged Weapon Range

You may make a Heavy Attack against the target with a ranged weapon or a thrown weapon. You do not add your Focus to the accuracy roll.

Requirements

-