Ranger

You’re adept at traveling through perilous places. Hard experience has taught you that trust is something to be offered only rarely, and even then, might have to be traded for enmity. You know how to think like, track, and, if need be, bring down your prey, whether your quarry is wild game or someone you’ve determined must be hunted. Your ability to navigate is important in any group where travel to distant unknown regions and/or through mazelike tunnels under the earth happens with any sort of regularity. Your skill in finding the right path makes you invaluable anytime your group needs to track a foe who’s fled the scene and, once found, quickly dispatch them.

Background Options

  • Raised in the deepest wilds, your training was passed to you, and your duty is to one day pass that same training on to a worthy heir.

  • An old friend asked you to help someone in need, but you were never able to find them.

  • An enemy from your past recently tracked you down, but you lost them again.

  • You served as a scout for a frontier settlement. One day upon your return, it was gone as if it had never been. You still search, as possible, for what might have happened.

  • While serving as a bodyguard for a crime lord, you killed a city watch officer.

  • Your sibling was devoured by a monster when you were young. To this day, you’re motivated to hunt down and eliminate such creatures.

  • You still trade on the baroness’s gratitude for locating her missing son a few years ago.

  • You gained your strange scar exploring a dungeon, but you don’t remember how.

Ranger Abilities

You gain all of the following benefits: Able to take three more minor wounds and one more moderate wound Add +1 to Might Pool Add +2 to Speed Pool Add +1 to Intellect Pool Add +1 Edge in Pool of your choice Freely use light and medium weapons Freely use light and medium armor Gain one weapon of your choice At tier 3 and tier 6, choose an ability from the Fantasy Genre Abilities list

Expert Tracker: You are trained in tracking.

At tier 6, you can become an expert in tracking if you are already specialized, but you must gain the skill normally. Enabler.

Expert, page (ref)

Find the Way: When you are tracking a creature, have gotten lost, don't know the first step to take to begin a journey, or are attempting to choose between two or more routes to take, you can ask your GM one question about the task and get a very short, helpful answer. Once you use this ability, you can’t use it again until after your next recovery. Action. Quarry (2 Intellect): Choose one creature you can see to be your quarry. You gain an asset on all tasks involving following, understanding, interacting with, attacking, or defending against your quarry. Your attacks against your quarry deal +1 damage. This benefit encompasses hunting-related tasks, if appropriate, such as skinning, dressing, the best way to prepare and preserve any resulting game meat, and so on. You can have only one quarry at a time. At tier 3, you can have two quarries at a time. Action.

You can always end one of your abilities with an ongoing effect as an extra action on your turn, at no cost.

[!example]

Ranger Equipment Bundle

Choose the following equipment bundle to quickly outfit your character, or assemble your own starting equipment. A sword or bow (plus a quiver of 12 arrows), appropriate clothing, a compass, a backpack, a bedroll, 50 feet (16 m) of rope, a wineskin (full), three torches, rations and water for three days, a tinderbox, and

enough extra currency to buy a moderately priced item.

Equipment, page (ref) Currency, page (ref) Moderately priced items, page (ref)


Part of Dungeon Fantasy