Ranger Class Features
You gain these abilities as a ranger. Abilities gained at higher levels list the level at which you gain them next to the features’ names.
Ancestry and Background
In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.
At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.
When you focus your attention on a single foe, you become unstoppable in your pursuit. You gain the Hunt Prey action.
You have trained for countless hours to become a more skilled hunter and tracker, gaining an additional benefit when you Hunt Prey depending on the focus of your training. Choose a hunter’s edge.
Flurry: You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10.
Precision: You have trained to aim for your prey’s weak points. The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. (Precision damage increases the damage you already deal, using the same type, but is ineffective against creatures that lack vital organs or weak points.) At 11th level, the extra damage increases to 2d8 precision damage, and at 19th level, the extra damage increases to 3d8 precision damage.
Outwit: You are talented at outwitting and evading your prey. You gain a +2 circumstance bonus to Deception checks, Intimidation checks, Stealth checks, and any checks to Recall Knowledge about the prey, and a +1 circumstance bonus to AC against your prey’s attacks.
At 1st level and every even-numbered level, you gain a ranger class feat. Ranger feats are listed beginning on page 170.
At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats appear in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.
At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.
Your training has hardened your resolve. Your proficiency rank for Will saves increases to expert.
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become
trained in one skill, or become an expert in one skill in which you’re already trained.
At 7th level, you can use skill increases to become a master in a skill in which you’re already an expert, and at 15th level, you can use them to become legendary in a skill in which you’re already a master.
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.
When you move through natural terrains, you are difficult to track. You always gain the benefits of the Cover Tracks action in such terrains, without moving at half your Speed.
You’ve dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple and martial weapons increases to expert. You gain access to the critical specialization effects of all simple and martial weapons when attacking your hunted prey.
You’ve learned to move quickly to avoid explosions, dragons’ breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
Through your adventuring, you’ve developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.
You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.
You always find the weak points in your foes’ defenses when they’re on unfavorable terrain. Enemies are flat-footed to you if they’re in natural difficult terrain, on natural uneven ground, or in difficult terrain resulting from a snare.
You’ve practiced your techniques to make them harder to resist. Your proficiency rank for your ranger class DC increases to expert.
Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
Medium Armor Expertise
You’ve learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.
You move quickly through obstacles, whether they’re tumbled stone, tangled undergrowth, or sucking mud. You can ignore the effects of non-magical difficult terrain. As normal for ignoring difficult terrain, this also lets you treat the hindrances of greater difficult terrain as those of difficult terrain.
You fully understand the intricacies of your weapons. Your proficiency ranks for simple and martial weapons increase to master.
Greater Weapon Specialization
Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.
Your ability to elude danger is matchless. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you fail a Reflex save against a damaging effect, you take half damage.
You notice things almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.
You have honed your abilities as a hunter to incredible levels. Your proficiency rank
for your ranger class DC increases to master. When using a ranged weapon that you
have master proficiency in, you can ignore the penalty if attacking your hunted prey
within the weapon’s second and third range increments.
If you have master proficiency in Perception, you gain a +4 circumstance bonus to
Perception checks when you Seek your prey, and if you have master proficiency in
Survival, you gain a +4 circumstance bonus to Survival checks when you Track your prey.
You also gain an additional benefit depending on your hunter’s edge.
Flurry: You can blend your weapon mastery with skillful targeting to make a
series of precise attacks. If you have master proficiency with your weapon, your
multiple attack penalty for attacks against your hunted prey is –2 (–1 with an agile
weapon) on your second attack of the turn, and –4 (–2 with an agile weapon) on
your third and subsequent attacks of the turn.
Precision: Your weapon mastery allows you to hit your prey’s vital areas multiple
times. The second time in a round you hit your hunted prey, you also deal 1d8
precision damage. At 19th level, your second hit in a round against your hunted prey
deals 2d8 precision damage, and your third hit in a round against your hunted prey
deals 1d8 precision damage.
Outwit: Your mastery of skills allows you to overwhelm your prey. If you have
master proficiency in Deception, Intimidation, Stealth, or the skill you use to Recall
Knowledge about your prey, increase the circumstance bonus against the prey with
that skill from +2 to +4. If you have master proficiency with your armor, increase the
circumstance bonus to AC against the prey from +1 to +2.
Your armor has become akin to a second skin for you. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master. When wearing light or medium armor, you can rest normally, rather than receiving poor rest that leaves you fatigued.