Marksman (Playable in Starter Set)
Precision-focused ranged combatants who dominate at distance through superior positioning, weapon mastery, and tactical patience, striking long before enemies can close the gap through either heavy bow work, black powder weaponry, or the swift shortbow mobility of a Ranger who turns natural terrain into cover, an edge on the hunt, and a marked shot the moment prey steps into the open.
Place Holder awaiting Image.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.
Alignment: Alignments range from Lawful, Moral, Ambivalent, Amoral and Evil, and are Path and Branch Dependent.
To use the Abilities of this Path or Branch, you must fall within the Alignment's Spectrum. To devote to the Path's Higher Power you must fall exactly at that Alignment (see Alignment, Basic Rules pg. 2).
Higher Power: Path Dependent (see Path below)
Marksman's Paths individually restrict by alignment from LVL 4 on, see each Path above for its specific Alignment.
To learn a Path's Abilities, or any of its three Branches', your own alignment need only sit inside this Class's Spectrum.
To draw a Path's Higher Power bonus you must hold that Path's exact base Alignment, and that same base is what its three Branches require.
Favored Races:
Elf (Common)† +5, Dwarf (Common)† +5, Human† +5, Halfling† +5, Wood Elf +5, Brownling +5, Ratkin +5, Yawnie +5, Omnè +5
†Elf (Common), Dwarf, Human, and Halfling Playable with Starter Set.
Averse Races: None recorded.
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Steady Hand, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Deadeye, Once Per Day the Marksman lines up the perfect shot, dealing damage equal to twice their Dexterity SCR to one target, ignoring half their Defense.
Extra 1d6 + LVL piercing damage on Critical Hits.
Once per encounter, Marksmen can Flourish their ranged weapon that lowers their target's Defense at a number equal to their Dexterity SCR.
Marksmen get +5 feet their base movement speed, once per encounter.
Marksmen get +4 plus their DEXTERITY SCR on Perception checks.
Marksman Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Bowman - A bow-focused Marksman who favors precision and range over raw firepower.
Alignment: Ambivalent
Observance: None. Ambivalent Paths answer to no god and no patron at all.
No Higher Power, so no exact alignment is required at this Path or at any of its three Branches below.
a. Archer - A Bowman devoted to the bow above all, mastering range and power with practiced patience.
b. Bandit - A Bowman who strikes fast from ambush before melting back into cover.
c. Outrider - A Bowman who fights from horseback, striking and repositioning in the same motion.
ii. Gunner - A black-powder Marksman who trades a bow's patience for a gun's immediate stopping power.
Alignment: Amoral
Observance: Bargain and price. Devotion is a contract kept, whatever it was for.
Will not share a Character with: Moral.
The Higher Power bonus requires holding Amoral exactly, and that same base carries through all three of its Branches below.
a. Duelist - A Gunner who favors precise, close-range engagements over a firefight.
b. Gun Slinger - A Gunner who trades a rifle's power for a pair of pistols' speed.
c. Wrangler - A Gunner who pairs a gun with a lasso or whip to control the fight itself.
iii. Ranger - A frontier Marksman who holds ground and defends territory as readily as they strike from range.
Alignment: Moral
Observance: Service and care. Devotion is spent on other people rather than performed.
Will not share a Character with: Evil and Amoral.
The Higher Power bonus requires holding Moral exactly, and that same base carries through all three of its Branches below.
a. Forest Guardian - A Ranger who takes the fight head-on, armored heavily enough to hold the frontline.
b. Keeper - A Ranger who holds their ground, defending territory rather than chasing it.
c. Wood Warden - A Ranger built for patrol and pursuit, striking and drawing weapons in one motion.
Favorite Talent and Profession Trees
Talent Trees: Scout
Professions: Hunter, Tinker
No Cost to open Talent Tree. 5% rate increase on Profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Marksman Tier Armaments
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Armor Threshold (Tier): Medium Grade. Armor heavier than Medium will incur an Armament Penalty (-5 per Grade of difference) when performing Tier Abilities, though heavier armor can still be worn (see Armament Penalties, pg. 4).
Weapon Proficiency (Tier): Variant: Telluric, TAW, or Chthonic. Type: Tactical. Hand: 2h, 1h (Main), or 1h (Off). Distance: Ranged. Style: None, Ranged Armaments carry no Style. Forbidden: Magic Type. Each Path refines these specifications further; see each Path below for its baseline, and each Branch for any exceptions it states.
▾ Collapse Armament
Marksman Main Class Abilities
Each tree below runs LVL 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). Each LVL offers 3 choices, learn only ONE. See Martial Abilities individually for details, see card examples on this page. See Slots and Prerequisites, above.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference. Weapon Type: Tactical for Martial, Magic for Spell (Spell is warded shots and hunter's charms channeled through the same bow or gun, not incantations).
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Tier Abilities (Marksman)
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LVL 1 Marksman Tier Ability †
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† For Paths see LVL 3 Tier Abilities Below
| Martial Abilities | Spell Abilities |
- (Slot A) Steady Aim
ATTKRange: Range | Style: none | Hand: 1h or 2h | Discipline: Deadeye Cost: 2 Stamina Uses: UnlimitedA draw built from horn, wood, and sinew layered for power beyond what the arm alone could give, +1 Hit when not moving that turn... refer to Ability Card. - (Slot B) Braced Shot
ATTKRange: Range | Style: none | Hand: 1h or 2h | Discipline: Deadeye Cost: 2 Stamina Uses: UnlimitedA charge kept ready the way a guild hunter never lets the match go cold, +1 Defense (Brace behind cover) when braced against cover before firing... refer to Ability Card. - (Slot C) Still Hunter's Mark
ATTKRange: Range | Style: none | Hand: 1h or 2h | Discipline: Deadeye Cost: 2 Stamina Uses: UnlimitedA patient prince's wait for the shot the target never sees coming, advantage on the next Stealth check when the target hasn't noticed the shooter yet... refer to Ability Card.
| - (Slot A) Focused Mark
ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 2 Mana Uses: UnlimitedA hunter's mark placed on the target before the draw, the Marksman's own next attack against it gains +1 Hit... refer to Ability Card. - (Slot B) Bramble Trap
ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 2 Mana Uses: UnlimitedLays a hidden bramble snare, the next enemy to trigger it takes a brief Slow effect... refer to Ability Card. - (Slot C) Aspect of the Owl
ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 2 Mana Uses: UnlimitedA keen, quiet stance held before the shot, advantage on the Marksman's next Stealth check while it holds... refer to Ability Card.
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Marksman Tier Ability
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| Martial Abilities | Spell Abilities |
- (Slot A) Quick Nock
ATTKRange: Range | Style: none | Hand: 1h or 2h | Discipline: Deadeye Cost: 2 Stamina Uses: UnlimitedDrawn and loosed in one motion, faster than a flinch, draw and fire without using an action... refer to Ability Card. - (Slot B) Fast Match
ATTKRange: Range | Style: none | Hand: 1h or 2h | Discipline: Deadeye Cost: 2 Stamina Uses: UnlimitedA charge kept lit and ready as a guild hunter's trade demands, drawn and fired on reflex without using an action, also granting +1 Defense (quick Brace) for the turn... refer to Ability Card. - (Slot C) Snap Loose
ATTKRange: Range | Style: none | Hand: 1h or 2h | Discipline: Deadeye Cost: 2 Stamina Uses: UnlimitedA shot fired mid-stride through the brush like a prince who hunted long before he ever went to war, draw and fire without using an action, granting advantage on the next Stealth check... refer to Ability Card.
| - (Slot A) Snap Trigger
ATTKRange: Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 2 Mana Uses: UnlimitedA hair-trigger snare that, once sprung, lets the Marksman fire a free shot at whatever triggered it... refer to Ability Card. - (Slot B) Flash Trap
ATTKRange: Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 2 Mana Uses: UnlimitedA trap that bursts with light on trigger, briefly blinding the first enemy caught in it... refer to Ability Card. - (Slot C) Aspect of the Fox
ATTKRange: Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 2 Mana Uses: UnlimitedA stance of hushed movement, the Marksman may draw and fire once without using an action while it holds, and gains advantage on their next Stealth check... refer to Ability Card.
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Marksman Tier Ability
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| Martial Abilities | Spell Abilities |
- (Slot A) Called Shot
ATTKRange: Range | Style: none | Hand: 1h or 2h | Discipline: Deadeye Cost: 2 Stamina Uses: UnlimitedA single shot placed exactly where legend remembers it landing, target a specific body location for bonus Damage... refer to Ability Card. ↳ Unlocks Piercing Arrow (LVL 4) - (Slot B) Powder Burst
ATTKRange: Range | Style: none | Hand: 1h or 2h | Discipline: Deadeye Cost: 2 Stamina Uses: UnlimitedA shot that punches the target off its feet, target a specific body location, knocking the target back and granting +1 Defense (create distance) until the Marksman's next turn... refer to Ability Card. - (Slot C) Sinew Shot
ATTKRange: Range | Style: none | Hand: 1h or 2h | Discipline: Deadeye Cost: 2 Stamina Uses: UnlimitedA draw-weight built the way horn and sinew are layered for range no simple stave could match, opens a vein instead of ending it outright, target a specific body location, adding a brief bleed effect that makes the target easier to track... refer to Ability Card.
| - (Slot A) Called Mark
ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA ward-mark placed exactly where legend remembers it landing, marking a specific body location and granting the Marksman and allies +1 Hit against it until it's struck... refer to Ability Card. ↳ Unlocks Wardpiercer Shaft (LVL 4) - (Slot B) Root Trap
ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA trap of conjured roots; the next enemy to trigger it is rooted in place for one turn... refer to Ability Card. - (Slot C) Bloodroot Mark
ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA ward-mark of bloodroot laid on the target, granting allies advantage on their next ATTK roll against that marked target... refer to Ability Card.
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Marksman Paths †
† For Branches, refer to LVL 20 of each Path
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A bow-focused Marksman who favors precision and range over raw firepower. (LVL 4-20)
(see Bowman Path and Branch Abilities Below)
Bowman Path
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Weapon Proficiency (Culture, Bowman) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: none. Range: Range, 2h (e.g., longbow, recurve bow, or composite bow). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Bowman):
◆None; this Culture bars no Weapon Type outright, though the profile above still governs what performs its Abilities.
Armor Thresholds
Armor Grade: caps at Medium or Light (Bowyer's Leather).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Bowman Branches
◆ Archer (unlocks heavier bows for greater range and power) (LVL 21-30)
A Bowman devoted to the bow above all, mastering range and power with practiced patience.
Archer Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Archer Branch chosen at LVL 21 - see Archer above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Archer Branch chosen at LVL 21 - see Archer above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Bandit (Light Grade (Quickdraw Leather) armor for quick draws; favors the longbow) (LVL 21-30)
A Bowman who strikes fast from ambush before melting back into cover.
Bandit Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Bandit Branch chosen at LVL 21 - see Bandit above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Bandit Branch chosen at LVL 21 - see Bandit above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Outrider (spear or longbow, Light Grade (Huntress Leather) armor) (LVL 21-30)
A Bowman who fights from horseback, striking and repositioning in the same motion.
Outrider Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Outrider Branch chosen at LVL 21 - see Outrider above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Outrider Branch chosen at LVL 21 - see Outrider above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Bowman Abilities (Marksman Tier)
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LVL 4 Marksman - Bowman Path Ability
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| Martial Abilities | Spell Abilities |
- (Slot A) Piercing Arrow
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Longshot Cost: 2 Stamina Uses: UnlimitedFollowing through Called Shot, it adds a round of duration to the called location, then strikes it for even greater bonus Damage than Called Shot alone, and ignores a portion of the target's PROTS as it passes through... refer to Ability Card. ↰ Requires Called Shot (LVL 3) - (Slot B) Hired Bow's Mark
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Longshot Cost: 2 Stamina Uses: UnlimitedA guild-trained watchfulness that never leaves a partner exposed, +1 Defense (mutual guard) while an ally stands adjacent... refer to Ability Card. - (Slot C) Winter's Silence
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Longshot Cost: 2 Stamina Uses: UnlimitedThe same patience a hunting prince learned long before any war, the Marksman is harder to detect until they act again... refer to Ability Card.
| - (Slot A) Wardpiercer Shaft
ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 2 Mana Uses: UnlimitedFollowing through Called Mark, it adds a round of duration, then deepens Called Mark's ward to +2 Hit for the Marksman, or +1 Hit for allies, against it, and the exposed guard also lowers the target's PROTS by 1 until it's struck... refer to Ability Card. ↰ Requires Called Mark (LVL 3) - (Slot B) Snare Volley
ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 2 Mana Uses: UnlimitedA warded arrow that blooms into binding vines on impact, roots the target in place for one turn... refer to Ability Card. - (Slot C) Aspect of the Hush
ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 2 Mana Uses: UnlimitedA stance of quiet focus, advantage on the Marksman's next Stealth check while it holds... refer to Ability Card.
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Marksman - Bowman Path Ability
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| Martial Abilities | Spell Abilities |
- (Slot A) Volley
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Longshot Cost: 3 Stamina Uses: 3/RoundA spread of arrows loosed in the same breath with power to spare for two, fire at two targets in the same turn... refer to Ability Card. - (Slot B) Mercenary's Volley
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Longshot Cost: 3 Stamina Uses: 3/RoundA guild-bond that covers a partner as readily as it covers a kill, +1 Defense (mutual guard) for the turn, shared with an adjacent ally... refer to Ability Card. - (Slot C) Iron Sight Volley
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Longshot Cost: 3 Stamina Uses: 3/RoundA stillness held the way legend remembers a single decisive shot being held, advantage on the next Perception check, so long as the Marksman hasn't moved this encounter... refer to Ability Card.
| - (Slot A) Splitting Ward-Shot
ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA single warded arrow that splits mid-flight, marking two targets at once and granting allies +1 Hit against either until one is struck... refer to Ability Card. - (Slot B) Binding Volley
ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA warded arrow-burst that snares up to two targets in place for one turn... refer to Ability Card. - (Slot C) Aspect of the Eagle
ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA keen-eyed stance, advantage on the Marksman's next Perception check while it holds... refer to Ability Card.
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Marksman - Bowman Path Ability
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| Martial Abilities | Spell Abilities |
- (Slot A) Warning Nock
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Longshot Cost: 3 Stamina Uses: 3/RoundA warning shot the whole guild would recognize, marking a target before the volley starts... refer to Ability Card. - (Slot B) Nocked Loose
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Longshot Cost: 3 Stamina Uses: 3/RoundA shot loosed the instant a warning nock lands, bonus Damage on a marked target... refer to Ability Card. - (Slot C) Nocked Guard
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Longshot Cost: 3 Stamina Uses: 3/RoundA guard held while marking a target before the volley starts... refer to Ability Card.
| - (Slot A) Warning Ward
ATTKRange: Range or Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA warning shot the whole guild would recognize, marked at range before the volley starts... refer to Ability Card. - (Slot B) Nocked Bolt
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA warded bolt loosed the instant a mark lands, bonus Damage... refer to Ability Card. - (Slot C) Nocked Renewal
ATTKRange: Range or Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA renewal drawn while marking a target before the volley starts, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Marksman - Bowman Path Ability
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| Martial Abilities | Spell Abilities |
- (Slot A) Called Shot
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Longshot Cost: 4 Stamina Uses: 3/RoundA shot called ahead of the draw, marking whoever's about to feel the whole guild answer for it... refer to Ability Card. - (Slot B) Called Loose
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Longshot Cost: 4 Stamina Uses: 3/RoundA shot loosed at whoever's already marked, the whole guild answering for it... refer to Ability Card. - (Slot C) Called Guard
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Longshot Cost: 4 Stamina Uses: 3/RoundA guard held while calling a shot ahead of the draw... refer to Ability Card.
| - (Slot A) Called Ward
ATTKRange: Range or Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA shot called ahead of the draw, marked at range for the whole guild to answer... refer to Ability Card. - (Slot B) Called Bolt
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA warded bolt loosed at whoever's already marked... refer to Ability Card. - (Slot C) Called Renewal
ATTKRange: Range or Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA renewal drawn while calling a shot ahead of the draw, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Marksman - Bowman Path Ability
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| Martial Abilities | Spell Abilities |
- (Slot A) Guild's Reckoning
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Longshot Cost: 4 Stamina Uses: 3/RoundBowmen call a shot before it's loosed, marking a target for a reckoning the whole guild answers together... refer to Ability Card. - (Slot B) Guild's Loose
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Longshot Cost: 4 Stamina Uses: 3/RoundBowmen strike a target the whole guild has already answered together... refer to Ability Card. - (Slot C) Guild's Guard
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Longshot Cost: 4 Stamina Uses: 3/RoundBowmen guard while marking a target for a reckoning the whole guild answers together... refer to Ability Card.
| - (Slot A) Guild's Ward
ATTKRange: Range or Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundBowmen mark a target at range for a reckoning the whole guild answers together... refer to Ability Card. - (Slot B) Guild's Bolt
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundBowmen loose a warded bolt at a target the whole guild has already answered for... refer to Ability Card. - (Slot C) Guild's Renewal
ATTKRange: Range or Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundBowmen mend while marking a target for a reckoning the whole guild answers together, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Marksman - Bowman Path Abilities
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| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
◆ Archer (unlocks heavier bows for greater range and power) (LVL 21-30)
A Bowman devoted to the bow above all, mastering range and power with practiced patience.
Branch: Archer Abilities (Bowman Path)
(unlocks heavier bows for greater range and power)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Archer Branch continues this Path's progression exclusively through LVL 30. |
◆ Bandit (Light Grade (Quickdraw Leather) armor for quick draws; favors the longbow) (LVL 21-30)
A Bowman who strikes fast from ambush before melting back into cover.
Branch: Bandit Abilities (Bowman Path)
(Light Grade (Quickdraw Leather) armor for quick draws; favors the longbow)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Bandit Branch continues this Path's progression exclusively through LVL 30. |
◆ Outrider (spear or longbow, Light Grade (Huntress Leather) armor) (LVL 21-30)
A Bowman who fights from horseback, striking and repositioning in the same motion.
Branch: Outrider Abilities (Bowman Path)
(spear or longbow, Light Grade (Huntress Leather) armor)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Outrider Branch continues this Path's progression exclusively through LVL 30. |
Alignment: Amoral
Higher Power: TBA (Amoral)
A black-powder Marksman who trades a bow's patience for a gun's immediate stopping power. (LVL 4-20)
(see Gunner Path and Branch Abilities Below)
Gunner Path
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Weapon Proficiency (Culture, Gunner) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: none. Range: Range, 1h or 2h, black powder mechanism (e.g., pistol, blunderbuss, or musket). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Gunner):
◆None; this Culture bars no Weapon Type outright, though the profile above still governs what performs its Abilities.
Armor Thresholds
Armor Grade: caps at Medium or Light (Powderhide).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Gunner Branches
◆ Duelist (single pistol and light blade for close engagements) (LVL 21-30)
A Gunner who favors precise, close-range engagements over a firefight.
Duelist Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Duelist Branch chosen at LVL 21 - see Duelist above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Duelist Branch chosen at LVL 21 - see Duelist above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Gun Slinger (unlocks dual-wielded pistols) (LVL 21-30)
A Gunner who trades a rifle's power for a pair of pistols' speed.
Gun Slinger Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Gun Slinger Branch chosen at LVL 21 - see Gun Slinger above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Gun Slinger Branch chosen at LVL 21 - see Gun Slinger above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Wrangler (black powder weapon plus a Flexible-Style lasso or whip) (LVL 21-30)
A Gunner who pairs a gun with a lasso or whip to control the fight itself.
Wrangler Branch
▸ Select to Expand Armaments
Weapon Proficiency (Culture, Wrangler) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Black powder weapon (see Gunner Path above) plus a 1h Flexible (Off) lasso or whip. Weapon Type: Tactical for Martial, Magic for Spell.
Weapons Forbidden (Culture, Wrangler):
◆None; this Culture bars no Weapon Type outright, though the profile above still governs what performs its Abilities.
Armor Thresholds
Set by the Wrangler Branch chosen at LVL 21 - see Wrangler above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Gunner Abilities (Marksman Tier)
▸ Expand Ability Tree Paths
LVL 4 Marksman - Gunner Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Guard Corps Volley
ATTKRange: Range | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 2 Stamina Uses: UnlimitedA scattering volley fired with a hunting guild's trained coordination that tears through a cluster and rattles what's left standing, bonus Damage against adjacent targets, plus briefly frightens nearby enemies... refer to Ability Card. - (Slot B) PTS-Blank Blast
ATTKRange: Range | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 2 Stamina Uses: UnlimitedFiring at point-blank range with a draw-weight's worth of force behind it briefly grants +1 Defense (recoil Brace)... refer to Ability Card. - (Slot C) Siege Charge
ATTKRange: Range | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 2 Stamina Uses: UnlimitedA heavy powder charge worthy of breaking a ten-year wall, that also reveals one hidden enemy or trap in the blast radius... refer to Ability Card.
| - (Slot A) Hexpowder Volley
ATTKRange: Range | Cast: Verbal or Ritual | Mechanic: Instant | Style: Burst/Radius or Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA scattering volley of hex-charged shot that marks every target it tears through, granting allies +1 Hit against any of them until their next turn... refer to Ability Card. - (Slot B) Flashbang Charge
ATTKRange: Range | Cast: Verbal or Ritual | Mechanic: Instant | Style: Burst/Radius or Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA hex-charged blast that bursts light at point-blank range, briefly blinding the first enemy to close on the Marksman... refer to Ability Card. - (Slot C) Revealing Charge
ATTKRange: Range | Cast: Verbal or Ritual | Mechanic: Instant | Style: Burst/Radius or Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA charge laced with a seeking charm that reveals one hidden enemy or trap in the blast radius, granting allies advantage on their next Perception check regarding it... refer to Ability Card.
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Marksman - Gunner Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Powder Master's Hand
ATTKRange: Range | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 3 Stamina Uses: 3/RoundA guild-trained hand that never wastes a motion, reduces the reload penalty by half, plus the next shot ignores a small portion of PROTS... refer to Ability Card. - (Slot B) Drilled Ranks
ATTKRange: Range | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 3 Stamina Uses: 3/RoundA discipline built the way empires drill their finest corps, reduces the reload penalty by half, grants +1 Defense (reload Brace) while reloading, and reloads instantly the first time each encounter... refer to Ability Card. - (Slot C) Reload Discipline
ATTKRange: Range | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 3 Stamina Uses: 3/RoundThe patience of one who learned to wait before ever learning to fight, reduces the reload penalty by half... refer to Ability Card.
| - (Slot A) Alchemist's Hand
ATTKRange: Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 3 Mana Uses: 3/RoundAn alchemical charm shared onto an ally's weapon, halves that ally's reload penalty and marks their next target, granting them +1 Hit... refer to Ability Card. - (Slot B) Trapper's Cache
ATTKRange: Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 3 Mana Uses: 3/RoundA shared alchemical cache that lets an ally halve their reload penalty and lay a quick snare-shot, briefly rooting their next target... refer to Ability Card. - (Slot C) Aspect of Patience
ATTKRange: Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 3 Mana Uses: 3/RoundA steadying stance, halves the Marksman's own reload penalty on their next reload... refer to Ability Card.
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Marksman - Gunner Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Primed Charge
ATTKRange: Range | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 3 Stamina Uses: 3/RoundA charge primed before the trigger's even been thought about, marking a target for whatever's already loaded... refer to Ability Card. - (Slot B) Primed Blast
ATTKRange: Range | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 3 Stamina Uses: 3/RoundA blast fired at whatever's already loaded and marked... refer to Ability Card. - (Slot C) Primed Guard
ATTKRange: Range | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 3 Stamina Uses: 3/RoundA guard held with a charge primed before the trigger's even been thought about... refer to Ability Card.
| - (Slot A) Primed Ward
ATTKRange: Range | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA charge primed before the trigger's even thought about, marked at range for whatever's already loaded... refer to Ability Card. - (Slot B) Primed Bolt
ATTKRange: Range | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA bolt loosed at whatever's already loaded and marked... refer to Ability Card. - (Slot C) Primed Renewal
ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA renewal drawn while a charge is primed before the trigger's even thought about, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Marksman - Gunner Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Timed Detonation
ATTKRange: Range | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 4 Stamina Uses: 3/RoundA detonation timed to the beat of a held breath, marking whoever's about to feel it land... refer to Ability Card. - (Slot B) Timed Blast
ATTKRange: Range | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 4 Stamina Uses: 3/RoundA blast fired at whoever's already marked to feel it land... refer to Ability Card. - (Slot C) Timed Guard
ATTKRange: Range | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 4 Stamina Uses: 3/RoundA guard held to the beat of a held breath, before a detonation lands... refer to Ability Card.
| - (Slot A) Timed Ward
ATTKRange: Range | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA detonation timed to the beat of a held breath, marked at range before it lands... refer to Ability Card. - (Slot B) Timed Bolt
ATTKRange: Range | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA bolt loosed at whoever's already marked to feel it land... refer to Ability Card. - (Slot C) Timed Renewal
ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA renewal drawn to the beat of a held breath, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Marksman - Gunner Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Cued Blast
ATTKRange: Range | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 4 Stamina Uses: 3/RoundGunners pack their charges to detonate on cue, marking a target for a blast only they can trigger... refer to Ability Card. - (Slot B) Cued Charge
ATTKRange: Range | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 4 Stamina Uses: 3/RoundGunners strike whoever's already marked for a blast only they can trigger... refer to Ability Card. - (Slot C) Cued Guard
ATTKRange: Range | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 4 Stamina Uses: 3/RoundGunners guard while packing their charges to detonate on cue... refer to Ability Card.
| - (Slot A) Cued Ward
ATTKRange: Range | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundGunners mark a target at range for a blast only they can trigger... refer to Ability Card. - (Slot B) Cued Bolt
ATTKRange: Range | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundGunners loose a bolt at a target marked for a blast only they can trigger... refer to Ability Card. - (Slot C) Cued Renewal
ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundGunners mend while packing their charges to detonate on cue, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Marksman - Gunner Path Abilities
▸ Select to Expand Abilities
| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
◆ Duelist (single pistol and light blade for close engagements) (LVL 21-30)
A Gunner who favors precise, close-range engagements over a firefight.
Branch: Duelist Abilities (Gunner Path)
(single pistol and light blade for close engagements)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Duelist Branch continues this Path's progression exclusively through LVL 30. |
◆ Gun Slinger (unlocks dual-wielded pistols) (LVL 21-30)
A Gunner who trades a rifle's power for a pair of pistols' speed.
Branch: Gun Slinger Abilities (Gunner Path)
(unlocks dual-wielded pistols)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Gun Slinger Branch continues this Path's progression exclusively through LVL 30. |
◆ Wrangler (black powder weapon plus a Flexible-Style lasso or whip) (LVL 21-30)
A Gunner who pairs a gun with a lasso or whip to control the fight itself.
Branch: Wrangler Abilities (Gunner Path)
(black powder weapon plus a Flexible-Style lasso or whip)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Wrangler Branch continues this Path's progression exclusively through LVL 30. |
Alignment: Moral
Higher Power: TBA (Moral)
A frontier Marksman who holds ground and defends territory as readily as they strike from range. (LVL 4-20)
(see Ranger Path and Branch Abilities Below)
Ranger Path
▸ Select to Expand Armaments
Weapon Proficiency (Culture, Ranger) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: 2h Ranged Pierce, 2h Ranged Throw, 1h Ranged Pierce (Main), 1h Ranged Pierce (Off), 1h Ranged Throw (Main), or 1h Ranged Throw (Off), with or without specialty Armaments (e.g., shortbow, hand-crossbow, sling, handaxe, or javelin). Weapon Type: Tactical for Martial, Magic for Spell, both cast through the same readied Ranged Pierce or Throw weapon in hand, no separate focus needed. +8 to Hit (Main Hand), +2 to Hit (Off Hand) when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Ranger):
◆None; this Culture bars no Weapon Type outright, though the profile above still governs what performs its Abilities.
Note: Omnè Rangers gain a bonus with TAW ranged weapons, notwithstanding the class's usual TAW restriction.
Armor Thresholds
Armor Grade: caps at Medium or Light (Rangehide).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Ranger Branches
◆ Forest Guardian (unlocks Half Heavy Grade (Guardian Plate) armor for frontline forest defense) (LVL 21-30)
A Ranger who takes the fight head-on, armored heavily enough to hold the frontline.
Forest Guardian Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Forest Guardian Branch chosen at LVL 21 - see Forest Guardian above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Forest Guardian Branch chosen at LVL 21 - see Forest Guardian above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Keeper (shortbow and Medium Grade (Keeper's Chain) armor, suited to holding ground) (LVL 21-30)
A Ranger who holds their ground, defending territory rather than chasing it.
Keeper Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Keeper Branch chosen at LVL 21 - see Keeper above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Keeper Branch chosen at LVL 21 - see Keeper above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Wood Warden (1h Slashing melee, dual-wielded, can also be thrown, +4 to Hit (Main Hand) and +1 to Hit (Off Hand) when wielded (Weapon/Hand Proficiency, smaller than the Path's own ranged bonus above), Medium Grade (Warden's Chain) armor, free weapon-draw once per round; built for patrol and pursuit) (LVL 21-30)
A Ranger built for patrol and pursuit, striking and drawing weapons in one motion.
Wood Warden Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Wood Warden Branch chosen at LVL 21 - see Wood Warden above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Wood Warden Branch chosen at LVL 21 - see Wood Warden above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Ranger Abilities (Marksman Tier)
▸ Expand Ability Tree Paths
LVL 4 Marksman - Ranger Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Warden's Shot
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 2 Stamina Uses: UnlimitedA draw-weight's worth of extra force against beasts of the wild, minor Damage bonus against MAC in natural terrain... refer to Ability Card. - (Slot B) Wildwood Sense
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 2 Stamina Uses: UnlimitedA guild hunter's inherited reading of the land, advantage on checks to track a specific target, plus resist being ambushed while tracking... refer to Ability Card. - (Slot C) Tracker's Eye
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 2 Stamina Uses: UnlimitedThe same patient eye a hunting prince turned on prey long before he turned it on men, advantage on the Ranger's next Perception check involving natural terrain or wildlife... refer to Ability Card.
| - (Slot A) Bramble Shot
ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA thorn conjured to a barbed point and loosed without any physical arrow, minor nature damage at Range range... refer to Ability Card. - (Slot B) Marked Quarry
ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA woodland ward laid upon the target, granting the Ranger and allies advantage on their next attack against it... refer to Ability Card. - (Slot C) Wild Whisper
ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA murmured word in the old tongue of beasts, calms a hostile or startled animal, or asks a friendly one for simple aid... refer to Ability Card.
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Marksman - Ranger Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Beast Spirit Shot
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 3 Stamina Uses: 3/RoundA draw-weight's worth of extra force against beasts of the wild, doubled against beast-type MAC... refer to Ability Card. - (Slot B) Grove Warden's Shot
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 3 Stamina Uses: 3/RoundA guild hunter's cover discipline, firing from cover (Brace) grants a brief Defense and Perception bonus in natural terrain... refer to Ability Card. - (Slot C) Spirit-Sight
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 3 Stamina Uses: 3/RoundA hunting prince's inherited eye for tracks and terrain, advantage on checks to track a specific target, plus advantage on Knowledge checks about local wildlife... refer to Ability Card.
| - (Slot A) Mender's Touch
ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA touch-range rite drawn from root and sap, small Life heal to self or an adjacent ally... refer to Ability Card. - (Slot B) Wildkeeper's Ward
ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundCures poison, disease, or a curse afflicting an animal, Companion, or patch of natural terrain, or shields it with a brief Defense bonus... refer to Ability Card. - (Slot C) Gentle Hand
ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundStills a frightened or feral beast completely, preventing it from attacking or fleeing for a short time... refer to Ability Card.
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Marksman - Ranger Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Pack Step
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 3 Stamina Uses: 3/RoundA closing step that moves with the pack even when hunting alone, closing on marked prey before it knows it's been found... refer to Ability Card. - (Slot B) Pack Shot
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 3 Stamina Uses: 3/RoundA shot loosed at prey already found by the pack... refer to Ability Card. - (Slot C) Pack Guard
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 3 Stamina Uses: 3/RoundA guard held while closing on marked prey before it knows it's been found... refer to Ability Card.
| - (Slot A) Pack Ward
ATTKRange: Range or Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundThe pack's own instinct drawn into a ward, closing on marked prey before it knows it's been found... refer to Ability Card. - (Slot B) Pack Bolt
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA bolt loosed at prey already found by the pack... refer to Ability Card. - (Slot C) Pack Renewal
ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA renewal drawn while closing on marked prey before it knows it's been found, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Marksman - Ranger Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Pack's Finish
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 4 Stamina Uses: 3/RoundA target run down the way a pack finishes what it started, closing the gap before it can escape... refer to Ability Card. - (Slot B) Pack's Closing Shot
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 4 Stamina Uses: 3/RoundA shot loosed the way a pack finishes what it started... refer to Ability Card. - (Slot C) Pack's Guard
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 4 Stamina Uses: 3/RoundA guard held while closing the gap before prey can escape... refer to Ability Card.
| - (Slot A) Pack's Finish Ward
ATTKRange: Range or Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA target run down the way a pack finishes what it started, warded at range before it can escape... refer to Ability Card. - (Slot B) Pack's Closing Bolt
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA bolt loosed the way a pack finishes what it started... refer to Ability Card. - (Slot C) Pack's Renewal
ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA renewal drawn while closing the gap before prey can escape, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Marksman - Ranger Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Pack's Claim
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 4 Stamina Uses: 3/RoundRangers claim their marked prey the way a pack finishes a hunt, closing in for the kill together... refer to Ability Card. - (Slot B) Pack's Claim Shot
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 4 Stamina Uses: 3/RoundRangers strike prey the pack has already claimed together... refer to Ability Card. - (Slot C) Pack's Claim Guard
ATTKRange: Range | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 4 Stamina Uses: 3/RoundRangers guard while claiming their marked prey the way a pack finishes a hunt... refer to Ability Card.
| - (Slot A) Pack's Claim Ward
ATTKRange: Range or Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundRangers claim their marked prey at range, closing in for the kill together... refer to Ability Card. - (Slot B) Pack's Claim Bolt
ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundRangers loose a bolt at prey the pack has already claimed together... refer to Ability Card. - (Slot C) Pack's Claim Renewal
ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundRangers mend while claiming their marked prey the way a pack finishes a hunt, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Marksman - Ranger Path Abilities
▸ Select to Expand Abilities
| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
◆ Forest Guardian (unlocks Half Heavy Grade (Guardian Plate) armor for frontline forest defense) (LVL 21-30)
A Ranger who takes the fight head-on, armored heavily enough to hold the frontline.
Branch: Forest Guardian Abilities (Ranger Path)
(unlocks Half Heavy Grade (Guardian Plate) armor for frontline forest defense)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Forest Guardian Branch continues this Path's progression exclusively through LVL 30. |
◆ Keeper (shortbow and Medium Grade (Keeper's Chain) armor, suited to holding ground) (LVL 21-30)
A Ranger who holds their ground, defending territory rather than chasing it.
Branch: Keeper Abilities (Ranger Path)
(shortbow and Medium Grade (Keeper's Chain) armor, suited to holding ground)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Keeper Branch continues this Path's progression exclusively through LVL 30. |
◆ Wood Warden (1h Slashing melee, dual-wielded, can also be thrown, +4 to Hit (Main Hand) and +1 to Hit (Off Hand) when wielded (Weapon/Hand Proficiency, smaller than the Path's own ranged bonus above), Medium Grade (Warden's Chain) armor, free weapon-draw once per round; built for patrol and pursuit) (LVL 21-30)
A Ranger built for patrol and pursuit, striking and drawing weapons in one motion.
Branch: Wood Warden Abilities (Ranger Path)
(1h Slashing melee, dual-wielded, can also be thrown, +4 to Hit (Main Hand) and +1 to Hit (Off Hand) when wielded (Weapon/Hand Proficiency, smaller than the Path's own ranged bonus above), Medium Grade (Warden's Chain) armor, free weapon-draw once per round; built for patrol and pursuit)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Wood Warden Branch continues this Path's progression exclusively through LVL 30. |