Introduction Playing ELDRA Character Creation Game Mechanics Equipment Peoples of ELDRA Classes Skills Spells Spellcasting Stunts Bestiary

Ranger

Rangers excel at navigating natural terrain, hunting elusive prey, and striking with deadly precision from the shadows of the wild. In ELDRA, the Ranger is the class that owns its environment.

Root Node · 1 CLA

Ranger

Always roll Survival skill with Advantage.

Path of the Tracker

T1 · 1 CLA

Nature Explorer

Gain +2 to all Survival and Perception checks in natural environments. Identify natural hazards, tracks, and terrain features without rolling if their difficulty is below your Survival skill.

Terrain Mastery

Choose one terrain type. While in that terrain, your movement speed increases by 2 and you cannot be ambushed by non-magical means.

Natural Medicine

During a short rest in natural terrain, forage a remedy as a free action. One creature recovers additional Physical Stress points equal to your Magic skill during the rest.
T2 · 1 CLA

Track

Once per session as a free action, mark one creature for up to 8 hours. While marked: deal +1d6 bonus damage on every hit (same damage type as the attack), and you and visible allies gain bonus movement equal to Survival when pursuing the target. One mark at a time.

Stalker

While in your chosen terrain, use Track on creatures you cannot see, provided you have seen signs of them within the last 24 hours.

Herbalist

Your foraging produces a remedy that can be saved and used as a potion action. It expires after 24 hours.
T3 · 1 CLA

Ambush Mastery

At combat start, you and allies within 10m gain +2 to initiative and may reposition before the first round. Once per scene, when you attack a surprised or unaware creature, reroll the attack and take the better result. On hit: Track bonus applies automatically and the creature must make a Resolve defend roll against your Survival or becomes Dazed.

Perfect Predator

Once per session when you reroll from Ambush Mastery, both dice have Advantage. Take the best single result across all four dice.

Wilderness Survival

During a long rest in natural terrain, produce remedies for the entire party. Each party member recovers as if taking a Greater Healing Potion.

Path of the Trapper

T1 · 1 CLA

Trap Sense

During a short rest, prepare a number of hunting traps equal to half your Survival skill, rounded up. Deploy one for 1 AP in an adjacent space. A creature entering its space must make a Reflex defend roll against your Survival. On a failure, choose one: the creature becomes Prone, suffers -4m movement until the end of its next turn, or takes 1d6 Physical damage.

Hidden Snare

Creatures have Disadvantage on Perception checks to notice your deployed traps.

Mark the Trail

When one of your traps triggers, you automatically know the direction and distance of that creature while it remains within 500m for the rest of the scene.
T2 · 1 CLA

Kill Corridor

Once per scene, spend 2 AP to designate a 6m line or 4m radius area you can see within 20m. Until the end of your next turn, creatures moving through it provoke one free ranged attack from you. If a trap you set is inside the area, targets failing against it also lose their Reaction.

Funnel the Prey

Creatures affected by Kill Corridor suffer -1 to defend rolls against your ranged attacks until the start of your next turn.

Quick Set

Once per round, after moving, you may deploy one prepared trap as a free action.
T3 · 1 CLA

Master Hunt

Once per session, choose one visible creature as your Quarry for the scene. The first time each round your Quarry triggers one of your traps, enters your Kill Corridor, or is hit by your ranged attack, it takes +1d6 damage and cannot become hidden or invisible until the start of your next turn. In addition, all your prepared traps use your Survival with a +2 bonus.

Closing Net

While your Quarry is within 20m of one of your traps, it cannot Disengage.

False Ground

Once per scene, you may treat one 4m radius area containing one of your traps as difficult terrain until the end of your next turn.

Solid required progression · Dashed optional node requires the one above it