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