Ranger Talent List
Karma Ritual |
Rank |
This talent allows characters to replenish their store of Karma Points. Each time characters perform the ritual, they can purchase a number of Karma Points equal to their rank in Karma Ritual. Each ritual must be performed at dawn, takes 30 minutes to complete and can only be performed once per day. |
Restore KARMA Points |
Self |
Permanent |
YES |
NO |
NO |
ALL |
-- |
Missile Weapons |
DEX + Rank |
A character uses the Missile Weapons talent to fire bows, crossbows and other missile weapons. The character makes a Missile Weapons Test against the Physical Defense of the target. If the result is equal to or higher than the target's Physical Defense, the attack hits. The Missile Weapons talent cannot be used with thrown weapons such as daggers and knives. |
Melee Attack |
Self |
1 Round |
YES |
NO |
NO |
Archer Ranger ALL Others as Optional Talent at Journeyman Level |
Archer |
Tiger Spring |
Rank |
The Tiger Spring talent allows the Ranger to react more quickly than normal. The character may add her Spring rank to her Initiative step. |
(+) INITIATIVE |
Self |
1 Round |
NO |
NO |
1 |
Ranger |
-- |
Tracking |
PER + Rank |
The Tracking talent allows the Ranger to track figures across great distances using her keen senses and divination magic. To use the Tracking talent, the character makes a Tracking Test against the target's Spell Defense. Increase the target's Spell Defense by 1 for each full day which has passed between the time the track was made and the time the Tracking Test is made. A successful test causes the tracks to glow faintly in the eyes of the Ranger. The tracks can be followed by the character no matter how obliterated they may have been by the weather. |
INFORMATION |
Self |
(Rank) Hours |
YES |
NO |
1 |
Ranger |
-- |
Durability |
Rank |
This talent increases the Death and Unconcsciousness Ratings of a character. For each rank in Durability which characters achieve, their Death Ratings are increased by an amount equal to their Toughness step at the time. The character's Unconsciousness Rating is also increased by an amount equal to its Toughness step - 1. If the character's Toughness step later increases, it will not change the Death Rating or Unconsciousness Rating increases which the character has already received; only those increases to come. |
(+) DEATH & UNCON Rating |
Touch |
Permanent |
NO |
NO |
NO |
ALL |
-- |
Detect Life |
PER + Rank |
A Ranger can detect the presence of living figures with this talent. When the Ranger activates this talent, she makes a Detect Life Test and records the result. If at any time a live figure with a Death Rating larger than 15 is located within the detection range of the Ranger, the character compares the Detect Life Test result to the figure's Spell Defense. If the figure's Spell Defense is lower than the test result, the adept immediately discerns the distance and direction to the target. The character continues to know the distance and direction to the target as long as the target is located within detection range. Although the character knows the location of the life source, she does not learn the identity or nature of the source. |
INFORMATION |
Self |
(Rank) Minutes |
YES |
NO |
1 |
Ranger |
-- |
Elemental Mastery (Wood) |
PER + Rank |
This talent allows a character to summon, control and speak to an elemental. A character may also use this talent to hold an elemental he has not summoned. To summon an elemental, the character makes an Effect Test vs. the Spell Defense of the Elemental. A character is limited to summoning an elemental with a Strength Rating no higher than his Elemental Mastery rank modified by Summoning Circle talent, ritual or blood magic as appropriate. Once summoned, a character may find it necessary to use Elemental Mastery to exert control over the Elemental's actions. If this becomes necessary, the character must make a successful Effect Test vs. the Element's Spell Defense. If a character wishes to hold (i.e., may not move, but may attack any targets adjacent to it) an elemental he did not summon, then the character must achieve a Good success in an Effect Test vs. that elemental's Spell Defense. Other than holding an elemental which he did not summon, a character cannot control such an elemental in any other way. Finally, Elemental Mastery automatically allows a character to speak fluently with any elemental which he has summoned. If he wishes to speak with an elemental which he has not summoned, he must make achieve a Good Success on an Effect Test vs. that elemental's Spell Defense. All elementals must be summoned in the presence of their native element according to the guidelines set forth in the Magic Book. The Magic Book also describes all other guidelines regarding relationships with summoned elements. |
Conjure ELEMENTAL |
1 Hex |
(Rank) Minutes |
YES |
NO |
3 |
Airlord Earth Shaman Firemage Ranger |
Airlord Earth Shaman Firemage Ranger |
Massive Missile |
WIL + Rank |
This talent allows the Ranger to make any missiles which he fires more lethal by magically increasing their mass just before they impact the target. The character makes a Massive Missile Test vs. the Spell Defense of the missile (4 for non-magical missiles) as it is fired. If successful, the damage step of the missile is increased by a number equal to the character's talent rank. A character firing multiple Massive Missiles in a round must defeat each missile's Spell Defense, but takes only 2 strain in the round regardless of how many Massive Missiles are actually fired. |
(+) DAMAGE |
Self |
1 Round |
NO |
NO |
2 |
Ranger |
Ranger |
Threadweaving |
PER + Rank |
Characters use Thread Weaving talent to create and weave magical threads. Characters can only have a number of threads active equal to their Thread Weaving Rank. The process of weaving a thread is described in the Earthdawn Companion. This talent also gives characters a limited version of the Astral Sense talent. The astral sight provided by Thread Weaving allows characters only enough vision to see threads and patterns. |
Manipulate THREADS |
Varies |
Varies |
YES |
NO |
NO |
ALL |
-- |
Vines |
WIL + Rank |
A Ranger uses this talent to cause magical vines to erupt from the ground and grab hold of his foes. The character first determines which hex within talent range the Vines area of effect will be centered upon. The area of effect is a circle surrounding the center hex with a diameter in hexes equal to the character's talent rank. Once the area of effect is determined the character makes a Vines Test and records the result. Any figure, friend or foe, who is within the area of effect, or who subsequently moves into the area, is affected if their Spell Defense is lower than the Vines test result. Affected targets are grasped by a profusion of vines encircling their feet and legs. The target may not move while grasped until making a successful Strength Test vs. the Vines test result. If a character who breaks away from the vines subsequently moves into another hex within the area of effect, they are grasped again; and must free themselves again if they wish to move. |
Ranged ATTACK (Area) |
(Rank) x 2 Hexes |
(Rank) Rounds |
YES |
NO |
3 |
Ranger |
Ranger |
Astral Rain |
PER + Rank |
Astral Rain lets the Ranger cause a magical rain to fall within an area. This magical rain puts out any fire, magical or mundane within its area of effect. The Ranger first determines which hex within talent range the Astral Rain area of effect will be centered upon. The area of effect is a megahex in size. The character then makes an Astral Rain Test and records the result. Any fire in the area, or any flames which subsequently enter the area (e.g., a torch, a Flame Arrow or even a dragon's fiery breath), are put out if the Astral Rain test result is equal to or higher than the Spell Defense of the source of the flame. Once put out, that flame cannot be relit until the talent duration ends or until the flame source is moved outside of the area of effect. |
Smother FLAMES |
(Rank) Hexes |
(Rank) Rounds |
YES |
NO |
1 |
Ranger |
-- |
Air Tracking |
PER + Rank |
The Air Tracking talent allows the Ranger to track figures through the air and across great distances using her keen senses and divination magic. To use the Air Tracking talent, the character makes an Air Tracking Test against the target's Spell Defense. Increase the target's Spell Defense by 1 for each full day which has passed between the time the track was made and the time the Tracking Test is made. A successful test causes the flight path of the target to glow faintly in the eyes of the Ranger. The luminescent track can be followed as long as the character is able to see the flight path. If the character is temporarily unable to see the luminescent track, it still glows for the entire duration of the talent and may be seen again whenever the adept is once again in a position to see the track. |
INFORMATION |
Self |
(Rank) Hours |
YES |
NO |
2 |
Ranger |
-- |
Relax |
TOU + Rank |
This talent allows the Ranger to recover damage more quickly by reducing the time he must wait in between making Recovery Tests. The character makes a Relax Test and multiplies the result by 5 minutes. This time is reduced from the time until the target may make his next Recovery Test. A result of 12 or better earns the character an immediate Recovery Test if he still has a test available. If the character chooses to use exercise her option to use this talent as a Discipline Talent, add the Karma Dice to the next Recovery Test made while Relaxed. |
(+) RECOVERY Test Effectiveness |
Self |
1 Round |
YES |
NO |
NO |
Ranger |
Ranger |
Ease Passage |
DEX + Rank |
Ease Passage negates the adverse effects of terrain or weather upon a Ranger's movement. This negation applies whether the adverse effects are magical or mundane in nature. The character makes an Ease Passage Test and records the result. For the duration of the talent the character is completely immune any negative movement modifiers caused by mundane effects. The character is also immune to any magically created movement modifiers (e.g., Vines, Icy Surface, etc.) if the Ease Passage test result is greater than or equal to the test result of the effect test result of the magical movement modifier. |
(+) MOVEMENT Rate |
Self |
(Rank) x 10 Minutes |
YES |
NO |
1 |
Ranger |
-- |
Eyes Above |
PER + Rank |
The Eyes Above talent helps a character improve his line of sight to any object or location he wishes to view. To use this talent a character must first meditate for 10 minutes. At the end of this time an Eyes Above Test is made. The result is equal to the number of feet above ground the character's spirit eyes may "see" from. While the character's spirit eyes are elevated she cannot also see from her own eyes as she normally would. The character may not move out of her own hex while using Eyes Above, but may rotate her body within the hex in order to see the world behind her and to her sides. The character's spirit eyes are only visible using some form of astral sensing talent, power or ability. |
Improve LOS |
Self |
(Rank) Minutes |
YES |
NO |
1 |
Ranger |
-- |
Safe Path |
PER + Rank |
This talent allows the Ranger to determine the safest path through unfamiliar territory by contacting local plant, animal and/or insect spirits; whichever type is available. The character makes a Safe Path test and the result is the number of miles of safe pathway the spirits can predict. The spirits tell the character which is the safest path to take and what possible dangers might lie ahead. Note that these spirits cannot determine or relate the possible intentions of these dangers, simply notify the character of their existence. |
INFORMATION |
Self |
Varies |
YES |
YES |
NO |
Ranger |
-- |
Bank Shot |
DEX + Rank |
The Bank Shot talent allows a Ranger to fire missiles at opponents who would normally not be vulnerable to missile attack. This kind of target is normally either a target under cover, in a situation which would mean using the Firing into Melee rules, or a target whom the Ranger no longer has in her line of sight. Bank Shot allows the character to "bank" missiles off of any number of objects up to her talent rank in order to reach these kinds of targets. The objects which are used to ricochet the missile off of are designated by the Ranger before making a Bank Shot Test. When using Bank Shot to attack targets under cover the character ignores the effects of cover. When using Bank Shot to attack a target under circumstances normally requiring the use of the Firing into Melee rule, this rule does not apply. If Bank Shot is used to attack a target which is not in the character's line of sight, the character must have had line of sight to a target in the previous round to use the talent. The final requirement for using Bank Shot is that the missile must be able to arrive at the target after having flown straight from its last "bank"; the missile will not curve in flight of its own accord in order to hit the target. If a Bank Shot is possible, a Bank Shot Test is used in place of the character's normal Missile Weapons Test. If successful, the character hits the intended target and makes a normal Damage Test. |
Attack Target Outside LOS |
Self |
1 Round |
YES |
NO |
1 |
Ranger |
-- |
Annulling Arrow |
DEX + Rank |
A Ranger uses an Annulling Arrow attack to lower the Spell Defense of her opponent. The character makes an Annulling Arrow Test vs. the Target's Spell Defense. If successful, the target lowers its Spell Defense by an amount equal to the character's talent rank. This reduction lasts for 1 round for each level of success achieved on the Annulling Arrow Test. A target can only be affected by one Annulling Arrow at a time. |
(-) Opponent's Spell DEFENSE |
Missile range |
Varies |
YES |
NO |
2 |
Ranger |
Ranger |
Hidden Action |
DEX + Rank |
This talent allows the Ranger to make it more difficult for her opponent's to notice her presence. To become less noticeable the character makes a Hidden Action Test. The results of this test represent the Difficulty Number of noticing the Ranger. The first round a Ranger is in line of sight of an opponent, the opponent makes a Perception Test (does not count as an action) vs. the results of the Ranger's Hidden Action Test. If successful, the Ranger is noticed by the opponent and the opponent may take any action against the character which it desires. If the opponent's Perception test is a failure, the opponent does not notice the Ranger and cannot take any action against the character. Furthermore, that opponent cannot make another attempt to notice the Ranger until 1 round has passed. A Ranger who physically touches, or makes a melee attack against, an opponent while protected by Hidden Action is automatically noticed by that opponent for 1 round. After this time, if the Ranger does not touch or make a melee attack against that opponent again, the Ranger is once again unnoticed by the opponent. A character protected by Hidden Action is always noticed by all figures who are not her opponents. |
(+) HIDE Effectiveness |
Self |
(Rank) Rounds |
YES |
NO |
1 |
Ranger |
Ranger |
Defense |
DEX + Rank |
The Defense talent can be used to increase the character's Physical Defense. The character makes a Defense Test vs. her current, adjusted (e.g., by magical items, etc.) Physical Defense. A success increases the character's Physical Defense by her talent rank. |
(+) Physical DEFENSE |
Self |
(Rank) Minutes |
YES |
NO |
2 |
Liberator Ranger Sky Raider Weaponsmith |
-- |
Multi-Shot |
DEX + Rank |
An Archer uses Multi-Shot to fire a missile weapon more than one time in a round. Multi-Shot is used instead of Missile Weapons to make the attack(s). A character may take a number of shots equal to his Dexterity Step - 3. Each Multi-Shot attack costs one point of Strain. An Archer may make all of his available Multi-Shot attacks in a round even if one or more of them misses. |
(+) # of ATTACKS / Round |
Self |
1 Round |
YES |
NO |
Varies |
Archer Ranger |
-- |
Two Actions |
DEX + Rank |
Two Actions allows a character to take two actions in one round. The character's first action is taken as normal. The character cannot take her second action until the end of the round. When taking this second action, replace the character's normal talent step with the character's Two Actions step. |
(+) # of ACTIONS / Round |
Self |
1 Round |
YES |
YES |
2 |
Airlord Earth Shaman Firemage Horror Stalker Ranger |
-- |
Spirit Strike |
WIL + Rank |
This talent allows a character in Physical Space to strike an opponent in Astral Space. The character must first be able to detect the presence of his Astral opponent with Astral Sight or Threadweaving talent. The character makes a Spirit Strike Attack Test vs. the opponent's Spell Defense. If successful, the weapon hits the target and does normal damage. The opponent's Physical Armor Rating protects. Defensive talents like Avoid Blow and Riposte cannot be used against Spirit Strike. |
Attack ASTRAL Opponent |
Self |
1 Round |
YES |
NO |
1 |
Archer Beastmaster Guard Liberator Lancer Pathfinder Pattern Knight Purifier Ranger Sky Raider Swordmaster Warrior Weaponsmith |
-- |
Denotes a COMBAT related talent