Marksman - Class Tree
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.
‡ 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.
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 (see Alignment, pg. 2).
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.
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
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Marksman Tier Ability
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Marksman Tier Ability
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† 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.
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.
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.
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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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Marksman - Bowman Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Marksman - Bowman Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Marksman - Bowman Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Marksman - Bowman Path Ability
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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. |
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 |
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| 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. | |
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 |
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| 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. | |
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 |
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| 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.
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.
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.
A Gunner who pairs a gun with a lasso or whip to control the fight itself.
Wrangler Branch
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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)
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LVL 4 Marksman - Gunner Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Marksman - Gunner Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Marksman - Gunner Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Marksman - Gunner Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Marksman - Gunner Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Marksman - Gunner 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. |
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 |
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| 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. | |
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. | |
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
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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.
A Ranger who takes the fight head-on, armored heavily enough to hold the frontline.
Forest Guardian Branch
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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.
A Ranger who holds their ground, defending territory rather than chasing it.
Keeper Branch
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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.
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)
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LVL 4 Marksman - Ranger Path Ability
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| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Marksman - Ranger Path Ability
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| Martial Abilities | Spell Abilities |
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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 |
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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 |
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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 |
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Marksman - Ranger 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. |
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 |
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| 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. | |
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 |
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| 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. | |
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. | |