
In the Ironfang Invasion AP, rangers are a recurring and common aspect. So, I figured I would need something to address the base aspect of this iconic class that exists in PFRPG. Unfortunately, despite how iconic the class is, there are a number of different aspects to it, not to mention the variations that the archetypes provide as well. So, the first thing that I did, was include the Underdelver from The Lost Citadel FAGE Conversion book and we’ll be calling it a Darklands Ranger, which fortunately will require no other changes.
Since animal companions can be handled with the Beastmaster specialization, I decided to do a variation of the Spirit Ranger archetype using the FAGE playtest rules that I found on the Green Ronin Discord server.
Ranger, Spirit
Rogue/Warrior Specialization
Spirit rangers have a unique connection to the natural world.
Spirit Ranger Talent
Classes: Rogue, Warrior
Requirements: Must be a Novice in one of the following: Archery, Dual Weapon Style, or Scouting.
You can summon forth a spirit animal to fight by your side.
Novice: You can call out to nature to summon a spirit animal, a loyal magical beast that in many ways acts as an extension of yourself and represents your kinship with the wild. As a major action, you can summon a boar, crocodile, eagle, horse, snake, or wolf to your side once per day. Spirit animals are like a normal animal of its kind (see Fantasy AGE Bestiary, page 129-130), except that it has the spectral quality (Fantasy AGE Bestiary, page 135) and their attacks are treated as magical. A spirit animal acts on your initiative and follows commands without the need for a Communication (Animal Handling) test. The spirit animal remains until dismissed, slain, or the end of the day. If your spirit animal is slain, you must wait a week until that spirit animal can be summoned again, but can call forth others.
Expert: When you summon a spirit animal, you can also choose a bear or tiger.
Master: You can perform Double Attack, a special combat stunt for 2 SP. This allows your spirit animal to make an attack against the same target. This attack does not generate stunt points.
| SP Cost | Stunt |
|---|---|
| 2 | Double Attack: Your attack allows your spirit animal to make an attack on the same target. This attack does not generate stunt points. |
Then in an attempt to capture a different aspect of the classic ranger, I construct from scratch the following Huntsmen Ranger to reflect the ranger’s effectiveness in tracking down dispatching their quarry.
Ranger, Huntsmen
Rogue/Warrior Specialization
Huntsmen rangers make a full-time job out of hunting down and destroying their enemies.
Huntsmen Ranger Talent
Classes: Rogue, Warrior
Requirements: Must be a Novice in one of the following: Archery, Dual Weapon Style, or Scouting. Must posses the Intelligence (Natural Lore) focus.
You excel at tracking and fighting your identified enemy.
Novice: You select a monster group (as defined in PFRPG) and that becomes your identified enemy for all effects of this talent. Additionally, you gain a +1 bonus on all checks made involving an adversary from your identified enemy grouping, including attacks. For example, the undead could be selected, and attempts to perform Perception (Tracking) would gain a +1 on the roll to track undead creatures.
Expert: You’ve learned your enemies methods of attack so well, that your armor counts as double against their attacks.
Master: You have become so effective at dispatching your identified enemies that you add half your level (rounded down) to all damage that you deal to them.
I think with these three different kind of rangers, in addition to the beastmaster, that the recreation of different kinds of rangers should be significantly easier in this game.
Here is a link to the image used above, since I couldn’t do a proper link to it above due to the limitations of using a free blog on here. https://www.deviantart.com/yigitkoroglu/art/Ironfang-Scout-676023831