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Ranger - Harsk

Harsk has always been an unusual sort of dwarf, preferring open skies to cramped underground halls, the flexibility of a crossbow to the sturdiness of an axe, and tea to ale—it keeps his senses sharp. A gruff and driven dwarf, he left his home to fulfill a vow of justice to avenge his brother's death at the hands of raiding giants. He has since learned much of the world, its lands, its beasts, and its vast array of people and places worth protecting.

Rise of the Runelords

Traits

Skills

Strength d6 ☐+1 ☐+2 ☐+3
Dexterity d8 ☐+1 ☐+2 ☐+3 ☐+4
Ranged Dexterity +3
Constitution d12 ☐+1 ☐+2 ☐+3
Fortitude Constitution +2
Intelligence d6 ☐+1
Wisdom d6 ☐+1 ☐+2 ☐+3
Perception Wisdom +2
Survival Wisdom +2
Charisma d4 ☐+1

Role Powers

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Hand Size 5 ☐ 6
Proficient with Light Armors | Weapons
At the end of your turn, you may examine the top card (☐ or bottom card) of your location deck.
You may recharge a card to add 1d4 (☐+1) (☐+2) to a combat check at another location.

Sniper

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Having honed both vision and skill with ranged weapons, these deadly marksmen can strike with incredible precision over impossible distances.

Hand Size 5 ☐ 6 7
Proficient with Light Armors | Weapons
At the end of your turn, you may examine the top card (☐ or bottom card) of your location deck.
You may recharge a card to add 1d4 (☐+1) (☐+2) (+3) (+4) to a combat check at another location.
When you start your turn with no cards in your hand, you may draw 1 ( 2) card(s).
When you play a weapon with the Ranged trait, you may recharge it instead of discarding it.
You gain the skill Divine: Wisdom +1.
When you play a blessing to add to your Dexterity check, add 1d12 instead of the normal die.

Tracker

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No quarry can escape the keen senses and dogged determination of these masterful hunters.

Hand Size 5 ☐ 6 7
Proficient with Light Armors | Weapons
At the end of your turn, you may examine the top card (☐ or bottom card) ( or both) of your location deck.
You may recharge a card to add 1d4 (☐+1) (☐+2) (+3) to a combat check at another location.
Add 1d8 (+1) to your check to defeat a bane with the Giant trait.
When you play an ally with the Animal trait, you may recharge it instead of discarding it.
You gain the skill Divine: Wisdom +1.
When you play a blessing to add to your Wisdom check, add d12 instead of the normal die.

Cards List

Favored Card Type: Weapon Recommended Starting Deck
Weapon 5 ☐ 6 Light Crossbow (2), Shortbow (2), Sling
Spell ☐ 1 ☐ 2
Armor 1 ☐ 2 Leather Armor

Item 3 ☐ 4 ☐ 5 Amulet of Life, Crowbar, Holy Water
Ally 1 ☐ 2 ☐ 3 ☐ 4 Crow

Blessing 5 ☐ 6 Blessing of the Gods (5)

Ranger Class Deck

Traits

Skills

Strength d6 ☐+1 ☐+2 ☐+3
Dexterity d10 ☐+1 ☐+2 ☐+3
Ranged Dexterity +3
Constitution d10 ☐+1 ☐+2 ☐+3
Fortitude Constitution +2
Intelligence d6 ☐+1 ☐+2
Wisdom d6 ☐+1 ☐+2 ☐+3
Perception Wisdom +1
Survival Wisdom +1
Charisma d4 ☐+1

Role Powers

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Hand Size 5 ☐ 6 ☐ 7
Proficient with Light Armors | Weapons
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the (☐ start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 (☐+1) to a combat check by a character at another location.

Arbalist

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When arbalists draw a bead on their foes, their bolts punch through armor as if it was paper.

Hand Size 5 ☐ 6 ☐ 7
Proficient with Light Armors | Weapons
When you would discard a weapon that has the Ranged trait for its power, recharge it ( or put it on top of your deck) instead.
At the (☐ start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 (☐+1) (+2) (+3) to a combat check by a character at another location ( or your location).
At the start of your turn, if you have no weapons in your hand, you may draw 1 card ( or 2 cards).
Add 2 to your check to acquire a weapon.
You gain the skill Divine: Wisdom +1.

Vanguard

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The outriders of any good force, vanguards find danger before it finds them.

Hand Size 5 ☐ 6 ☐ 7
Proficient with Light Armors | Weapons
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the (☐ start or) end of your turn, you may examine the top ( or bottom) card of your location deck.
You may recharge a card to add 1d4 (☐+1) to a combat check by a character at another location.
When you move during your move step, you may examine the top card of your new location deck ( and shuffle it into that deck).
When a monster deals damage to you before ( or after) you act, reduce that damage to 0.
When you would put a barrier faceup on top of a location deck, you may shuffle it facedown into the deck ( or put it facedown on the bottom of the deck) instead.
You gain the skill Divine: Wisdom +1.

Cards List

Favored Card Type: Weapon Recommended Starting Deck*
Weapon 5 ☐ 6 Dagger, Light Crossbow, Longbow, Longsword, Quarterstaff
Spell ☐ 1 ☐ 2
Armor 1 ☐ 2 Leather Armor

Item 3 ☐ 4 ☐ 5 Amulet of Life, Caltrops, Conch Shell
Ally 1 ☐ 2 ☐ 3 ☐ 4 Crow

Blessing 5 ☐ 6 Blessing of the Gods (5)

*The official Ranger Class Deck tier 1 pregen usable in Organized Play, found on Paizo forums [link].


Wrath of the Righteous

Traits

Skills

Strength d6 ☐+1 ☐+2
Dexterity d8 ☐+1 ☐+2 ☐+3 ☐+4
Ranged Dexterity +3
Stealth Dexterity +2
Constitution d10 ☐+1 ☐+2 ☐+3
Fortitude Constitution +2
Intelligence d6 ☐+1 ☐+2
Wisdom d8 ☐+1 ☐+2 ☐+3
Perception Wisdom +1
Survival Wisdom +2
Charisma d4 ☐+1

Role Powers

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Hand Size 5 ☐ 6 ☐ 7
Proficient with Light Armors | Weapons
You may evade a bane you encounter that has the Animal or Vermin (☐ or Demon) trait; otherwise, add 1d4 (☐ 2d4) to your checks against it.
When you would bury or discard a weapon that has the Ranged trait for its power, you may recharge it instead.

Demonslayer

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The demonslayers of the Worldwound have one goal: to be put out of work.

Hand Size 5 ☐ 6 ☐ 7 8
Proficient with Light Armors | Weapons
You may evade a bane you encounter that has the Animal or Vermin (☐ or Demon) trait ( and you may put it on top of its location deck); otherwise, add 1d4 (☐ 2d4) ( 2d6) to your checks against it.
When you would bury or discard a weapon that has the Ranged trait for its power, you may recharge it instead.
When you attempt a Knowledge check against a monster, you may use your Survival skill instead of your Knowledge skill.
If you would fail a check against a bane that has the Demon trait, you may reroll 1 die; take the new result.
On the first exploration of your turn, if you defeat a bane that has the Demon trait, you may explore again.
You may recharge a card to add 1d4 ( +1) to another character's check to defeat a bane that has the Demon trait.

Abyssal Walker

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Abyssal walkers are willing to go where no rational person would go. And then they’ll go even farther.

Hand Size 5 ☐ 6 ☐ 7
Proficient with Light Armors | Weapons
You may evade a bane you encounter that has the Animal or Vermin (☐ or Demon) trait; otherwise, add 1d4 (☐ 2d4) to your checks against it.
When you would bury or discard a weapon that has the Ranged trait for its power, you may recharge it instead.
At the start ( or end) of your turn, you may examine the top card ( or 2 cards) of your location deck ( and you may move to a location that has the Abyssal trait).
When you close ( or a character at your location closes) a location that has the Abyssal trait, you may acquire a boon from your location deck.
On your turn, if you are at a location that has the Abyssal trait, you may discard the top card of your deck ( or a card from your hand) to ignore your location's At This Location power until the end of the turn.

Cards List

Favored Card Type: Weapon Recommended Starting Deck*
Weapon 5 ☐ 6 ☐ 7 ☐ 8
Spell ☐ 1
Armor 2 ☐ 3
Item 2 ☐ 3
Ally 2 ☐ 3 ☐ 4
Blessing 4 ☐ 5 ☐ 6

Note: Harsk is the Owner of the cards Teapot and Biter, and may thus start with either or both it in his starting deck instead of a listed card of that type, even though it does not have the Basic trait.