Job Information
Main Abilities
Innate Ability: Aim
The Ranger gains a bonus to Awareness equal to their Finesse score and can use DEX for their physical attacks instead of PWR. This bonus is applied after entering skill points, allowing the Ranger’s Awareness to exceed its normal skill cap by this amount.
Furthermore they may also use Aim as a Slow action to make a standard attack with a +4 bonus to the attack roll, or to gain a +4 bonus to any skill that might involve a precise or silent aimed shot, such as firing a grappling gun up a castle wall to aid in a Stealth or Escape check. Aim also allows the Ranger to ignore the ACC penalty for shooting Long Range targets with Ranged weapons.
Defining Ability: Overcharge
The Ranger may push past their normal limits by drawing upon their inner strength. As a Slow action, the Ranger regains the use of a number of once per combat abilities up to their character tier. In addition, once per chapter they may regain the use of a single once per chapter ability (except this one).
Defining Ability: Slayer
Upon gaining this ability or gaining a level, the Ranger’s weapons are all treated as having the [Monster] Killer property of the Ranger’s choice, allowing them to deal double the normal amount of damage to any single type of foe. The type of foe may be changed as an Instant action by spending a point of Destiny.
In addition, by spending two points of Destiny the Ranger’s next attack is an Eagle-Eye shot, dealing (DEX x Twice Level) + 2d6 points of damage with an attack that cannot miss, even if the target is beyond the conceivable firing range. This may only be used on creatures of the same type that the Ranger has the [Monster] Killer property against and can hit a target nearly anywhere - only being blocked if walls or the like completely cover the target will the shot not strike true.
Defining Ability: Status Quiver
As an Instant action the Ranger may prime their next standard attack with a special arrow that inflicts a negative status effect to those struck by it without an opposed roll. They may use an arrow with each of the following statuses a single time per chapter: Blind, Charm, Confuse, Poison, Seal, Sleep, and Stop.
Ultimate Ability: Ultima Shot
The Ranger may spend 3 Points of Destiny to cast the spell Ultima without requiring the MP to do so. They may choose for this to be either its Local or Group version without spending more Destiny to do so.
The Ranger gains a bonus to Awareness equal to their Finesse score and can use DEX for their physical attacks instead of PWR. This bonus is applied after entering skill points, allowing the Ranger’s Awareness to exceed its normal skill cap by this amount.
Furthermore they may also use Aim as a Slow action to make a standard attack with a +4 bonus to the attack roll, or to gain a +4 bonus to any skill that might involve a precise or silent aimed shot, such as firing a grappling gun up a castle wall to aid in a Stealth or Escape check. Aim also allows the Ranger to ignore the ACC penalty for shooting Long Range targets with Ranged weapons.
Defining Ability: Overcharge
The Ranger may push past their normal limits by drawing upon their inner strength. As a Slow action, the Ranger regains the use of a number of once per combat abilities up to their character tier. In addition, once per chapter they may regain the use of a single once per chapter ability (except this one).
Defining Ability: Slayer
Upon gaining this ability or gaining a level, the Ranger’s weapons are all treated as having the [Monster] Killer property of the Ranger’s choice, allowing them to deal double the normal amount of damage to any single type of foe. The type of foe may be changed as an Instant action by spending a point of Destiny.
In addition, by spending two points of Destiny the Ranger’s next attack is an Eagle-Eye shot, dealing (DEX x Twice Level) + 2d6 points of damage with an attack that cannot miss, even if the target is beyond the conceivable firing range. This may only be used on creatures of the same type that the Ranger has the [Monster] Killer property against and can hit a target nearly anywhere - only being blocked if walls or the like completely cover the target will the shot not strike true.
Defining Ability: Status Quiver
As an Instant action the Ranger may prime their next standard attack with a special arrow that inflicts a negative status effect to those struck by it without an opposed roll. They may use an arrow with each of the following statuses a single time per chapter: Blind, Charm, Confuse, Poison, Seal, Sleep, and Stop.
Ultimate Ability: Ultima Shot
The Ranger may spend 3 Points of Destiny to cast the spell Ultima without requiring the MP to do so. They may choose for this to be either its Local or Group version without spending more Destiny to do so.
Job Abilities
Ability: Anatomist
The Ranger gains a bonus to Monster Lore equal to their Finesse score. This bonus is applied after entering skill points, allowing the Ranger’s Monster Lore to exceed its normal skill cap by this amount.
In addition, the Ranger gains the [Monster]-Eater property against creatures they have the [Monster]-Killer property against.
Ability: Apex Predator
Rangers treat Invisible enemies as though the positive status effect didn’t grant any bonuses.
In addition, creatures struck by standard attacks the Ranger makes that have the [Monster] Killer property against them take additional damage equal to the Ranger’s Finesse score. When defeating a monster in this way the Ranger regains HP and MP equal to their Finesse score.
Ability: Barrage
As an Instant action once per combat the Ranger may make its next standard attack target all enemies within a Medium range with a standard attack. Attacks made with Barrage have a -4 to ACC and cannot score critical hits.
Ability: Blackout
The Ranger is treated as always having the Blind Touch property on any weapon they wield. If the Ranger knows the Status Quiver ability they may swap this to Charm Touch, Confuse Touch, Poison Touch, Sleep Touch, or Stop Touch as an Instant action.
Ability: Compound
The Ranger’s standard attacks with ranged weapons deal additional damage equal to half their DEX or PWR - whichever is lower. In addition, they may use PWR instead of MND for the purposes of calculating their Finesse score.
Ability: Condor
The Ranger gains a bonus to Scavenge equal to their Finesse score. This bonus is applied after entering skill points, allowing the Ranger’s Scavenge to exceed its normal skill cap by this amount.
As an Instant action once per chapter the Ranger may make its next standard attack especially potent against highly defensive targets. This attack ignores Protect, ARM, Unusual Defense, Wall, Barrier, and the Defend action and deals additional damage equal to the ARM of the target. If the target has Protect, Unusual Defense, Wall, Barrier, or is Defending, the attack does an additional two steps of damage for each of these on the target.
Ability: Covering Fire
As a Slow action once per combat the Ranger may declare a single ally their covered target. The next time that ally would be attacked the Ranger may make a standard attack against the target as an Instant action, striking before the target’s attack. If the Ranger’s attack hits, the target has -2 ACC for the triggering attack.
Ability: Crossfire
Whenever an ally scores a Critical Hit the Ranger may make a standard attack against the same target as an Instant action.
Ability: Decoy Shot
The Ranger gains a bonus to Escape equal to their Finesse score. This bonus is applied after entering skill points, allowing the Ranger’s Escape to exceed its normal skill cap by this amount.
Once per chapter as an Instant action the Ranger makes their next standard attack appear to come from an ally instead of themselves. If the attack hits the target must attempt to attack a single ally of the Ranger’s choice for the next 4 rounds if possible (or at least include that ally as a target). If they cannot do so they may freely act as normal on their turn.
Ability: Elemintillery
After quickly rummaging for a special type of ammunition as a Standard action, the Ranger may add any one of the following weapon properties to their ranged attacks for the rest of combat; Fire Strike, Earth Strike, Water Strike, Wind Strike, Lightning Strike, or Ice Strike.
Ability: Hunt
Killing a Notorious Monster, Boss, or Superboss grants the Ranger bonus gil equal to double the price of a consumable item of the same tier as the Ranger’s weapon. In addition, the Ranger automatically succeeds on checks made to track monsters of the same creature types that they have the [Monster] Killer property against.
If the Ranger has the Slayer defining ability, the amount of creature types they have the [Monster] Killer property against increases to three instead of the usual one. They may change as many of these they would like to as an Instant action by spending one point of Destiny.
Ability: Jecht Shot
The Ranger gains a bonus to Perform equal to their Finesse score. This bonus is applied after entering skill points, allowing the Ranger’s Perform to exceed its normal skill cap by this amount.
The Ranger makes three standard attacks against targets in range, with the final attack dealing two extra steps of damage and made as though the Ranger had the Lucky property. This is usable once per chapter.
Ability: Lightning Strike
Enemies can no longer react to attacks made by the Ranger. This includes abilities that grant Counterattacks, Cover abilities, and anything else that would happen either directly before or directly after the Ranger’s action.
Ability: Point Blank Shot
As an Instant action the Ranger may make their next standard attack lose the Distance property (if their weapon has it). If they do, their next attack deals one additional step of damage per character tier and deals short range knockback.
Ability: Prime
As a Slow action the Ranger may ready their weapon to make a powerful attack. The next standard attack they make deals Medium range knockback, deals three extra steps of damage per character tier, and inflicts Stop for one round, even if the target would normally be immune to the knockback or the effects of Stop.
In addition they may Prime their physical actions as well, taking a Slow action to reduce the difficulty of the next Athletics, Escape, or Swimming check by one.
Ability: Quick Draw
The Ranger deals an additional damage step with all physical attacks in the preemptive round of combat and against creatures at full hit points. If attacking a full hit point creature on the preemptive round of combat, this is cumulative (dealing two total additional damage steps).
In addition, by spending 2 points of Destiny, the Ranger may make themselves and all of their allies able to act on the preemptive round of combat.
Ability: Rapid Fire
Once per combat the Ranger may make a standard attack as an Instant action.
Ability: Reversal
While normally most comfortable fighting at a distance, a Ranger who is forced into melee with enemies is hardly defenseless. While being able to dodge a blow or dive out of the way of incoming fire is a handy trait for any character to have, Rangers have taken this outlook to an extreme; relying on instinct and reflex, they are so adept at dodging attacks that foes are just as likely to hit each other as they are the Ranger.
The Ranger’s AVD increases by 1. Whenever an adversary’s attack misses the Ranger due to AVD, the Ranger may choose to have the attack successfully strike an enemy within a Short Range instead (other than the attacker).
Ability: Savage Beast
Once per combat the Ranger may inflict Berserk on themselves. While inflicted with Berserk they may still use Instant actions that would modify their standard attacks.
Ability: Sidewinder
By declaring their next attack will use Sidewinder as an Instant action and taking a penalty to their attack roll, the Ranger is capable of ‘banking’ an attack made with a Concealed or Ranged weapon off of up to multiple different surfaces before it reaches its target. For each surface or item Ranger wishes to bounce a shot from, they suffer a -2 penalty to their ACC roll. This might allow a Ranger to bank a shot off three walls and hit a target they couldn’t possibly draw a straight line to at a -6 ACC penalty, or simply make Force checks to destroy objects within range before the shot strikes its intended target – such as light sources or the thin chain keeping a crystal chandelier dangling from the roof. If the attack roll would miss the target, then Sidewinder has no effect whatsoever and is treated as missing every object the Ranger fired at.
Ability: Solid Barrel
Once per combat as an Instant action the next standard attack the Ranger makes loses the Ranged property and grants them temporary hit points equal to the total damage dealt by this attack. While these temporary hit points are available the Ranger is immune to all knockback effects. This temporary HP disappears after combat.
Ability: Survivalist
The Ranger gains a bonus to Gathering (Botany) or Gathering (Fishing) equal to their Finesse score. This bonus is applied after entering skill points, allowing the Ranger’s chosen Gathering skill to exceed its normal skill cap by this amount.
The first time after taking a Full Rest that the Ranger successfully makes a Gathering skill check they may also add one of the following items to their inventory. The item vanishes at the end of the next Full Rest if it wasn’t used and has no market value.
Ability: Targeted Shot
As a Slow action once per combat the Ranger may make a standard attack that targets a specific location on a creature. Choose one of five bonuses listed on the next page; if the attack is successful, the target(s) suffer whatever additional penalty was selected. Obviously, some creatures will be unaffected by aspects of this ability - take size, lack (or excess!) of appendages, and similar considerations into account.
Ability: Traps
The Ranger converts all the bonuses abilities placed onto their next standard attack into a single trap as a Slow action, set to explode when a certain condition is met. This triggering condition might be anything from ‘this door is opened’ to ‘I fall unconscious’, or simply a command word. This trap deals the same amount of damage as the Ranger’s standard attack, can not miss, and has the same bonus abilities as the converted attack would have had (Such as hitting multiple targets due to the Barrage action, a status effect from status quiver, or the like).
Ability: Twin Shooter
The Ranger gains the ability to Dual Wield. When abilities are used to modify the Ranger’s next standard attack, those abilities instead modify the next standard attack for each weapon the Ranger is wielding, provided both attacks happen at the same time (as usual).
Ability: Wards of the Wood
The Ranger gains a bonus to Nature equal to their Finesse score. This bonus is applied after entering skill points, allowing the Ranger’s Nature to exceed its normal skill cap by this amount.
The Ranger gains an additional point of MP for every level they have. In addition they gain access to specific spells - At 1st level they gain Cure, Poisana, Sleep, Poison, and Ruse. At 6th level they gain Aspir, Escape, and Invisible. At 11th level they gain Esuna.
The Ranger gains a bonus to Monster Lore equal to their Finesse score. This bonus is applied after entering skill points, allowing the Ranger’s Monster Lore to exceed its normal skill cap by this amount.
In addition, the Ranger gains the [Monster]-Eater property against creatures they have the [Monster]-Killer property against.
Ability: Apex Predator
Rangers treat Invisible enemies as though the positive status effect didn’t grant any bonuses.
In addition, creatures struck by standard attacks the Ranger makes that have the [Monster] Killer property against them take additional damage equal to the Ranger’s Finesse score. When defeating a monster in this way the Ranger regains HP and MP equal to their Finesse score.
Ability: Barrage
As an Instant action once per combat the Ranger may make its next standard attack target all enemies within a Medium range with a standard attack. Attacks made with Barrage have a -4 to ACC and cannot score critical hits.
Ability: Blackout
The Ranger is treated as always having the Blind Touch property on any weapon they wield. If the Ranger knows the Status Quiver ability they may swap this to Charm Touch, Confuse Touch, Poison Touch, Sleep Touch, or Stop Touch as an Instant action.
Ability: Compound
The Ranger’s standard attacks with ranged weapons deal additional damage equal to half their DEX or PWR - whichever is lower. In addition, they may use PWR instead of MND for the purposes of calculating their Finesse score.
Ability: Condor
The Ranger gains a bonus to Scavenge equal to their Finesse score. This bonus is applied after entering skill points, allowing the Ranger’s Scavenge to exceed its normal skill cap by this amount.
As an Instant action once per chapter the Ranger may make its next standard attack especially potent against highly defensive targets. This attack ignores Protect, ARM, Unusual Defense, Wall, Barrier, and the Defend action and deals additional damage equal to the ARM of the target. If the target has Protect, Unusual Defense, Wall, Barrier, or is Defending, the attack does an additional two steps of damage for each of these on the target.
Ability: Covering Fire
As a Slow action once per combat the Ranger may declare a single ally their covered target. The next time that ally would be attacked the Ranger may make a standard attack against the target as an Instant action, striking before the target’s attack. If the Ranger’s attack hits, the target has -2 ACC for the triggering attack.
Ability: Crossfire
Whenever an ally scores a Critical Hit the Ranger may make a standard attack against the same target as an Instant action.
Ability: Decoy Shot
The Ranger gains a bonus to Escape equal to their Finesse score. This bonus is applied after entering skill points, allowing the Ranger’s Escape to exceed its normal skill cap by this amount.
Once per chapter as an Instant action the Ranger makes their next standard attack appear to come from an ally instead of themselves. If the attack hits the target must attempt to attack a single ally of the Ranger’s choice for the next 4 rounds if possible (or at least include that ally as a target). If they cannot do so they may freely act as normal on their turn.
Ability: Elemintillery
After quickly rummaging for a special type of ammunition as a Standard action, the Ranger may add any one of the following weapon properties to their ranged attacks for the rest of combat; Fire Strike, Earth Strike, Water Strike, Wind Strike, Lightning Strike, or Ice Strike.
Ability: Hunt
Killing a Notorious Monster, Boss, or Superboss grants the Ranger bonus gil equal to double the price of a consumable item of the same tier as the Ranger’s weapon. In addition, the Ranger automatically succeeds on checks made to track monsters of the same creature types that they have the [Monster] Killer property against.
If the Ranger has the Slayer defining ability, the amount of creature types they have the [Monster] Killer property against increases to three instead of the usual one. They may change as many of these they would like to as an Instant action by spending one point of Destiny.
Ability: Jecht Shot
The Ranger gains a bonus to Perform equal to their Finesse score. This bonus is applied after entering skill points, allowing the Ranger’s Perform to exceed its normal skill cap by this amount.
The Ranger makes three standard attacks against targets in range, with the final attack dealing two extra steps of damage and made as though the Ranger had the Lucky property. This is usable once per chapter.
Ability: Lightning Strike
Enemies can no longer react to attacks made by the Ranger. This includes abilities that grant Counterattacks, Cover abilities, and anything else that would happen either directly before or directly after the Ranger’s action.
Ability: Point Blank Shot
As an Instant action the Ranger may make their next standard attack lose the Distance property (if their weapon has it). If they do, their next attack deals one additional step of damage per character tier and deals short range knockback.
Ability: Prime
As a Slow action the Ranger may ready their weapon to make a powerful attack. The next standard attack they make deals Medium range knockback, deals three extra steps of damage per character tier, and inflicts Stop for one round, even if the target would normally be immune to the knockback or the effects of Stop.
In addition they may Prime their physical actions as well, taking a Slow action to reduce the difficulty of the next Athletics, Escape, or Swimming check by one.
Ability: Quick Draw
The Ranger deals an additional damage step with all physical attacks in the preemptive round of combat and against creatures at full hit points. If attacking a full hit point creature on the preemptive round of combat, this is cumulative (dealing two total additional damage steps).
In addition, by spending 2 points of Destiny, the Ranger may make themselves and all of their allies able to act on the preemptive round of combat.
Ability: Rapid Fire
Once per combat the Ranger may make a standard attack as an Instant action.
Ability: Reversal
While normally most comfortable fighting at a distance, a Ranger who is forced into melee with enemies is hardly defenseless. While being able to dodge a blow or dive out of the way of incoming fire is a handy trait for any character to have, Rangers have taken this outlook to an extreme; relying on instinct and reflex, they are so adept at dodging attacks that foes are just as likely to hit each other as they are the Ranger.
The Ranger’s AVD increases by 1. Whenever an adversary’s attack misses the Ranger due to AVD, the Ranger may choose to have the attack successfully strike an enemy within a Short Range instead (other than the attacker).
Ability: Savage Beast
Once per combat the Ranger may inflict Berserk on themselves. While inflicted with Berserk they may still use Instant actions that would modify their standard attacks.
Ability: Sidewinder
By declaring their next attack will use Sidewinder as an Instant action and taking a penalty to their attack roll, the Ranger is capable of ‘banking’ an attack made with a Concealed or Ranged weapon off of up to multiple different surfaces before it reaches its target. For each surface or item Ranger wishes to bounce a shot from, they suffer a -2 penalty to their ACC roll. This might allow a Ranger to bank a shot off three walls and hit a target they couldn’t possibly draw a straight line to at a -6 ACC penalty, or simply make Force checks to destroy objects within range before the shot strikes its intended target – such as light sources or the thin chain keeping a crystal chandelier dangling from the roof. If the attack roll would miss the target, then Sidewinder has no effect whatsoever and is treated as missing every object the Ranger fired at.
Ability: Solid Barrel
Once per combat as an Instant action the next standard attack the Ranger makes loses the Ranged property and grants them temporary hit points equal to the total damage dealt by this attack. While these temporary hit points are available the Ranger is immune to all knockback effects. This temporary HP disappears after combat.
Ability: Survivalist
The Ranger gains a bonus to Gathering (Botany) or Gathering (Fishing) equal to their Finesse score. This bonus is applied after entering skill points, allowing the Ranger’s chosen Gathering skill to exceed its normal skill cap by this amount.
The first time after taking a Full Rest that the Ranger successfully makes a Gathering skill check they may also add one of the following items to their inventory. The item vanishes at the end of the next Full Rest if it wasn’t used and has no market value.
- A single Consumable-category item with a tier no greater than half the Ranger’s level.
- Exotic medicinal fauna with the same effect as a ‘Phoenix Down’ item.
- Enough supplies to construct a rudimentary campsite, granting the benefit of a ‘Tent’ item.
Ability: Targeted Shot
As a Slow action once per combat the Ranger may make a standard attack that targets a specific location on a creature. Choose one of five bonuses listed on the next page; if the attack is successful, the target(s) suffer whatever additional penalty was selected. Obviously, some creatures will be unaffected by aspects of this ability - take size, lack (or excess!) of appendages, and similar considerations into account.
- Disarming Shot: The target drops or is separated from one carried or held item, chosen by the Ranger. This could be a weapon or shield, or an item such as a delicate parchment map or set of diamond earrings. Regardless of the Ranger’s choice, this generally acts as a Disarm maneuver with no opposed roll.
- Head Shot: The critical hit rate of the Ranger is improved by 2 for this shot, which generally allows them to roll critical hits on a dice result of 10-12 instead of the standard 12.
- Leg Shot: The target cannot escape from combat with spells or abilities, nor can they attempt to Run Away.
- Vital Shot: The enemy suffers a -2 penalty to their ACC or AVD score (Ranger’s choice) until the end of combat.
- Wallet Shot: The Ranger gains bonus gil from the combat equal to the price of a consumable item of the same tier as the Ranger’s weapon.
Ability: Traps
The Ranger converts all the bonuses abilities placed onto their next standard attack into a single trap as a Slow action, set to explode when a certain condition is met. This triggering condition might be anything from ‘this door is opened’ to ‘I fall unconscious’, or simply a command word. This trap deals the same amount of damage as the Ranger’s standard attack, can not miss, and has the same bonus abilities as the converted attack would have had (Such as hitting multiple targets due to the Barrage action, a status effect from status quiver, or the like).
Ability: Twin Shooter
The Ranger gains the ability to Dual Wield. When abilities are used to modify the Ranger’s next standard attack, those abilities instead modify the next standard attack for each weapon the Ranger is wielding, provided both attacks happen at the same time (as usual).
Ability: Wards of the Wood
The Ranger gains a bonus to Nature equal to their Finesse score. This bonus is applied after entering skill points, allowing the Ranger’s Nature to exceed its normal skill cap by this amount.
The Ranger gains an additional point of MP for every level they have. In addition they gain access to specific spells - At 1st level they gain Cure, Poisana, Sleep, Poison, and Ruse. At 6th level they gain Aspir, Escape, and Invisible. At 11th level they gain Esuna.