FreebooterRanger Archetype |
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![]() Fortitude High |
![]() Will Low |
![]() Reflex High |
![]() Base Attack Bonus High |
![]() HP per level 6/ Level |
![]() HP 10 |
![]() Max level of Spells 4 |
![]() Caster ability Wisdom |
![]() Caster type Memorizing Spells |
Class Initial Features |
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Class Skills |
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Freebooter is a class in Pathfinder: Wrath of the Righteous. Freebooters can use both melee and ranged weapons. They cane specialize on a specific type of enemy providing with additional damage against it.
"A freebooter is a natural leader, a pirate who works well with a variety of people and in a variety of roles. Her specialized combat tactics help organize and direct a crew, and freebooters’ talents are in high demand. Most freebooters work as independent agents. A freebooter signs on with a crew when she feels the urge to travel, and often moves to a new ship when her contract ends."
Freebooter Information
- Base Class: Ranger
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Class skills: Athletics, Stealth, Knowledge (Arcana), Knowledge (World), Lore (Nature), Perception, Persuasion.
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Proficient with all simple and martial weapons, light armor, medium armor and shields (except tower shields).
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Alignment: Any
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Hit Die: +6
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Skill Ranks per Level: 5
Freebooter Progression
Level |
Base Attack Bonus |
Fort |
Ref |
Will |
Special |
Level 1 | +1 | +2 | +2 | 0 | Ranger Proficiencies, Freebooter's Bane |
Level 2 | +2 | +3 | +3 | 0 | Combat Style Feat |
Level 3 | +3 | +3 | +3 | +1 | Favored Terrain |
Level 4 | +4 | +4 | +4 | +1 | Freebooter's Bond |
Level 5 | +5 | +4 | +4 | +1 | |
Level 6 | +6/+1 | +5 | +5 | +2 | Combat Style Feat |
Level 7 | +7/+2 | +5 | +5 | +2 | |
Level 8 | +8/+3 | +6 | +6 | +2 | Favored Terrain |
Level 9 | +9/+4 | +6 | +6 | +3 | Evasion |
Level 10 | +10/+5 | +7 | +7 | +3 | Combat Style Feat |
Level 11 | +11/+6/+1 | +7 | +7 | +3 | Quarry |
Level 12 | +12/+7/+2 | +8 | +8 | +4 | Camouflage |
Level 13 | +13/+8/+3 | +8 | +8 | +4 | Favored Terrain |
Level 14 | +14/+9/+4 | +9 | +9 | +4 | Combat Style Feat |
Level 15 | +15/+10/+5 | +9 | +9 | +5 | |
Level 16 | +16/+11/+6/+1 | +10 | +10 | +5 | Improved Evasion |
Level 17 | +17/+12/+7/+2 | +10 | +10 | +5 | |
Level 18 | +18/+13/+8/+3 | +11 | +11 | +6 | Favored Terrain, Combat Style Feat |
Level 19 | +19/+14/+9/+4 | +11 | +11 | +6 | Improved Quarry |
Level 20 | +20/+15/+10/+5 | +12 | +12 | +6 | Master Hunter |
Freebooter Abilities
Ranger Proficiencies
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Endurance
Harsh conditions or long exertions do not easily tire you. Benefit: You gain +2 bonus on Athletics checks and +4 bonus on Fortitude saves against fatigue and exhaustion. You may sleep in light or medium armor without becoming fatigued.
Freebooter's Bond
A freebooter is a natural leader, a pirate who works well with a variety of people and in a variety of roles. Her specialized combat tactics Freebooter's Bond At 4th level, a freebooter forms a bond with her crewmates. This bond allows her to spend a move action to grant her allies extra combat prowess when they work as a team. All allies within 30 feet who cansee or hear the freebooter gain an additional +2 bonus on attack rolls when flanking for 1 minute.
Combat Style Feat
At 2nd level, a ranger must select one combat style to pursue. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
Favored Terrain
At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and Lore (Nature), Perception, and Stealth skill checks when he is in this terrain. At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired) increases by +2.
Camouflage
A ranger of 12th level or higher can, as a move action, use the Stealth skill to hide in any of his favored terrains, even in combat.
Freebooter's Bane
At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by l. The freebooter's bane lasts until the target dies or the freebooter selects a new target.
Hunter's Bond
At 4th level, a ranger forms a bond with his hunting companions. This bond can take one Of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target Of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number Of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher. The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose one from the list of available creatures. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses. This ability functions like the druid animal companion ability, except that the ranger's effective druid level is equal to his ranger level -3.
Master Hunter
A ranger of 20th level becomes a master hunter. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC Of this save is equal to 10 + 1/2 the ranger's level + the ranger's Wisdom modifier. A ranger can use this ability five times per day, but not against the same creature more than once in a 24-hour period.
Evasion
A character can avoid even magical and unusual attacks with great agility. If a character makes a successful Reflex saving throw against an attack that normally deals half damage on a successful ave, he instead takes no damage. A helpless character does not gain the benefit of evasion.
Improved Evasion
This ability works like evasion, except that while the character still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless character does not gain the benefit of improved evasion.
Quarry
A character can, as a standard action, denote one target within his line of sight as his quarry. He receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A character can have no more than one quarry at a time.
Improved Quarry
At 19th level, the character's ability to hunt his quarry improves. He can now select a quarry as a free action and his insight bonus to attack his quarry increases to +4.
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