SagaBorn 1.5 Stats
Hit Die: d8
Class Abilities: DEX, WIS
A ranger might be a scout for a city guard, keeping the outer lands protected for their people. Or they might be a lone who finds peace in the seclusion of the rugged, wild lands. No matter their story, a ranger has certain skills specific to someone who spends much of their time in the wilderness.
Level | Base Attack Bonus (BAB) | Class Bonus | Level Bonus* |
1st | +1 | Sneak Attack (+1d6), Expert Tracker, Track | Starting HD (Max), 1st Legacy Item, 10 Skill Points, 2 Talent Points |
2nd | +2 | +1 Skill, Evasion, Artful Dodger | +1 HD, +1 HP, +1 Skill |
3rd | +3 | Sneak Attack (+2d6), +1 Skill, Favored Enemy, Favored Terrain | +1 HD, +1 Skill, 1 Talent |
4th | +4 | +1 Skill , 1 Talent Point, Acrobatics +2 | +1 HD, 2nd Legacy Item, +1 Ability, +1 Skill |
5th | +5 | Advanced Skills, Sneak Attack (+3d6), +1 Skill, Improved Evasion | +1 HD, +1 Skill |
6th | +6 | +1 Skill , 2nd Favored Enemy, 2nd Favored Terrain | +1 HD, +1 Skill, 1 Talent Point |
7th | +7 | Extra Attack, +1 Skill, Sneak Attack (+4d6) | +1 HD, +1 Skill, 3rd Legacy Item |
8th | +8 | +1 Skill , Crippling Strike, Woodland Stride, Swift Tracker | +1 HD, +1 Skill, 1 Talent Point, +1 Ability |
*Level dependent, not class dependent. These skills are completely independent of Class Feature.
Level 1
Sneak Attack: Once per round on a successful hit you can deal extra damage to a target who is Flanked, has lost DEX bonus to AC, or is unaware of your presence. The weapon used must be a Light or Medium Melee Weapon, or a Ranged Weapon.
Expert Tracker: Roll 2d20 when using Awareness or Survival to hunt a target.
Track: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.
You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on Table: Track DC.
Track DC
Surface | Survival DC |
Very soft ground | 5 |
Soft ground | 10 |
Firm ground | 15 |
Hard ground | 20 |
Very Soft Ground
Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground
Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
Firm Ground
Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.
Hard Ground
Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).
If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Level 2
Artful Dodger: Once per round use a free action as a move action. Useful to get into position or hide!
Evasion: If a ranger makes a successful Reflex save against an attack that deals half damage, the ranger takes no damage.
Level 3
Favored Enemy: Always add Sneak Attack dice to damage, every time you hit an enemy target, no limit per round. They can also make skill checks to identify these creatures.
Ranger Favored Enemies:
Type (subtype) | Type (subtype) |
Animal | Humanoid (goblinoid) |
Construct | Humanoid (Elfling) |
Draconian | Humanoid (Human) |
Elemental | Humanoid (Other) |
Fey (Athelesian) | Plant |
Fey (Navirite, Aberration)* | Undead |
Humanoid (Dwarf) | Vermin |
Humanoid (Elf) | |
Humanoid (Giant) |
*Encompasses creatures from the Navirim and Aberrations.
Favored Terrain: In favored terrain, a ranger leaves no tracks, ignores difficult ground, and gains +2 to Initiative.
Favored Terrains
Cold (ice, glaciers, snow, and tundra) |
Desert (sand and wastelands) |
Forest (coniferous and deciduous) |
Jungle |
Mountain (including hills) |
Plains |
Swamp |
Underground (caves and dungeons) |
Urban (buildings, streets, and sewers) |
Water (above and below the surface) |
Level 5
Advanced Skills: The Scout may select two Skills that can advance beyond rank 5 up to rank 9. Both of those Skills gain 1 additional rank.
Improved Evasion: If a ranger fails a save, they only take ½ damage.
Level 7
Extra Attack: You gain an additional attack each round.
Level 8
Crippling Strike: If a Scout does Sneak Attack damage to a target, the target must make an Acrobatics Save DC 16, on a success the target moves at ½ speed for 1 round, on a failure the target may not take move actions for 1 round.
Woodland Stride: A ranger ignores all difficult ground magical or otherwise.
Swift Tracker: A ranger can continue to Track as a Free Action each round at maximum speed.
SagaBorn 1.0 Stats
Hit Die: d6
Class Abilities: DEX, CHA
The thief in the night, the rogue spends her time in the shadows making deals or pilfering valuables. A master of traps and stealth, silent and nimble, she is prepared for anything.
Level | Base Attack Bonus (BAB) | Fort Save | Ref Save | Will Save | Class Bonus | Level Bonus* |
1st | +0 | +0 | +2 | +0 | Sneak Attack +1d6, Trapfinder | 1st Legacy Item, 5 skill points to start, 2 Talent Points |
2nd | +1 | +0 | +3 | +0 | Evasion | Bonus Hit Point, +1 Skill Point |
3rd | +2 | +1 | +3 | +1 | 2 Talent Points, Sneak Attack +2d6 | All Resistances gain +1, +1 Skill Point, 1 Talent Point |
4th | +3 | +1 | +4 | +1 | Uncanny Dodge | +1 Ability Point, +1 Skill Point, 2nd Legacy Item |
5th | +3 | +1 | +4 | +1 | Sneak Attack +3d6 | +1 Deflection Bonus to AC, +1 Skill Point |
6th | +4 | +2 | +5 | +2 | Advanced Thieving | All Resistances gain +1, +1 Skill Point, 1 Talent Point |
7th | +5 | +2 | +5 | +2 | Sneak Attack +4d6 | Natural Armor +1, +1 Skill Point, 3rd Legacy Item |
8th | +6/+1 | +2 | +6 | +2 | Improved Uncanny Dodge,1 Ability Point, Sneak Attack +4d6 and Immobilize Enemy | +1 Ability Point, +1 Skill Point |
*Level dependant, not class dependant. These skills are completely independant of Class bonus.
Sneak Attack: A rogue can use a sneak attack on an enemy who is distracted, flanked, or flat footed.
Trapfinder: A rogue can search and disarm traps when the DC is over 20.
Evasion: If a rogue makes a successful reflex save against an attack that deals half damage if successful, the rogue takes no damage.
Incredible Dodge: A rogue is never caught flat footed.
Advanced Thieving: A rogue is never distracted while using her thievery skill. A rogue also has a chance (a “gut feeling”) of a trap up ahead before she even asks to search an area.
Improved Incredible Dodge: A rogue can never be flanked, or have a sneak attack performed on them.