- Roleplaying the Ranger
- Initial Proficiencies
- Class Features
- Ancestry and Background
- Initial Proficiencies
- Hunt Prey
- Ranger Feats
- Skill Feats 2nd
- General Feats 3rd
- Iron Will 3rd
- Skill Increases 3rd
- Ability Boosts 5th
- Ancestry Feats 5th
- Trackless Step 5th
- Weapon Expertise 5th
- Evasion 7th
- Vigilant Senses 7th
- Weapon Specialization 7th
- Nature’s Edge 9th
- Ranger Expertise 9th
- Juggernaut 11th
- Medium Armor Expertise 11th
- Wild Stride 11th
- Weapon Mastery 13th
- Greater Weapon Specialization 15th
- Improved Evasion 15th
- Incredible Senses 15th
- Masterful Hunter 17th
- Second Skin 19th
- Swift Prey 19th
- Ranger Feats
- Animal Companion Feat 1
- Crossbow Ace Feat 1
- Hunted Shot [one-action] Feat 1
- Monster Hunter Feat 1
- Twin Takedown [one-action] Feat 1
- Favored Terrain Feat 2
- Hunter’s Aim [two-actions] Feat 2
- Monster Warden Feat 2
- Quick Draw [one-action] Feat 2
- Wild Empathy Feat 2
- Companion’s Cry Feat 4
- Disrupt Prey [free-action] Feat 4
- Far Shot Feat 4
- Favored Enemy Feat 4
- Running Reload [one-action] Feat 4
- Scout’s Warning [free-action] Feat 4
- Snare Specialist Feat 4
- Twin Parry [one-action] Feat 4
- Mature Animal Companion Feat 6
- Quick Snares Feat 6
- Skirmish Strike [one-action] Feat 6
- Snap Shot Feat 6
- Swift Tracker Feat 6
- Blind-Fight Feat 8
- Deadly Aim [one-action] Feat 8
- Hazard Finder Feat 8
- Powerful Snares Feat 8
- Terrain Master Feat 8
- Warden’s Boon [one-action] Feat 8
- Camouflage Feat 10
- Incredible Companion Feat 10
- Master Monster Hunter Feat 10
- Penetrating Shot [two-actions] Feat 10
- Twin Riposte [reaction] Feat 10
- Warden’s Step Feat 10
- Distracting Shot Feat 12
- Double Prey Feat 12
- Lightning Snares Feat 12
- Second Sting [one-action] Feat 12
- Side By Side Feat 12
- Sense The Unseen [reaction] Feat 14
- Shared Prey Feat 14
- Stealthy Companion Feat 14
- Targeting Shot [one-action] Feat 14
- Warden’s Guidance Feat 14
- Greater Distracting Shot Feat 16
- Improved Twin Riposte Feat 16
- Legendary Monster Hunter Feat 16
- Specialized Companion Feat 16
- Ubiquitous Snares Feat 16
- Impossible Flurry [three-actions] Feat 18
- Impossible Volley [three-actions] Feat 18
- Manifold Edge Feat 18
- Masterful Companion Feat 18
- Perfect Shot [three-actions] Feat 18
- Shadow Hunter Feat 18
- Legendary Shot Feat 20
- To The Ends of the Earth Feat 20
- Triple Threat Feat 20
- Ultimate Skirmisher Feat 20
Some rangers believe civilization wears down the soul, but still needs to be protected from wild creatures. Others say nature needs to be protected from the greedy, who wish to tame its beauty and plunder its treasures. You could champion either goal, or both. You might be a scout, tracker, or hunter of fugitives or beasts, haunting the edge of civilization or exploring the wilds. You know how to live off the land and are skilled at spotting and taking down both opportune prey and hated enemies.
10 + your Constitution Modifier. You increase your maximum number of HP by this number at 1st level and every level thereafter.
Roleplaying the Ranger
During combat encounters…
- You can single out particular foes to hunt, making you better at defeating them.
- You target and brutalize your chosen foe with either a bow or melee weapons, while supporting your allies with your skills.
During social encounters…
- When you speak, it’s with the voice of practical experience, especially involving wilderness exploration.
- You guide your allies through the wilderness or follow tracks. You keep an eye out for trouble, constantly alert for danger even when it’s not overt.
- You craft weapons and snares in preparation for your next venture. If you prefer to get outside, you might go on hunts or scout nearby areas to better understand your environment.
- Respect the raw power of nature and understand how to make the best of its bounty.
- Enjoy the thrill of the hunt.
- Scout out ahead of the party, reconnoitering dangers before combat begins.
- Call upon you to protect them from the wilds or the encroachment of civilization.
- Expect you to be a quiet or taciturn loner.
- Think there is something dangerous and wild about you.
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Expert in Perception
Expert in Fortitude
Expert in Reflex
Trained in Will
Trained in Nature
Trained in Survival
Trained in a number of additional skills equal to 4 plus your Intelligence modifier
Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks
Trained in light armor and medium armor and unarmored defense
Trained in ranger class DC
|1||Ancestry and background, initial proficiencies, hunt prey, hunter’s edge, ranger feat|
|2||Ranger feat, skill feat|
|3||General feat, iron will, skill increase|
|4||Ranger feat, skill feat|
|5||Ability boosts, ancestry feat, skill increase, trackless step, weapon expertise|
|6||Ranger feat, skill feat|
|7||Evasion, general feat, skill increase, vigilant senses, weapon specialization|
|8||Ranger feat, skill feat|
|9||Ancestry feat, nature’s edge, ranger expertise, skill increase|
|10||Ability boosts, ranger feat, skill feat|
|11||General feat, juggernaut, medium armor expertise, skill increase, wild stride|
|12||Ranger feat, skill feat|
|13||Ancestry feat, skill increase, weapon mastery|
|14||Ranger feat, skill feat|
|15||Ability boosts, general feat, greater weapon specialization, improved evasion, incredible senses, skill increase|
|16||Ranger feat, skill feat|
|17||Ancestry feat, masterful hunter, skill increase|
|18||Ranger feat, skill feat|
|19||General feat, second skin, skill increase, swift prey|
|20||Ability boosts, ranger feat, skill feat|
You gain these abilities as a ranger. Abilities gained at higher levels list the level at which you gain them next to the features’ names.
Ancestry and Background
At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.
When you focus your attention on a single foe, you become unstoppable in your pursuit. You gain the Hunt Prey action.
Hunt Prey [one-action]
You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.
You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting.
You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.
You have trained for countless hours to become a more skilled hunter and tracker, gaining an additional benefit when you Hunt Prey depending on the focus of your training. Choose a hunter’s edge.
Flurry: You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10.
Precision: You have trained to aim for your prey’s weak points. The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. (Precision damage increases the damage you already deal, using the same type, but is ineffective against creatures that lack vital organs or weak points.) At 11th level, the extra damage increases to 2d8 precision damage, and at 19th level, the extra damage increases to 3d8 precision damage.
Outwit: You are talented at outwitting and evading your prey. You gain a +2 circumstance bonus to Deception checks, Intimidation checks, Stealth checks, and any checks to Recall Knowledge about the prey, and a +1 circumstance bonus to AC against your prey’s attacks.
At 1st level and every even-numbered level, you gain a ranger class feat.
Skill Feats 2nd
At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.
General Feats 3rd
At 3rd level and every 4 levels thereafter, you gain a general feat.
Iron Will 3rd
Your training has hardened your resolve. Your proficiency rank for Will saves increases to expert.
Skill Increases 3rd
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill, or become an expert in one skill in which you’re already trained.
At 7th level, you can use skill increases to become a master in a skill in which you’re already an expert, and at 15th level, you can use them to become legendary in a skill in which you’re already a master.
Ability Boosts 5th
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Ancestry Feats 5th
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
The list of ancestry feats available to you can be found in your ancestry’s entry.
Trackless Step 5th
When you move through natural terrains, you are difficult to track. You always gain the benefits of the Cover Tracks action in such terrains, without moving at half your Speed.
Weapon Expertise 5th
You’ve dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple and martial weapons increases to expert. You gain access to the critical specialization effects of all simple and martial weapons when attacking your hunted prey.
You’ve learned to move quickly to avoid explosions, dragons’ breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
Vigilant Senses 7th
Through your adventuring, you’ve developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.
Weapon Specialization 7th
You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert.
This damage increases to 3 if you’re a master, and to 4 if you’re legendary.
Nature’s Edge 9th
You always find the weak points in your foes’ defenses when they’re on unfavorable terrain. Enemies are flat-footed to you if they’re in natural difficult terrain, on natural uneven ground, or in difficult terrain resulting from a snare.
Ranger Expertise 9th
You’ve practiced your techniques to make them harder to resist. Your proficiency rank for your ranger class DC increases to expert.
Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
Medium Armor Expertise 11th
You’ve learned to defend yourself better against attacks.
Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.
Wild Stride 11th
You move quickly through obstacles, whether they’re tumbled stone, tangled undergrowth, or sucking mud.
You can ignore the effects of non-magical difficult terrain. As normal for ignoring difficult terrain, this also lets you treat the hindrances of greater difficult terrain as those of difficult terrain.
Weapon Mastery 13th
You fully understand the intricacies of your weapons.
Your proficiency ranks for simple and martial weapons increase to master.
Greater Weapon Specialization 15th
Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.
Improved Evasion 15th
When you fail a Reflex save against a damaging effect, you take half damage.
Incredible Senses 15th
You notice things almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.
Masterful Hunter 17th
You have honed your abilities as a hunter to incredible levels. Your proficiency rank for your ranger class DC increases to master. When using a ranged weapon that you have master proficiency in, you can ignore the penalty if attacking your hunted prey within the weapon’s second and third range increments.
If you have master proficiency in Perception, you gain a +4 circumstance bonus to Perception checks when you Seek your prey, and if you have master proficiency in Survival, you gain a +4 circumstance bonus to Survival checks when you Track your prey.
You also gain an additional benefit depending on your hunter’s edge.
Flurry: You can blend your weapon mastery with skillful targeting to make a series of precise attacks. If you have master proficiency with your weapon, your multiple attack penalty for attacks against your hunted prey is –2 (–1 with an agile weapon) on your second attack of the turn, and –4 (–2 with an agile weapon) on your third and subsequent attacks of the turn.
Precision: Your weapon mastery allows you to hit your prey’s vital areas multiple times. The second time in a round you hit your hunted prey, you also deal 1d8 precision damage. At 19th level, your second hit in a round against your hunted prey deals 2d8 precision damage, and your third hit in a round against your hunted prey deals 1d8 precision damage.
Outwit: Your mastery of skills allows you to overwhelm your prey. If you have master proficiency in Deception, Intimidation, Stealth, or the skill you use to Recall Knowledge about your prey, increase the circumstance bonus against the prey with that skill from +2 to +4. If you have master proficiency with your armor, increase the circumstance bonus to AC against the prey from +1 to +2.
Second Skin 19th
Your armor has become akin to a second skin for you. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master. When wearing light or medium armor, you can rest normally, rather than receiving poor rest that leaves you fatigued.
Swift Prey 19th
You size up your prey with only a glance. You can use Hunt Prey as a free action if it’s your first action of your turn.
At every level that you gain a ranger feat, you can select one of the following. You must satisfy any prerequisites before taking the feat.
If you need to look up a ranger feat by name instead of by level, use this table.
|Greater Distracting Shot||16|
|Improved Twin Riposte||16|
|Legendary Monster Hunter||16|
|Master Monster Hunter||10|
|Mature Animal Companion||6|
|Sense the Unseen||14|
|Side by Side||12|
|To the Ends of the Earth||20|
Animal Companion Feat 1
You gain the service of a young animal companion that travels with you and obeys simple commands as best as it can. See Animal Companions. When you Hunt Prey, your animal companion gains the action’s benefits and your hunter’s edge benefit if you have one.
Crossbow Ace Feat 1
You have a deep understanding of the crossbow. When you’re wielding a crossbow and use Hunt Prey or use Interact to reload your crossbow, you gain a +2 circumstance bonus to the damage roll on your next Strike with that crossbow. If the crossbow is a simple crossbow, also increase the damage die size for that attack by one step. You must make the attack before the end of your next turn or these benefits are lost.
Hunted Shot [one-action] Feat 1
Frequency once per round
Requirement(s) You are wielding a ranged weapon with reload 0.
You take two quick shots against the one you hunt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.
Monster Hunter Feat 1
You swiftly assess your prey and apply what you know.
As part of the action used to Hunt your Prey, you can attempt a check to Recall Knowledge about your prey.
When you critically succeed at identifying your hunted prey with Recall Knowledge, you note a weakness in the creature’s defenses. You and allies you tell gain a +1 circumstance bonus to your next attack roll against that prey. You can give bonuses from Monster Hunter only once per day against a particular creature.
Twin Takedown [one-action] Feat 1
Frequency once per round
Requirement(s) You are wielding two melee weapons, each in a different hand.
You swiftly attack your hunted prey with both weapons. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.
Favored Terrain Feat 2
You have studied a specific terrain to overcome its challenges. Choose aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground as your favored terrain. When in that terrain, you can ignore the effects of non-magical difficult terrain.
If you have the wild stride class feature, you gain a second benefit while in your favored terrain, depending on your choice.
- Aquatic You gain a swim Speed equal to your Speed. If you already had a swim Speed, you gain a +10-foot status bonus to your swim Speed.
- Arctic You need to eat and drink only one-tenth as much as usual, you aren’t affected by severe or extreme cold, and you can walk across ice and snow at full Speed without needing to Balance.
- Desert You need to eat and drink only one-tenth as much as usual, you aren’t affected by severe or extreme heat, and you can walk along sand at full Speed without needing to Balance.
- Forest, Mountain, or Underground You gain a climb Speed equal to your Speed. If you already had a climb Speed, you gain a +10-foot status bonus to your climb Speed.
- Plains You gain a +10-foot status bonus to your land Speed.
- Sky You gain a +10-foot status bonus to your fly Speed, if you have one.
- Swamp You can move across bogs at full Speed, even if they are deep enough to be greater difficult terrain or to normally require you to Swim.
Hunter’s Aim [two-actions] Feat 2
When you focus on aiming, your attack becomes particularly accurate. Make a ranged weapon Strike against your hunted prey. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore your prey’s concealed condition.
Monster Warden Feat 2
Prerequisite(s) Monster Hunter
You understand how to defend yourself and others against your prey. When you grant bonuses from Monster Hunter, you and your allies also each gain a +1 circumstance bonus to your next saving throw against that particular creature and to your AC against that creature’s next attack against you.
Quick Draw [one-action] Feat 2
You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.
Wild Empathy Feat 2
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.
Companion’s Cry Feat 4
Prerequisite(s) an animal companion
You can urge your companion to do its utmost. You can spend 2 actions to Command an Animal instead of 1 when commanding your animal companion. If you do, your animal companion uses an additional action.
Disrupt Prey [free-action] Feat 4
Trigger Your hunted prey is within your reach, and it uses a manipulate action, uses a move action, or leaves a square during a move action it’s using.
Make a melee Strike against your prey. If the attack is a critical hit, you disrupt the triggering action.
Far Shot Feat 4
Your experience in the field has taught you how to focus your aim at a distance, increasing your accuracy. Double your weapons’ range increments.
Favored Enemy Feat 4
You have studied a specific type of wild creature and can hunt it more easily. When you gain this feat, choose animals, beasts, dragons, or both fungi and plants as your favored enemy. When you roll initiative and can see an enemy that belongs to the chosen category, you can Hunt Prey as a free action, designating that enemy.
You can use this free action even if you haven’t identified the creature yet with Recall Knowledge. The benefit doesn’t apply against favored enemies disguised as other creatures, and the GM determines whether it applies against a creature disguised as a favored enemy.
Running Reload [one-action] Feat 4
You can reload your weapon on the move. You Stride, Step, or Sneak, then Interact to reload.
Scout’s Warning [free-action] Feat 4
You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls.
Depending on whether you use gestures or call out, this action gains either the visual or the auditory trait, respectively.
Snare Specialist Feat 4
Prerequisite(s) expert in Crafting, Snare Crafting
You specialize in creating quick traps to obstruct your enemies on the battlefield. If your proficiency rank in Crafting is expert, you gain the formulas for three common or uncommon snares. If your rank is master, you gain 6. If your rank is legendary, you gain 9.
Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment; if they normally take 1 minute to Craft, you can Craft them with 3 Interact actions. The number of snares increases to six if you have master proficiency in Crafting and eight if you have legendary proficiency in Crafting. Snares prepared in this way don’t cost you any resources to Craft.
Twin Parry [one-action] Feat 4
Requirements You are wielding two melee weapons, one in each hand.
You can use two weapons to deflect attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement.
Mature Animal Companion Feat 6
Prerequisite(s) Animal Companion
Your animal companion grows up, becoming a mature animal companion and gaining additional capabilities.
If you have the Hunt Prey action, your animal companion assaults the prey even without your orders. During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride toward or Strike your prey.
Quick Snares Feat 6
Prerequisite(s) expert in Crafting, Snare Specialist
Skirmish Strike [one-action] Feat 6
Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step.
Snap Shot Feat 6
You’ve learned to react with ranged weapons when a creature is in close quarters. You can use a reaction that normally allows you to make a melee weapon Strike to instead make a ranged weapon Strike. You must be Striking an adjacent target. If necessary for the reaction’s trigger, you treat your ranged weapon as if it had a reach of 5 feet. If the reaction has other requirements, such as wielding a specific kind of weapon, Snap Shot doesn’t allow you to ignore them; it allows you only to replace a melee weapon Strike with a ranged weapon Strike.
Swift Tracker Feat 6
Your keen eyes catch signs of passage even when you’re moving.
You can move at your full Speed while you Track. If you have master proficiency in Survival, you don’t need to attempt a new Survival check every hour while Tracking. If you have legendary proficiency in Survival, you can use another exploration activity while Tracking.
If you roll Survival for initiative while tracking your hunted prey, when you start your first turn of the encounter, you can Stride toward your hunted prey as a free action.
Blind-Fight Feat 8
Prerequisite(s) master in Perception
Your battle instincts make you more aware of concealed and invisible opponents. You don’t need to succeed at a flat check to target concealed creatures. You’re not flat-footed to creatures that are hidden from you (unless you’re flat-footed to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature.
Deadly Aim [one-action] Feat 8
Prerequisite(s) weapon specialization
You aim for your prey’s weak spots, making your shot more challenging but dealing more damage if you hit. Make a ranged Strike against your hunted prey at a –2 penalty. You gain a +4 circumstance bonus to damage on that Strike. This bonus increases to +6 at 11th level and +8 at 15th level.
Hazard Finder Feat 8
You have an intuitive ability to sense hazards. You gain a +1 circumstance bonus to Perception checks to find traps and hazards, to AC against their attacks, and to saves against their effects. You can find hazards that would normally require you to Search even if you aren’t Searching.
Powerful Snares Feat 8
Prerequisite(s) master in Crafting, Snare Specialist
Your snares are particularly difficult for enemies to avoid.
When you set a snare, the saving throw DC for that snare is equal to its normal DC or your class DC, whichever is higher.
Terrain Master Feat 8
Prerequisite(s) wild stride, master in Survival, Favored Terrain
You adapt to your surroundings in any natural terrain. You can spend 1 hour practicing in your current terrain in order to make it your favored terrain, replacing your current favored terrain temporarily. If you spend a full day out of the new favored terrain, your favored terrain reverts back to your original choice when you took the Favored Terrain feat.
Warden’s Boon [one-action] Feat 8
By pointing out vulnerabilities, you grant the benefits listed in Hunt Prey and your hunter’s edge benefit to an ally until the end of their next turn. Depending on whether you call out or use gestures, this action gains either the auditory or visual trait.
Camouflage Feat 10
Prerequisite(s) master in Stealth
You alter your appearance to blend in to the wilderness. In natural terrain, you can Sneak even if you’re observed.
Incredible Companion Feat 10
Prerequisite(s) Mature Animal Companion
Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion.
Master Monster Hunter Feat 10
Prerequisite(s) master in Nature, Monster Hunter
You have a nearly encyclopedic knowledge of all creatures of the world. You can use Nature to Recall Knowledge to identify any creature. In addition, you gain the benefits of Monster Hunter (and Monster Warden, if you have it) on a success as well as a critical success.
Penetrating Shot [two-actions] Feat 10
Requirements You are wielding a ranged weapon.
You shoot clear through an intervening creature to hit your prey. Choose a target that is giving lesser cover to your hunted prey. Make a single ranged Strike with the required weapon against the chosen target and your hunted prey. This attack ignores any lesser cover the chosen target provides your hunted prey. Roll damage only once, and apply it to each creature you hit. A Penetrating Shot counts as two attacks for your multiple attack penalty.
Twin Riposte [reaction] Feat 10
Trigger A creature within your reach critically fails a Strike against you.
Requirements You are benefiting from Twin Parry
A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee Strike or use a Disarm action against the triggering opponent.
Warden’s Step Feat 10
Prerequisite(s) master in Stealth
You can guide your allies to move quietly through the wilderness. When you Sneak during exploration in natural terrain, you can designate any number of your allies to gain the benefits as if they were using that activity during that exploration. This requires no action on their part.
Distracting Shot Feat 12
The sheer power of your attacks, or the overwhelming number of them, leaves an enemy flustered. If you critically hit your hunted prey with a ranged weapon, or hit it at least twice on the same turn with a ranged weapon, it’s flat-footed until the start of your next turn.
Double Prey Feat 12
You can focus on two foes at once, hunting both of them down.
When you use the Hunt Prey action, you can pick two creatures as your prey.
Lightning Snares Feat 12
Prerequisite(s) master in Crafting, Snare Specialist
Second Sting [one-action] Feat 12
Requirements You are wielding two melee weapons, each in a different hand.
You read your prey’s movements and transform them into openings, so failures with one weapon set up glancing blows with the other. Make a melee Strike with one of the required weapons against your hunted prey. The Strike gains the following failure effect.
Failure You deal the damage the other required weapon would have dealt on a hit, excluding all damage dice. (This removes dice from weapon Runes, spells, and special abilities, not just weapon damage dice.)
Side By Side Feat 12
Prerequisite(s) an animal companion
You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.
Sense The Unseen [reaction] Feat 14
Trigger You fail a check to Seek.
When you look for foes, you can catch even the slightest cues, such as their minute movements or the shifting of air currents on your skin. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you’re Seeking, making them merely hidden to you.
Prerequisite(s) Double Prey, Warden’s Boon
Hunting as a duo, you and your ally both single out your prey.
When you use Hunt Prey and select only one prey, you can grant your Hunt Prey benefits and hunter’s edge to an ally in addition to gaining them yourself. The ally retains these benefits until you use Hunt Prey again.
Stealthy Companion Feat 14
You’ve trained your animal companion to blend in to its surroundings. Your animal companion gains the benefit of the Camouflage feat. If your companion is a specialized ambusher, its proficiency rank for Stealth increases to master (or legendary if it was already master).
Targeting Shot [one-action] Feat 14
Concentrate Press Ranger
Prerequisite(s) Hunter’s Aim
You carefully track your prey’s position and defenses, allowing you to follow up around obstacles that block your shot.
Make a ranged weapon Strike against your hunted prey. You ignore the target’s concealed condition and all cover.
Warden’s Guidance Feat 14
You can convey your prey’s location to your allies, no matter how well hidden it is. As long as your hunted prey is observed by you, all your allies who roll failures and critical failures when Seeking it get a success instead. Your allies need to be able to see or hear you to gain this benefit. You have to be able to call out or use gestures for your allies to get this benefit.
Greater Distracting Shot Feat 16
Prerequisite(s) Distracting Shot
Even a single missile can throw off your enemy’s balance, and more powerful attacks leave it flustered for longer. If you hit your hunted prey with a ranged weapon, it’s flat-footed until the start of your next turn. If you critically hit your prey or hit it twice on the same turn with a ranged weapon, it’s flat?footed until the end of your next turn instead.
Improved Twin Riposte Feat 16
At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte against your hunted prey. You can use this extra reaction even if you are not benefiting from Twin Parry.
Legendary Monster Hunter Feat 16
Prerequisite(s) legendary in Nature, Master Monster Hunter
Your knowledge of monsters is so incredible that it reveals glaring flaws in your prey. Your bonus from Monster Hunter (and the bonus from Monster Warden if you have it) increases from +1 to +2 for you and any allies who benefit.
Specialized Companion Feat 16
Prerequisite(s) Incredible Companion
Your animal companion has become cunning enough to become specialized. Your animal companion gains one specialization of your choice. (See Animal Companions.)
Ubiquitous Snares Feat 16
Prerequisite(s) Snare Specialist
You can prepare a seemingly impossible number of snares in advance, and you’re ready to spring them on unsuspecting foes.
Double the number of prepared snares from Snare Specialist.
Impossible Flurry [three-actions] Feat 18
Flourish Open Ranger
Requirements You are wielding two melee weapons, each in a different hand.
You forgo precision to attack at an impossible speed. Make three melee Strikes with each of the required weapons. All of these Strikes take the maximum multiple attack penalty, as if you had already made two or more attacks this turn.
Impossible Volley [three-actions] Feat 18
Requirements You are wielding a ranged weapon with the volley trait and reload 0.
You fire a volley at all foes in an area. Make one Strike with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon’s volley range. Roll the damage only once for all targets.
Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.
Manifold Edge Feat 18
Prerequisite(s) hunter’s edge, masterful hunter
You’ve learned every possible edge to use against your foes.
When you use Hunt Prey, you can gain a hunter’s edge benefit other than the one you selected at 1st level. If you do, you don’t gain the additional benefit from masterful hunter.
Masterful Companion Feat 18
Prerequisite(s) masterful hunter, Animal Companion
Your animal companion shares your incredible hunting skills, allowing it to take down your shared prey with ease. When you Hunt Prey, your animal companion gains the masterful hunter benefit associated with your hunter’s edge, rather than just your original hunter’s edge benefit.
Perfect Shot [three-actions] Feat 18
Requirements You are wielding a loaded ranged weapon with reload 1 or more, and you have not reloaded your weapon since your last turn.
After watching the motions of combat with incredible intensity and precision, you fire at your prey at the perfect moment to deliver maximum pain. Make a ranged Strike with the required weapon against your hunted prey. If you hit, the Strike deals maximum damage. After the Strike, your turn ends.
Shadow Hunter Feat 18
You blend in to your surroundings so well that others have trouble telling you apart from the terrain. While in natural terrain, you’re always concealed from all foes if you choose to be, except for your hunted prey.
Legendary Shot Feat 20
Prerequisite(s) masterful hunter, legendary in Perception, Far Shot
You focus on your hunted prey, perceiving angles, air resistance, and every variable that would affect your ranged attack. If you have master proficiency with your ranged weapon, you can ignore the penalty for attacking up to five range increments away when attacking your hunted prey.
To The Ends of the Earth Feat 20
Prerequisite(s) legendary in Survival
Your ability to track your prey has surpassed explanation, allowing you to trace your prey’s movements and predict its location with ease. When you use Hunt Prey on a creature within 100 feet, you can follow that creature’s movements, allowing you to know the creature’s exact location no matter how far away it becomes, as long as it remains your prey. You must be legendary in Nature to track your prey’s location across teleportation or planar travel. This feat gains the detection, divination, and primal traits if you’re legendary in Nature.
Triple Threat Feat 20
Prerequisite(s) Shared Prey
You can divide your attention three ways when hunting. When you use Hunt Prey, you can designate three creatures as prey, designate two creatures as prey and share the effect with one ally (as Shared Prey), or designate one creature as prey and share the effect with two allies.
Ultimate Skirmisher Feat 20
Prerequisite(s) wild stride
You are so skilled at navigating the wild, your movement is completely unaffected by terrain. You ignore the effects of all difficult terrain, greater difficult terrain, and hazardous terrain, and you don’t trigger traps and hazards that are triggered by moving into an area (such as trip wires and pressure plates), unless you want to.