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◈

feat 1

Frequency once per round

Requirements 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.

Animal Companion (Ranger)

feat 1

You gain the service of a young animal companion that travels with you on your adventure and obeys any simple commands you give it to the best of your abilities.

When you Hunt Prey, your animal companion gains the action's benefits and your Hunter's Edge benefit if you have one.

  • Effect: Hunter's Edge, Flurry
  • Effect: Hunter's Edge, Outwit
  • Effect: Hunter's Edge, Precision

Animal Companion

feat 1

animal order

You gain the service of a young animal companion that travels with you on your adventure and obeys any simple commands you give it to the best of your abilities.

Gravity Weapon

feat 1

Your expertise with your weapons and commitment to taking out your targets lends you magical power.

You gain the Gravity Weapon warden spell and a focus pool of 1 Focus Point.

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.

Effect: Monster Hunter

Heal Companion

feat 1

an animal companion

You have a deep devotion to your animal companion that enables you to magically heal their wounds. You gain the Heal Companion warden spell and a focus pool of 1 Focus Point.

Twin Takedown◈

feat 1

Frequency once per round

Requirements 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.

Snare Hopping

feat 2

Snare Crafting, warden spells

You can magically move your snares around. You gain the Snare Hopping warden spell. Increase the number of Focus Points in your focus pool by 1.

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.

Hunter's Aim◈◈

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.

Magic Hide

feat 2

an animal companion, warden spells

You can defend your companion in battle. You gain the Magic Hide warden spell. Increase the number of Focus Points in your focus pool by 1.

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.

Favored Terrain (Gain Climb Speed)

Favored Terrain (Increase Climb Speed)

Favored Terrain (Gain Swim Speed)

Favored Terrain (Increase Swim Speed)

Monster Warden

feat 2

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.

Effect: Monster Warden

United Assault◈

feat 2

Through countless battles, you've learned you're stronger when working alongside your allies. Make a Strike. Your Strike gains a circumstance bonus to damage rolls equal to the number of other different creatures that damaged the target since the end of the target's last turn, to a maximum of a +4 circumstance bonus.

Quick Draw◈

feat 2

You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.

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◈

feat 4

You can reload your weapon on the move. You Stride, Step, or Sneak, then Interactto reload.

Snare Specialist

feat 4

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.

Companion's Cry

feat 4

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.

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.

Farabellus Flip⤾

feat 4

trained in Acrobatics and medium armor

Trigger An enemy targets you with a melee Strike.


Surprisingly agile even in a breastplate and carrying a full rucksack, Marcos Farabellus developed this evasive maneuver during one of his many adventures.

Flinging your body into a twisting somersault, you gain a +2 circumstance bonus to your AC against the triggering attack. If the attack still hits you, you can Step to an open space that's still within the triggering enemy's reach, turning the impact of the blow into momentum.

Scout's Warning◇

feat 4

Trigger You are about to roll a Perception or Survival check for initiative


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 auditory trait, respectively.

Effect: Scout's Warning

Disrupt Prey⤾

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.

Hunter's Luck

feat 4

warden spells

Your recollection of monsters is magically enhanced by luck. You gain the Hunter's Luck warden spell. Increase the number of Focus Points in your focus pool by 1.

Animal Feature

feat 4

warden spells

You are so connected with the animal world that you can grant yourself an animal's features and abilities. You gain the Animal Feature warden spell. Increase the number of Focus Points in your focus pool by 1.

Soothing Mist

feat 4

warden spells

You have a connection to the healing properties of nature and can produce a magical mist to heal damage and stop burning or bleeding. You gain the Soothing Mist warden spell. Increase the number of Focus Points in your focus pool by 1.

Greenwatch Initiate

feat 4

trained in Survival

You’ve received the basic training developed for all Greenwatch recruits. You become an expert in Survival and gain the Experienced Tracker and Survey Wildlife skill feats.

Twin Parry◈

feat 4

Requirements You are wielding two melee weapons, one in each hand


You use your two weapons to parry 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.

Effect: Twin Parry

Effect: Twin Parry (Parry Trait)

Wolf in Sheep's Clothing

feat 4

Trained in Deception

With a bit of hide, some antlers, and some cast-off fur, you can create a disguise that will fool even an experienced hunter. You can Impersonate creatures with the animal, beast, or plant traits, so long as they are either the same size or one size larger than you and have a body shape that conforms at least vaguely to your own (in other words, a typical humanoid could Impersonate a bear or an arboreal, but not a horse, giant scorpion, or assassin vine). Impersonating a larger creature doesn't change your actual size.

Skirmish Strike◈

feat 6

Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step.

Ephemeral Tracking

feat 6

expert in Survival, warden spells

You are able to track your quarry through impossible places. You gain the Ephemeral Tracking warden spell. Increase the number of Focus Points in your focus pool by 1.

Ranger's Bramble

feat 6

warden spells

You can cause plants to grow and trap your foes with thorns. You gain the Ranger's Bramble warden spell. Increase the number of Focus Points in your focus pool by 1.

Quick Snares

feat 6

expert in Crafting, Snare Specialist

You can rig a snare in only moments. You can Craft snares that normally take 1 minute to Craft with 3 Interact actions, even if you haven't prepared them.

Mature Animal Companion (Ranger)

feat 6

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.

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.

Additional Recollection◇

feat 6

Trigger You succeed or critically succeed at a check to Recall Knowledge on your hunted prey.


You scan the battlefield quickly, remembering critical details about multiple opponents you face. You immediately attempt a check to Recall Knowledge about a different creature you can perceive.

Fey Tracker

feat 6

Greenwatch Initiate

You are exceptionally skilled at noticing the subtle techniques fey use to avoid notice. You gain a +2 circumstance bonus to Survival checks to Track fey creatures, to Perception checks to Seek for Hidden fey, and to your Perception DC to resist a fey creature's attempt to Create a Diversion.

Defy Fey

feat 6

Greenwatch Initiate

You are keen to the wiles of the fey and can usually shake off their magic. Whenever you fail, but don't critically fail, a save against a spell with a duration of at least 1 round cast by a fey creature, you can attempt a second save against the original DC at the start of your next turn to end any lingering effects the spell might have. This can end persistent damage caused by a spell but can't reverse any effects that have been resolved already (such as damage dealt when the spell was cast).

Swift Tracker

feat 6

expert in Survival, Experienced Tracker

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.

Eerie Environs

feat 8

trained in Intimidation, trained in Stealth

The natural world can be scary to those not used to it-and you make it scarier still. If you're Hidden from a creature, you can attempt to Demoralize it without losing your hidden condition-imitating the sounds of strange beasts or causing the foliage to rustle menacingly. When you do so, you don't take a penalty to your check if the target doesn't understand your language.

Terrain Master

feat 8

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.

Greenwatch Veteran

feat 8

Trigger Your turn starts, and you're in combat against a creature you spent at least 10 minutes Tracking.


Your time spent tracking your target allows you to quickly identify its weaknesses and relay them to your allies. Attempt a Recall Knowledge check against the creature you were Tracking. On a success, you always know the creature's greatest weakness and highest resistance or immunity, in addition to any other information the check would typically provide. You immediately use a quick series of hand gestures to signal this information to any allies who can see you.

Deadly Aim◈

feat 8

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.

Blind-Fight

feat 8

master in Perception

Your battle insights 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 @Check[type:flat|dc:5] to target a hidden creature.

While you're adjacent to an Undetected creature of your level or lower, it is instead only hidden from you.

Eerie Traces

feat 8

trained in Intimidation, trained in Survival

The tracks you leave behind are strange, somehow disconcerting and unnerving-they might travel backward, or through places no one would think to pass through. You change your tracks into eerie traces, moving up to half your travel speed as you do so. You don't need to attempt a Survival check to change your tracks, but anyone tracking you must attempt a @Check[type:will|dc:resolve(@actor.system.attributes.classOrSpellDC.value)] save against the higher of your class DC or spell DC.


Success The tracker is unaffected.

Failure The tracker becomes Frightened 1 for as long as it follows your tracks. This condition doesn't decrease until the tracker stops following you, and it comes back if the tracker resumes following your tracks. If the tracker enters into an encounter with you after following your tracks, it begins the encounter frightened 1.

Critical Failure As failure, but your disturbing traces cause the tracker to be Frightened 2 instead.

Warden's Boon◈

feat 8

By pointing out vulnerabilities, you grant the benefits listed in Hunt Prey and yourHunter'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.

  • Effect: Hunter's Edge, Flurry
  • Effect: Hunter's Edge, Outwit
  • Effect: Hunter's Edge, Precision

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.

Unseen Passage

feat 8

Frequency once per day


You have mastered a magical technique for moving through dangerous woodlands unseen. You can cast Pass Without Trace as an innate primal spell heightened to a spell level equal to half your level rounded up.

Powerful Snares

feat 8

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.

Can't You See?

feat 8

trained in Occultism, expert in Stealth

The eye rebels, the mind recoils-no matter how much those who can see you try to explain what's there, their friends' gazes just skitter over you, like a bird afraid to land. A character who attempts to Point Out your location must attempt a @Check[type:flat|dc:14]. If they fail, their allies misunderstand them and aren't sure where you are. On a critical failure, their allies think they pointed you out in a different location entirely, chosen by the GM. Similarly, when a creature critically fails to Seek you while you're Hidden to or undetected by it, it thinks you're in a different location chosen by the GM. In either case, you appear to be hidden to a creature that thinks you're in a different location, though you're actually undetected by it for targeting and further uses of the Seek action.

Enlarge Companion

feat 8

an animal companion, warden spells

You make your companion enormous. You gain the Enlarge Companion warden spell. Increase the number of Focus Points in your focus pool by 1.

Camouflage

feat 10

master in Stealth

You alter your appearance to blend in to the wilderness. In natural terrain, you can Hide and Sneak even without cover or being Concealed.

Terrain Transposition

feat 10

warden spells

You are so connected to the wilderness that you can magically jump from place to place within it. You gain the Terrain Transposition warden spell. Increase the number of Focus Points in your focus pool by 1.

Twin Riposte⤾

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.

Penetrating Shot◈◈

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.

Incredible Companion (Ranger)

feat 10

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

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.

Hunter's Vision

feat 10

warden spells

You are so focused on your hunted prey that you can see it clearly even beyond the limits of your senses. You gain the Hunter's Vision warden spell. Increase the number of Focus Points in your focus pool by 1.

Warden's Step

feat 10

master in Stealth

You can guide your allies to move quietly through the wilderness. When you Avoid Notice 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.

Greenwatcher

feat 10

Defy Fey

Your experience fighting against and alongside fey creatures is nearly unrivaled. Any weapon you wield or unarmed attack you make against a fey creature is treated as cold iron. Whenever you critically fail a save against a spell cast by a fey creature, it's instead treated as a normal failure. Whenever you critically succeed on a Strike against a fey creature, the target is immediately subject to the effects of a Faerie Fire spell. For the purposes of counteracting this effect, it's an innate 2nd-level primal spell.

Eerie Proclamation◈◈

feat 10

expert in Occultism, expert in Survival

Frequency once per hour

Requirements You must be in either natural terrain or in abandoned or relatively unused artificial terrain (such as a darkened alley or haunted house).


You know there are places in the world that are just wrong-places where the birds don't sing and where you always feel like you're being watched. You can spot these places, and you can awaken them. To do so, you must gesture toward a @Template[type:line|distance:10|width:10]{10-foot by 10-foot square} you can see and make an ominous proclamation of some manner (i.e. "This is cursed ground," "That is an ill-omened place."). The next creature that enters the marked territory must attempt a Will save against your spell DC (@Check[type:will|dc:resolve(@actor.system.attributes.spellDC.value)] if you're a druid) or class DC (@Check[type:will|dc:resolve(@actor.system.proficiencies.classDCs.ranger.value)] if you're a ranger).


Success The target is unaffected.

Failure Something goes horribly awry for the victim in the cursed ground. The details are up to the GM-it can be a purely "natural" accident (they step into an old bear trap, perhaps) or something stranger and more spectral. The target gains a condition for 2 rounds. Roll 1d4 on the table and use the failure column to determine which condition.

Critical Failure As failure, but the effect is astonishingly gruesome. Use the critical failure column, and the condition lasts for 1 minute.

d4 Failure Critical Failure
1 Clumsy 2 Clumsy 3
2 Enfeebled 2 Enfeebled 3
3 Stupefied 2 Stupefied 3
4 Dazzled Blinded for 1 round, then Dazzled

Lightning Snares

feat 12

master in Crafting, Snare Specialist, Quick Snares

You can rig a trap with incredible speed. When you create a snare that normally takes 1 minute to Craft, you can Craft it using a single Interact action instead.

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.

Second Sting◈

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).

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.

Warden's Focus

feat 12

warden spells

Your connection with your surroundings grows deeper as you focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.

Side by Side (Ranger)

feat 12

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.

Obscured Emergence

feat 12

expert in Stealth

You are, by nature, a thing of gloomy woods and barren wilds, and when you choose show yourself, a bit of this gloom clings to you, obscuring your form with strange distortions or mist. When you stop being Hidden due to your own actions (not due to someone successfully finding you), you gain Concealement until the start of your next turn as people's eyes find it oddly hard to focus on you. As usual for concealment involving an obvious visual manifestation, you can't use this concealment to Hide.

Shared Prey

feat 14

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.

  • Effect: Hunter's Edge, Flurry
  • Effect: Hunter's Edge, Outwit
  • Effect: Hunter's Edge, Precision

Sense The Unseen⤾

feat 14

Trigger You fail a check to Seek


When you look for foes, you notice the slightest of cues. 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.

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.

Stealthy Companion

feat 14

Camouflage, an animal companion

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◈

feat 14

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.

Ubiquitous Snares

feat 16

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.

Specialized Companion (Ranger)

feat 16

Incredible Companion

Your animal companion has become cunning enough to become specialized. Your animal companion gains one specialization of your choice.

Legendary Monster Hunter

feat 16

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.

Effect: Legendary Monster Hunter

Effect: Legendary Monster Warden

Improved Twin Riposte (Ranger)

feat 16

Twin Riposte

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.

Greater Distracting Shot

feat 16

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.

Manifold Edge (Precision)

feat 18

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 different hunter's edge benefit instead of the one you selected at 1st level.

This feat grants Precision.

Masterful Companion

feat 18

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.

  • Effect: Masterful Hunter's Edge, Flurry
  • Effect: Masterful Hunter's Edge, Outwit
  • Effect: Masterful Hunter's Edge, Precision

Impossible Flurry◈◈◈

feat 18

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.

Warden's Wellspring

feat 18

warden's focus

You command unparalleled focus when you commune with the world around you. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.

Shadow Hunter

feat 18

Camouflage

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.

Perfect Shot◈◈◈

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.

Impossible Volley (Ranger)◈◈◈

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.

Manifold Edge (Flurry)

feat 18

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 different hunter's edge benefit instead of the one you selected at 1st level.

This feat grants Flurry.

Manifold Edge

feat 18

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 different hunter's edge benefit instead of the one you selected at 1st level.

Manifold Edge (Outwit)

feat 18

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 different hunter's edge benefit instead of the one you selected at 1st level.

This feat grants Outwit.

Triple Threat

feat 20

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.

  • Effect: Hunter's Edge, Flurry
  • Effect: Hunter's Edge, Outwit
  • Effect: Hunter's Edge, Precision

Legendary Shot

feat 20

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.

Ultimate Skirmisher

feat 20

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.

Accurate Flurry

feat 20

Impossible Flurry

Requirements You are wielding two melee weapons, each in a different hand.


You refine the precision of your unbelievable storm of blows.

When you perform an Impossible Flurry, your first attack with each weapon instead takes the multiple attack penalty as though you had already made one attack this turn. All subsequent attacks take the maximum multiple attack penalty, as though you had already made two or more attacks this turn.

Impossible Snares

feat 20

Ubiquitous Snares

You can create endless shorter-lived snares, protecting your lair or using them against foes.

Once per minute, you can Craft one of the snares you've prepared for quick deployment without expending the prepared snare. Once deployed, such a snare lasts for 10 minutes before losing its effectiveness.

To the Ends of the Earth

feat 20

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.