Commonly, rangers are diverse practitioners of all things nature; primarily being masters of the hunt. However, there are some rangers that instead specialize in the maneuvering of nature itself, and commonly act as scouts or guides for those they deem worth their aid.
Trade Tradition
If this is this character’s first level in any class, the wayfarer may select a trade tradition of his choice, and have an adroit trade rank.
This replaces the ranger’s normal class skills.
Skill Expertise (Ex)
The wayfare is a Trained operative, gaining skill spheres and talents as described in Using Spheres of Guile.
This replaces all combat style feats.
Survival Know-How (Ex)
A wayfarer can maneuver any forest and wilderness with ease. At 2nd level, the wayfarer gains the Navigation sphere and either the Herbalism or Survivalism sphere.
This replaces track and wild empathy.
Well-Traveled (Plan) (Ex)
At 11th level, the wayfarer learns the common similarities between the various terrain of the world, and uses that to extrapolate the rest of a terrain’s common threats and dangers. The wayfarer can spend one plan to gain the benefits of a favored terrain that he does not possess at +2 for one hour per class level. This counts as a [plan] talent to determine the number of plans the wayfarer can prepare.
This replaces quarry.
Seen One, Seem ‘Em All (Plan) (Ex)
At 19th level, the wayfarer learns to extrapolate similarities between the creatures of the world. The wayfarer can spend one plan to gain the benefits of a favored enemy that he does not possess at +2 for one hour per class level. This counts as a [plan] talent to determine the number of plans the wayfarer can prepare.
This replaces improved quarry.
Master Scout (Ex)
At 20th level, the wayfarer becomes a master scout. The wayfarer becomes immune to the fatigued and exhausted conditions, and treats the severity of all weather effects as three steps lower when determining their effects. The wayfarer’s allies within 120 feet also gain the benefits of his favored terrain ability whenever the wayfarer is within his appropriate terrain.
This replaces master hunter.
Hunter’s Bonds
In place of the normal hunter’s bond options, rangers may select the following bonds.
Bond to the Land (Ex)
The ranger forms a connection with the land, allowing him and his allies to survive for longer. While the ranger is within his favored terrain, the ranger grants all allies within 120 feet that can see and hear him his favored terrain bonuses. This also allows his allies to leave no trail if they wish, making them unable to be tracked.
Forager (Ex)
At 4th level, the ranger gains the forage ability of a 1st-level courser.
Live off the Land (Ex)
At 4th level, the ranger gains 2 talents from either the Herbalism or Survivalism spheres in any combination, at least one of which must have the [utility] tag.
Surveyor (Ex)
At 4th level, the ranger gains 2 talents from either the Navigation or Study spheres in any combination, at least one of which must have the [utility] tag.
| Spheres of Guile by Drop Dead Studios | ||||
|---|---|---|---|---|
| Using Spheres of Guile | ||||
| Classes | ||||
| Advisor (DRS) | Agent | Conduit (DRS) | Courser | Envoy |
| Genius | Mastermind | Professional | ||
| Spheres | ||||
| Artifice | Bluster | Body Control | Communication | Faction |
| Herbalism | Infiltration | Investigation | Navigation | Performance |
| Spellhacking | Study | Subterfuge | Survivalism | Vocation |
| Other Rules | ||||
| Operative Feats | Operative Gear | Skill Rules | Trade Traditions | Running Guile Games |
| Get Spheres of Guile | ||||









