Feats
Feats
Feats by Category
ARCHETYPE FEATs
Beastmaster Dedication
Mature Beastmaster Companion
Nature's Precision
ELF FEATs
Elven Instincts
Elven Weapon Familiarity
GENERAL FEATs
Thorough Search
RANGER FEATs
Animal Companion
Greenwatch Initiate
Hunted Shot
Snap Shot
SKILL FEATs
Experienced Tracker
Spirit Speaker
Survey Wildlife
Survey Wildlife
Tame Animal
That's Not Natural!
Feats A-Z
Ranger
You gain the service of a young animal companion that travels with you and obeys simple commands. When you Hunt Prey, your animal companion gains the action's benefits and your
hunter's edge benefit if you have one.
PC1
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Archetype Dedication
You gain the service of a young animal companion that travels with you and obeys your commands. Contrary to the usual rules for animal companions, this feat can grant you a second
animal companion. If you ever have more than one animal companion, you gain the Call Companion action.
Certain beastmaster feats give you focus spells. When you gain your first beastmaster focus spell, you become trained in the spell attack modifier and spell DC statistics. Your key
spellcasting attribute for beastmaster archetype spells is Charisma, and they are primal spells. You can Refocus by feeding, playing with, or otherwise tending to an animal companion.
PC2
Elf
Your senses let you react rapidly. You gain a +2 circumstance bonus to Perception checks made as initiative rolls. Additionally, if your initiative roll result is tied with that of an opponent, you
go first, regardless of whether you rolled Perception or not.
LO: CG
Elf
You favor bows and other elegant weapons. You gain access to all uncommon weapons with the elf trait. You have familiarity with weapons with the elf trait plus longbows, composite
longbows, rapiers, shortbows, and composite shortbows - for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced
weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.
PC1
General Skill
Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you're a
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master in Survival, you don't take the –5 penalty. If you're legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll
whenever there are significant changes in the trail.
PC1
You become an expert in Survival and gain the Experienced Tracker and Survey Wildlife skill feats.
LO: IL
Flourish Ranger
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.
PC1
Archetype
All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities.
Your animal companion has greater independence. During an encounter, even if you don't use the Command an Animal action, your active animal companion can still use 1 action that round
on your turn to Stride or Strike. It can do this at any point during your turn, as long as you aren't currently taking an action. If it does, that's all the actions it gets that round - you can't
Command it later.
PC2
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Archetype
Prerequisites Beastmaster Dedication, animal companion with an agile or finesse unarmed attack
Your companions pick at an enemy's weak points. When your companion strikes a off-guard creature with an agile or finesse unarmed attack, it deals an additional 1d4 precision damage
(2d4 if the animal companion is specialized). If the companion already deals precision damage, combine the precision damage.
HotW
Ranger
You can 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.
PC1
Critical Success The spirit answers you truthfully. The spirit's answer is likely to be terse or cryptic compared to normal communication with an animal, and it can pertain only to things the
creature directly experienced or considered important. The spirit doesn't remember anything that happened more than 1 day ago.
Success As critical success, but the spirit doesn't recall anything that happened more than 1 hour ago.
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Failure The spirit doesn't answer you.
Critical Failure The spirit is wracked with misery or bewilderment and gives you an erroneous answer.
AP 175
General Skill
You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby,
based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall
Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you're a master in Survival, you don't take the penalty.
PC1
General Skill
You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby,
based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall
Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you're a master in Survival, you don't take the penalty.
PC1
To use this feat, choose a wild animal that isn't actively hostile to you and which isn't confined to an area smaller than its Speed in diameter (animals held in place or trapped are typically
too scared to be tamed). Attempt a Nature check against a DC determined by the GM; this is usually the animal's Will DC, but circumstances might adjust the precise DC. This attempt
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usually takes an hour, but you can perform it in 10 minutes if you have expert proficiency in Nature, 1 minute if you have master proficiency, or as a three-action activity if you have legendary
proficiency.
Critical Success You form a friendly bond with the animal. As long as it isn't starving, the animal won't attack you or creatures obviously allied with you, even if they're creatures the animal
would normally prey upon. This effect is permanent.
Success As critical success, but the effect lasts for 1 month. If you or an ally teach the animal a basic action during that time with the Train Animal skill feat, the effect is permanent.
Failure You fail to make any kind of meaningful impression on the animal.
Critical Failure The animal does its best to attack you and is immune to Tame Animal for 1 month.
AP 175
If you know the commune with nature ritual, you can use Survival as a primary or secondary check to resolve that ritual - if you do so, you gain a +2 circumstance bonus.
AP KM
General
You take your time searching to ensure you find everything. When Searching, you can take twice as long to search. Normally this means you Search at up to one quarter of your Speed, to a
maximum of 150 feet per minute to check everything, or 75 feet per minute to check everything before you walk into an area. If you do and the GM rolls your secret check to Seek to notice
something, you gain a +2 circumstance bonus to that Perception check and if you succeed, you get a critical success instead.
PC2
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