Difference between revisions of "Ranger"

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===Favored Terrain===
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Revision as of 20:57, 18 February 2014

Ranger01.jpg
The Ranger
Common Roles Adventurer, bandit, bodyguard, bounty hunter, freedom fighter, guide, mercenary, scout, soldier, templar, trainer
Common Races Humans, Egalrin, Giantborn, Oruch, sith'makar, Mul'niessa, Llyranesi, Sylvanori, half-elves (all)
Influencial Faiths Gilead, Dana, The Green Word (faith that places Dana and Gilead at its center)
Common Organizations Some rangers become members of the Ygdrassil Union, or look to groups associated with a particular faith (particularly Gilead or Dana), though many others prefer to strike out on their own.
Pathfinder Rules for Ranger

Rangers might come from similar backgrounds as barbarians and druids, being prominent among societies that still embrace rural activity and a more rustic way of thinking. Even among civilized and modernized lands there is a need for those capable of navigating the wild and maintaining the delicate balance between nature and advancement so that roads are kept safe and exploiters do not abuse the land. Some even make their home in urban environments, acting as trackers and bounty hunters or serving as scouts and infiltrates into enemy lands.

Ranger02.jpg

Many rangers are followers of Gilead the Hunter. They come from a variety of origins, though a great number come from the great expanse of the Vast, the rolling central plains lands that are home to all manner of exotic creatures and threats both of the world and from other worlds. Here they punish poachers as well as protect settlements from dangerous creatures that have found their way to the world through one of the Vast's many broken planar walls.

Rangers have a similar outlook to druids, although some Rangers are simply men and women trained to survive, hunt and track in the wild. These Rangers may go their entire lives without ever casting a divine spell but other Rangers may learn to listen to the whispering words of the Ygdrassil Union and to call upon its magic and the spirit of the wilderness. Like Druids, a deity in terms of divine magic does not limit them but instead they tap into the natural magic of the world that was given life and embodiment many ages ago.

Ranger

Role: Rangers are deft skirmishers, either in melee or at range, capable of skillfully dancing in and out of battle. Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable against all manner of enemies.

Alignment: Any.

Hit Die: d10.

Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

The Ranger
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
  1st 2nd 3rd 4th
1st +1 +2 +2 +0 1st favored enemy, track, wild empathy
2nd +2 +3 +3 +0 Combat style feat
3rd +3 +3 +3 +1 Endurance, 1st favored terrain
4th +4 +4 +4 +1 Hunter's bond 0
5th +5 +4 +4 +1 2nd favored enemy 1
6th +6/+1 +5 +5 +2 Combat style feat 1
7th +7/+2 +5 +5 +2 Woodland stride 1 0
8th +8/+3 +6 +6 +2 Swift tracker, 2nd favored terrain 1 1
9th +9/+4 +6 +6 +3 Evasion 2 1
10th +10/+5 +7 +7 +3 3rd favored enemy, combat style feat 2 1 0
11th +11/+6/+1 +7 +7 +3 Quarry 2 1 1
12th +12/+7/+2 +8 +8 +4 Camouflage 2 2 1
13th +13/+8/+3 +8 +8 +4 3rd favored terrain 3 2 1 0
14th +14/+9/+4 +9 +9 +4 Combat style feat 3 2 1 1
15th +15/+10/+5 +9 +9 +5 4th favored enemy 3 2 2 1
16th +16/+11/+6/+1 +10 +10 +5 Improved evasion 3 3 2 1
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight 4 3 2 1
18th +18/+13/+8/+3 +11 +11 +6 4th favored terrain, combat style feat 4 3 2 2
19th +19/+14/+9/+4 +11 +11 +6 Improved quarry 4 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 5th favored enemy, master hunter 4 4 3 3

Class Features

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.

The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Styles

In addition to the combat styles available in Core, Tenebrae offers the following additional styles: Gunnery (see below), Crossbow, Mounted Combat, Natural Weapon, Two-Handed Weapon, Weapon and Shield


Gunnery Combat Style

2nd Level – Deadly Aim, Focused Shot, Precise Shot, Rapid Reload
6th Level – Vital Strike, Improved Precise Shot, Firearm Mastery
10th Level – Improved Vital Strike, Shot on the Run

Favored Enemies

Ranger Favored Enemies
Type (subtype) Type (subtype) Type (subtype) Type (subtype)
Aberration Humanoid (giant) Humanoid (shapechanger) Outsider (fire)
Animal Humanoid (goblinoid) Magical beast Outsider (good)
Construct Humanoid (gnoll) Monstrous humanoid Outsider (lawful)
Dragon Humanoid (gnome) Ooze Outsider (native)
Fey Humanoid (halfling) Outsider (air) Outsider (water)
Humanoid (aquatic) Humanoid (human) Outsider (chaotic) Plant
Humanoid (dwarf) Humanoid (orc) Outsider (earth) Undead
Humanoid (elf) Humanoid (reptilian) Outsider (evil) Vermin

Favored Terrain

Ranger Favored Terrain
Terrain (examples)
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Planes (pick one, other than Material Plane)
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)

Animal Companions

Additional animal companions are available, as well as the feat, Natural Bond (think Boon Companion). The ranger may use the full druid's list as well as house offerings, so long as they're justified in background and so forth. Finally, a ranger with the mounted combat style is able to use his or her ties with the natural world to craft a token. This token has the following abilities, and only applies to rangers with the mounted combat combat style:

In addition, upon gaining the service of their mount, a ranger may craft a special token. The Token is usually a clasp, though it may be any ornate object worn upon the ranger's body. This represents the ranger's tie to the natural world, yet also has an additional property. By concentrating on the Token, the ranger may ask the earth below and sky above to bring his mount to his side as a full round action. This ability is the equivalent of a spell of a level equal to one-third the ranger's level. The mount immediately appears adjacent to the ranger. A ranger can use this ability once per day at 1st level, and one additional time per day for every 4 levels thereafter, for a total of five times per day at 17th level.
A Token is bonded to the ranger and his mount. Should the ranger receive a new mount, he must realign the Token as part of a ritual that takes 24 hours. Should the Token be lost or stolen, a similar ritual may be performed, again taking 24 hours to enact. Any masterwork item bearing the symbol of the natural world may be forged into a Token via this method. Only one Token may be in existance at one time.

Starting Kits

Concept Attributes Feats and Skills Notes
Woodland Tracker Dex 16+, Wisdom 14+ Key Feats: Point Blank Shot, Precise Shot, Rapid Shot

Recommended Feats: Deadly Aim, Improved Precise Shot

Key Skills: Perception, Survival, Stealth, Knowledge/Nature

Recommended Skills: Handle Animal

You are the shadow of the woods, the hunter of beast and man alike. Your combat style is archery, and your tracking skills are second to none. You also have knowledge of plants and animals, and can find food, water and shelter easily in the wild.

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