Rangers and Half elves in Atherdain
Apr 9, 2016 13:39:35 GMT -5
Admin Pete, robkuntz, and 1 more like this
Post by bestialwarlust on Apr 9, 2016 13:39:35 GMT -5
I created this variant of the Ranger class a while a ago as I wasn't completely happy with the spell casting ranger from SR/1ed. For players that wanted a specific ranger class I created this. Consequently I also made a decision that there would be no such race as half elves, instead the ranger class is what other humans refer to those that follow it as half elf --- Humans that are wannabe elves. So among the many communities this is used as an insult to those who leave for a time to be trained by an elf or other ranger mentor.
The Ranger
Prime Requisite: Constitution
There are outdoorsman and then there are rangers. The ranger is the ultimate woodsman and outdoorsman. Rangers can use all melee and missile weapons as a Fighter, and can wear any armor, though they usually prefer leather for ease of mobility. Rangers prefer to travel light for ease of wilderness survival most will only keep enough money for when they visit local towns and villages. They have use of all weapons and light armors and use the fighter attack progression. A ranger can wear chain but looses all stealth benefits.
Tracking and Wilderness Lore At 1st level and thereafter all rangers gain an almost supernatural ability to track. Whether going down a normal passage or in the wilderness the ranger can follow signs left behind on a 4 in 6 chance (3+), with tracks that are over a week old the chance drops to 2 in 6 (5+). Rangers also have exceptional wilderness survival and can survive on 1/2 the rations of other classes for up to 14 days without threatening consequences. For each ranger level gained, the character can last an additional day without harm.
Giant Slayer/Goblin Against giant class creatures (ogres, etc..) and goblinoid (orcs, goblins, hobgoblins and bugbears) rangers do one extra die to damage rolls against those creatures.
Advanced Bow Combat and Wilderness Combat Starting at 3rd level a ranger can split move and fire with a bow (as the elf). They can also fire into melee with only a 1 in 20 chance of hitting random target on a miss. Using camouflage a ranger can become invisible in natural surroundings and remain so until he attacks.
Spell Like Abilities starting at 5th level rangers have developed abilities that appear magical at times.
1. A ranger can neutralize poison as long as the ranger is in a familiar wilderness area the ranger can gather plants to remove the effects of any poison(Herbs can be found on a roll of 3+ or changed due to referee discretion).
2. When moving alone or with other rangers in a wilderness setting they can pass without trace. Leaving no sign of their presence.
3. They cannot be surprised by others in the wilderness. In dungeons, they can only be surprised on a roll of 1.
The Ranger
Prime Requisite: Constitution
There are outdoorsman and then there are rangers. The ranger is the ultimate woodsman and outdoorsman. Rangers can use all melee and missile weapons as a Fighter, and can wear any armor, though they usually prefer leather for ease of mobility. Rangers prefer to travel light for ease of wilderness survival most will only keep enough money for when they visit local towns and villages. They have use of all weapons and light armors and use the fighter attack progression. A ranger can wear chain but looses all stealth benefits.
Tracking and Wilderness Lore At 1st level and thereafter all rangers gain an almost supernatural ability to track. Whether going down a normal passage or in the wilderness the ranger can follow signs left behind on a 4 in 6 chance (3+), with tracks that are over a week old the chance drops to 2 in 6 (5+). Rangers also have exceptional wilderness survival and can survive on 1/2 the rations of other classes for up to 14 days without threatening consequences. For each ranger level gained, the character can last an additional day without harm.
Giant Slayer/Goblin Against giant class creatures (ogres, etc..) and goblinoid (orcs, goblins, hobgoblins and bugbears) rangers do one extra die to damage rolls against those creatures.
Advanced Bow Combat and Wilderness Combat Starting at 3rd level a ranger can split move and fire with a bow (as the elf). They can also fire into melee with only a 1 in 20 chance of hitting random target on a miss. Using camouflage a ranger can become invisible in natural surroundings and remain so until he attacks.
Spell Like Abilities starting at 5th level rangers have developed abilities that appear magical at times.
1. A ranger can neutralize poison as long as the ranger is in a familiar wilderness area the ranger can gather plants to remove the effects of any poison(Herbs can be found on a roll of 3+ or changed due to referee discretion).
2. When moving alone or with other rangers in a wilderness setting they can pass without trace. Leaving no sign of their presence.
3. They cannot be surprised by others in the wilderness. In dungeons, they can only be surprised on a roll of 1.