Baervans wanderer


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Ferret

Explorer
Baervan’s wanderer

The dry thud of metal on wood echoed mercilessly, through the woods. A small figure, crouching, the small-bodied gnome had hid behind the narrow-trunked pine tree, he pattered up into the tree following a small racoon, he jumped down and caught the axe.
“This is no place for a woodsman,” Spoke the Gnome, he had surprised the man, but no less then would a bear, it wouldn’t take long to work out the silly joke, he thought. He did flinch though, but a second later replied cockily, “Is this not a wood, and I not a man?”
“It is not your business here, you must leave,” He replied, Çade lay still in the tree; poised.
“Neither is….arghh,” Çade leapt down from the tree, and landed on the poor mans face, and scratched it, “Get the damn cat OFF!”
Torben blurred forward and stuck his leg round the man's thigh, then the man cascaded sideways, his leg gave way with a short crack, on the ground. Çade still scratched at the man's face and the man still squirmed. He pulled Çade off, and made short work of the knee, bandaged him up, the raccoon watching quizzically head tilted in wonder. After it was on a splint he cast a spell that sent the man asleep, and dragged him to the outskirts, making no effort to miss the large stones, and bumping the woodcutters head, Çade giggled.
Why do you care so much? Came the mental word from Çade, I will not stoop to the level of a kobold, He replied. The easiest root is not always the best. I am a wanderer of Baervan, remember?

Gnomish communities, how ever isolated, are not naive about all those that may want to remove there peaceful solace, a brand of scouts and warriors, often travelling with Scarlet squirrels, trained to protect the boundaries of their gnomish homes.

Requirements
BAB: +4
Climb: 6 ranks
Wilderness lore: 4 ranks
Gnome
Has Baervan Wildwanderer as patron deity
Has Raccoon as Animal companion

HD d8

Class Skills: The Baervan’s wanderer’s skills (and the key ability for each skill) are, Climb (Dex) Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intuit Direction (Wis), Knowledge (plants) (Int), Pick pocket(Dex, Trained) Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), Swim (Str), and Wilderness Lore (Wis).

Weapon and Armor Proficiency: A Baervan’s wanderer is proficient with all simple and martial weapons, light armor, medium armor, and shields, any oaths taken remain, barring claw bracers, which they gain proficiencies in.

Saves and BAB as Ranger

Lvls
1 Raccoon buddy, Wildshape 1/day
2 Trackless step, Scent
3 Swim, Slow fall 40ft.
4 Uncanny dodge, Wildshape 2/day
5 Paws faster then the eye, Wildshape (Medium), Uncanny cling
6 Alert, Slow fall 80ft.
7 Scamper, Wildshape 3/day
9 Vigilant
10 Slow fall Any, Wild shape (Dire)

--Class abilities

--Forest Buddy: If the character hasn't already attracted a familiar, he gains this new friend at first level. The Racoon familiar can be of any species appropriate to the area. Alternately, a DM may allow the character to gain a new racoon animal companion that does not count against the character's total of companions.

--Wildshape (Sp): The spell-like ability to Polymorph self into Tiny to small (But not a dire animal, see below) animal, and then return to the normal state, once per day. Although, only one form may be taken unlike the standard use of the spell. Hit points are regained, as stated in the spell description, as if he or she has rested for a day. Lastly, he or she cannot be disorientated as per the spell. At fifth level, s/he gains the ability to turn into a medium-sized creature, and at fifth, they may assume the shape of a dire animal.

--Trackless step (Ex): Starting at 2nd level, the Baervan’s wanderer no longer makes tracks and cannot be tracked in the wilderness.

--Scent (Ex): A normal Gnome’s nose can detect brimstone; a highly trained Nose can do far more. The Scent Special ability is gained as per the Monster manual.

--Swim (Ex): Taking after the raccoon, The wanderer, gains a swim speed of 20ft.

--Uncanny dodge (Ex): Ever alert is the Wanderer of Baervan, so he can no longer be caught unaware and lose his dex to ac, by being flat-footed.

--Paws faster then the eye (Ex): The BW Gains a +2 on their pickpocket skill, Granted by the time spent with there familiar.

--Uncanny cling (Ex): an expert at climbing, they now retain there dex mod to AC.

--Alert (Ex): Gaining more then the usual wizard from their familiar, they gain the feat Alertness, but this stacks with any other previous bonus, (The Baervan’s wanderer has the feat, the feat again from the familiar and this ability for an overall +6 bonus).

--Scamper (Ex): The raccoon pays back its friend by teaching him how to climb, and he gains a climb speed of 20ft.

--Vigilant (Ex): Ever wary and ready, the guardian of the leaf, gains an unnamed bonus to his or her initiative, of +2.

--Slow fall (Ex): As the talent of the raccoon is transferred, they gain the ability to slow the fall; when ever in the reach of a solid surface, to slow the fall by 40ft. then 80ft at 6th level then at 10th any distance. As well, they may roll 1d6X10 and stop after that much, holding on to the surface with a climb check.
 

Ferret

Explorer
Raccoon
Small Animal
Hit Dice:
1d8+1 (5 hp)
Initiative: +3 (Dex)
Speed: 30 ft, climb 20 ft, swim 20 ft
AC: 15 (+1 size, +3 Dex, +1 natural)
Attack: 2 claws +4 melee, bite -1 melee
Damage: Claw 1d3, bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Slow fall, scent, low-light vision
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 10, Dex 16, Con 13, Int 2, Wis 12, Cha 6
Skills: Climb +11, Listen +8, Spot +8, Swim +11
Feats: Weapon Finesse (claws, bite)
Climate/Terrain: Temperate forest
Organization: Solitary or den (male plus female and 1-2 young)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)

The most distinguishable characteristics of the raccoon are its black mask across the eyes and bushy tail with anywhere from four to ten black rings. The forepaws resemble slender human hands and make the raccoon unusually dextrous. Both their forepaws and hindpaws have five toes. Coloration varies with habitat, but tends to range from grey to reddish brown to buff.

The raccoon's body is stocky and generally weighs from 13-15 pounds; weight varies with habitat and region as well. Males are usually heavier than females, but the difference is often indistinguishable. Raccoons' body length ranges from 2 feet to 3 1/2 feet.

COMBAT
Raccoons attack with their forepaws and teeth.

Slow Fall (Ex): A raccoon that is within arm's reach (or forepaw's reach if you prefer) of a solid surface (wall, tree, etc) can use the surface to slow its descent. The raccoon takes damage as if the fall were 30 feet shorter that it actually is.

Skills: Raccoons receive a +4 racial bonus to Listen and Spot checks.

ACTIVITY/ECOLOGY
Raccoons are nocturnal and seldom active in the daytime. During extremely cold, snowy periods, raccoons have been observed sleeping for long periods at a time, but do not hibernate. Primarily a solitary animal, the only real social groups raccoons form are that of mother and young. Although, occasionally a male may stay with a female for a month prior to breeding and until after the birth of their young.

Raccoons have a highly developed tactile sense. Their human-like forepaws are especially sensitive and enable the raccoon to handle and pry open prey and climb with ease. With their fine sense of hearing, raccoons are also especially alert. Similarly, raccoons have excellent night vision. Their common gait is a shuffle like walk; however, they are able to reach speeds of 15 miles per hour on the ground. Raccoons climb with great agility and are not bothered by a drop of just over 10 times their own length.

As well as being excellent climbers, raccoons are also strong swimmers, which is beneficial to an animal that often lives near water. However, they are reluctant to swim; without waterproof fur, swimming forces them to take on extra weight. Raccoons don't travel any farther than necessary; they travel only far enough to meet the demands of their appetites.

Dire Raccoon
Medium sized Animal
Hit Dice:
3d8+6 (13 hp)
Initiative: +3 (Dex)
Speed: 30 ft, climb 20 ft, swim 20 ft
AC: 17 (+1 size, +3 Dex, +3 natural)
Attack: 2 claws +4 melee, bite -1 melee
Damage: Claw 1d4+2, bite 1d6 +3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Slow fall, scent, low-light vision
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills: Climb +11, Listen +8, Spot +8, Swim +11
Feats: Weapon Finesse (claws, bite)
Climate/Terrain: Temperate forest
Organization: Solitary or den (male plus female and 1-2 young)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-9 HD (Medium)

The most distinguishable characteristics of the raccoon are its black mask across the eyes and bushy tail with anywhere from four to ten black rings. The forepaws resemble slender human hands and make the raccoon unusually dextrous. Both their forepaws and hindpaws have five toes. Coloration varies with habitat, but tends to range from grey to reddish brown to buff.

The raccoon's body is stocky and generally weighs from 39-45 pounds; weight varies with habitat and region as well. Males are usually heavier than females, but the difference is often indistinguishable. Raccoons' body length ranges from 3 feet to 4 1/2 feet.

Although its cousins may be timid, the larger and fiercer version is rough even in dire context.

COMBAT
Raccoons attack with their forepaws and teeth.

Slow Fall (Ex): A raccoon that is within arm's reach (or forepaw's reach if you prefer) of a solid surface (wall, tree, etc) can use the surface to slow its descent. The raccoon takes damage as if the fall were 30 feet shorter that it actually is.

Skills: Raccoons receive a +4 racial bonus to Listen and Spot checks.
 



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