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<blockquote data-quote="Arkhandus" data-source="post: 2931141" data-attributes="member: 13966"><p><strong>Aurelian Ranger</strong></p><p></p><p><span style="font-size: 12px"><em><strong><span style="color: Green">The Ranger</span></strong></em></span></p><p></p><p>Rangers are warriors of the wilderness who specialize in hunting game, monsters, and enemy humanoids. They make good scouts, spies, and sentinels as well. Rangers gradually develop a strong enough bond with nature to acquire some animal companions and minor spells similar to a druid's. They are fairly skilled with a few weapons and fighting styles, as well as being able to move quickly and easily through natural terrain.</p><p></p><p>A ranger is often good at dealing with animals and surviving in harsh wilderness conditions. Many rangers are drawn by a desire for revenge or justice against certain kinds of creature that have hurt the ranger or people close to him or her. However, some rangers are just very comfortable in the wild and prefer nature's company over that of other people, only associating with fey, treants, animals, unicorns, or their ilk.</p><p></p><p><strong><span style="color: Red">Races:</span></strong> Rangers are especially common amongst elves, half-elves, hengeyokai, and thri-kreen, and slightly common amongst humans, half-orcs, aeragi, korobokuru, and aratz-kreen. Rangers are well respected amongst elvenkind, generally regarded as champions of nature and elven interests therein, one of the most prominent forces protecting elven lands against incursion, and hunting down defilers of nature. Hengeyokai take naturally to the lifestyle of a ranger, and have no problem being loners or members of a tight-knit 'pack'. Thri-kreen are consummate hunters by their very nature.</p><p></p><p>Rangers are uncommon among endari and firagi, serving important scouting and sentry roles in those races' military castes. Nezumi, vanara, spiritfolk, and harrow sprites are occasionally rangers. Orcs and halflings have a slightly less-than-rare profusion of rangers amongst them. Amongst the monstrous and less-civilized races, rangers are reasonably common only with gnolls, lizardfolk, sahuagin, merfolk, locathah, and kuo-toa. Few rangers arise amongst the other races.</p><p></p><p><strong><span style="color: Red">Other Classes:</span></strong> Rangers are more likely than most other folk to be loners and wanderers, but some rangers do choose to work with other folks regularly. Most prefer just the company of animals and the occasional fellow ranger, as well as enjoying the rare companionship of fey. Of course, not all rangers are nice or decent folk, and rangers are only slightly less common amongst evil folk than they are amongst good folk.</p><p></p><p>In general, rangers prefer traveling and fighting alongside other rangers, as well as druids, barbarians, and shamans, who all tend to share a closeness with nature and personal concerns, rather than a love for cities or meddling in other people's affairs. Many rangers appreciate the quiet and resolute strength of monks, sohei, and most psions, as well as respecting those individuals' self-reliance. Bards and rogues are more-favorable comrades for the few social rangers, but greatly irritating to solemn rangers.</p><p></p><p>Rangers usually clash with paladins, clerics, samurai, and shugenja, who grate on the rangers' nerves with their stubborn idealism, arrogance, preaching and harping, or commanding nature. Elven, half-elven, endari, thri-kreen, and aratz-kreen rangers are the only kinds to regularly work in teams with fellow rangers or other folk.</p><p></p><p></p><p><em><span style="font-size: 10px"><span style="color: Blue"><u><strong>Game Rule Information</strong></u></span></span></em></p><p>Rangers have the following game statistics.</p><p><strong><span style="color: Red">Abilities:</span></strong> Dexterity is important for a ranger because rangers tend to wear light armor and several ranger skills are based on Dexterity. Strength is important for them because rangers frequently get involved in archery or close combat. Several ranger skills are based on Wisdom, and eventually a Wisdom score of 14 or higher is needed if the ranger intends to access the most powerful spells of this class. A Wisdom of 11 or higher is required if the character is to cast any ranger spells at all.</p><p><strong><span style="color: Red">Alignment:</span></strong> Any.</p><p><strong><span style="color: Red">Hit Die:</span></strong> d8.</p><p></p><p><em><span style="font-size: 10px"><span style="color: Blue"><u><strong>Class Skills</strong></u></span></span></em></p><p>The ranger’s class skills (and the key ability for each skill) are Animal Empathy (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all creature lore skills, taken individually) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).</p><p><strong><span style="color: Red">Skill Points at 1st Level:</span></strong> (6 + Int modifier) x 4.</p><p><strong><span style="color: Red">Skill Points at Each Additional Level:</span></strong> 6 + Int modifier.</p><p></p><p><em><span style="font-size: 10px"><span style="color: Blue"><u><strong>Class Features</strong></u></span></span></em></p><p>All of the following are class features of the ranger.</p><p>[sblock]<strong><span style="color: Red">Weapon and Armor Proficiency:</span></strong> A ranger is proficient with all simple and martial weapons, light and medium armors, and shields.</p><p></p><p><strong><span style="color: Red">Spells:</span></strong> Beginning at 4th-level, a ranger gains the ability to cast a small number of divine spells. To cast a spell, the ranger must have a Wisdom score of at least 10 + the spell’s level, so a ranger with a Wisdom of 10 or lower cannot cast these spells. Ranger bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier.</p><p></p><p>When the ranger gets 0 spells of a given level, such as 0 1st-level spells at 4th-level, the ranger gets only bonus spells. A ranger without a bonus spell for that level cannot yet cast a spell of that level. A ranger has access to any spell on the Ranger Spell List and can freely choose which to prepare. A ranger prepares and casts spells just as a cleric does (though the ranger cannot spontaneously cast cure or inflict spells), but any divine focus required for their spells is a piece of holly or mistletoe, as per a druid. Through 3rd-level, the ranger has no caster level. Starting at 4th-level, a ranger’s caster level is one-half his class level. Rangers do not count as having any spells from this class until 4th-level.</p><p></p><p><strong><span style="color: Red">Chaotic, Evil, Good, and Lawful Spells:</span></strong> A ranger cannot cast spells of an alignment opposed to his own, from this class. For example, a neutral good ranger cannot cast Evil spells. Spells associated with Chaos, Evil, Good, and Law are identified as such next to their school of magic, in the spell description.</p><p></p><p><strong><span style="color: Red">Track:</span></strong> The ranger gains Track as a bonus feat at 1st-level.</p><p></p><p><strong><span style="color: Red">Favored Enemy:</span></strong> At 1st-level, a ranger may select a type of creature (dragons, giants, goblinoids, undead, etc.), as a favored enemy (a ranger can only select his own race as a favored enemy if he is evil). Due to his extensive study of his foes and training in the proper techniques for combating them, the ranger gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of creature.</p><p></p><p>Likewise, he gets the same bonus to attack rolls against creatures of this type, and to Armor Class against attacks by creatures of this type; the bonus to AC counts as a dodge bonus. Lastly, he gets the same bonus to weapon, unarmed, natural weapon, and grapple check damage rolls against creatures of this type. However, the bonus to attack and damage rolls with ranged weapons (and to attack with all ranged attacks) is only effective up to 30 feet, for the ranger cannot strike with deadly enough accuracy beyond that range. The bonus to damage doesn’t apply against creatures who are immune to critical hits.</p><p></p><p>At 5th-level and at every four levels thereafter (9th, 13th, and 17th level), the ranger may select a new favored enemy, and the bonus associated with every previously selected favored enemy goes up by +1. For example, a 13th-level ranger will have four favored enemies, with bonuses of +4, +3, +2, and +1.</p><p></p><p>Favored enemies can be chosen from the following: Aberrations, Animals, Beasts, Constructs, Dragons, Elementals, Fey, Giants, Humanoids, Magical Beasts, Monstrous Humanoids, Oozes, Outsiders, Plants, Shapechangers, Undead, and Vermin. In the cases of Humanoids and Outsiders, a specific subtype of Humanoid or Outsider must be chosen; for instance, goblinoids, humans, orcs, reptilian humanoids, baatezu, or tanar’ri; thus, Humanoid and Outsider can each be chosen several times, selecting a different type of Humanoid or Outsider each time.</p><p></p><p></p><p><strong><span style="color: Red">Ranger Talent:</span></strong> Rangers may sometimes learn or develop a minor fighting technique or survival skill by focusing less effort on training to fight their most bitter foes. Thus, at 5th-level or higher in this class, any time the ranger would gain a new Favored Enemy from this class, he may choose to forego that new Favored Enemy and the associated increase in previous Favored Enemy bonuses. Any time the ranger takes this option, he gains instead a special Ranger Talent from amongst the following, but no particular Ranger Talent may be taken more than once:</p><p></p><p><em><span style="color: Blue"><strong>Aquatic Scavenger:</strong></span></em> Rangers possessing this talent are skilled at finding things in underwater environments, and at surviving underwater. They receive a +2 bonus on Swim skill checks, and on Search or Wilderness Lore checks for aquatic and marsh environments.</p><p></p><p><em><span style="color: Blue"><strong>Arboreal Scout:</strong></span></em> This talent represents skill and experience in tree-climbing and woodland exploration, and provides the ranger with a +2 bonus on Climb skill checks involving ropes, vines, trees, ladders, trellises, and similar plants or objects. In addition, the ranger enjoys a +2 bonus on all Jump checks. He or she gets a +2 bonus on Intuit Direction checks in forest or marsh environments, and may use the skill untrained in such places.</p><p></p><p><em><span style="color: Blue"><strong>Arrow Dodger:</strong></span></em> Rangers with this quality are more practiced at evading projectiles, receiving a +1 dodge bonus to Armor Class against ranged attacks. This dodge bonus is lost when the ranger is immobilized or denied a Dexterity bonus to AC.</p><p></p><p><em><span style="color: Blue"><strong>Beast Wrestler:</strong></span></em> A ranger possessing this talent has learned to more effectively grapple with creatures that don't possess a humanoid shape. When fighting a creature of non-humanoid shape, the ranger gets a +3 bonus on grapple checks against that creature, and on the melee touch attack roll to grab such a creature for purposes of initiating a grapple.</p><p></p><p><em><span style="color: Blue"><strong>Deep Diver:</strong></span></em> The ranger with this talent is well-practiced at making long, deep dives underwater and swimming for extended periods of time. He or she receives a +4 bonus on Constitution checks to hold his or her breath. The ranger also enjoys a +2 bonus on checks to continue swimming, running, or making a hard march, and to resist fatigue from it. The +2 bonus also applies on Fortitude saves to avoid damage from deep-water pressure.</p><p></p><p><em><span style="color: Blue"><strong>Dual Defense:</strong></span></em> Rangers with this ability get a +2 bonus on disarm attempts when wielding two weapons or a double weapon. If you are wielding two weapons or a double weapon when an opponent attacks you in melee with a weapon, they provoke an attack of opportunity from you if their attack misses by 1, 2, or 3 points. The normal limits to your number of attacks of opportunity per round and per enemy still apply. If you do take this attack of opportunity, it must be a disarm attempt against the weapon that was used against you.</p><p></p><p><em><span style="color: Blue"><strong>Dual Wielding:</strong></span></em> The ranger with this ability gets a +1 bonus on attack rolls when attacking with two weapons or with both ends of a double weapon, and a further +1 bonus on any threat confirmation rolls when attacking in that manner.</p><p></p><p><em><span style="color: Blue"><strong>Hunter's Guile:</strong></span></em> A ranger with Hunter's Guile is more clever in the use of certain hunting tactics. He or she gets a +1 bonus on Hide, Move Silently, and Wilderness Lore checks, as well as dealing +1 damage with ranged weapons against foes who are immobilized or denied a Dexterity bonus to AC against the ranger. The bonus damage is multiplied normally if a critical hit is scored, when applicable.</p><p></p><p><em><span style="color: Blue"><strong>Improved Instincts:</strong></span></em> Rangers with this quality have slightly sharper instincts, giving them a +2 bonus to Initiative, and a +1 bonus on Reflex saving throws.</p><p></p><p><em><span style="color: Blue"><strong>Mountain Man:</strong></span></em> A ranger who gains this talent is quite at home in mountainous regions and other difficult terrain. They gain +1 on Balance and Climb skill checks, and always have the option to take 10 on such skill checks regardless of threats, distractions, or rushing. Balance becomes a ranger class skill for the character at that level onward.</p><p></p><p><em><span style="color: Blue"><strong>Parting Shot:</strong></span></em> This Ranger Talent allows the character to make a single ranged attack with a weapon as a free action immediately after completing a run action. The ranger must already have the weapon in hand, and loaded if necessary, before making this attack. This attack is made at the ranger's full Base Attack Bonus, but with a -5 penalty on the attack roll.</p><p></p><p><em><span style="color: Blue"><strong>Precision Attack:</strong></span></em> The Precision Attack ability allows the ranger to strike opponents more carefully for greater effect and accuracy. When this ability is gained, however, the ranger must choose a single weapon to apply Precision Attack with. Only manufactured types of weapons may be chosen, such as the trident or the composite shortbow. With the chosen type of weapon, the ranger gets +1 on the attack roll and deals +1d4 damage if successful, when attacking as a standard action or partial action.</p><p></p><p>Also, if the ranger has a high enough Base Attack Bonus to normally have one or more iterative attacks during a full-attack action, then the ranger may be able to use Precision Attack during that full-attack action. Doing so relinquishes all attacks the ranger would have otherwise received from that full-attack action, except for the first attack, which gets +2 on the attack roll and deals +2d4 points of damage if successful. The bonuses on a full-attack become +3 attack and +3d4 damage instead if the ranger would normally have received four or more attacks from Base Attack Bonus alone.</p><p></p><p>In any case, Precision Attack only functions against foes within 30 feet, its damage bonus is not multiplied on a critical hit, and the bonus damage is ineffective against any targets that are immune to critical hits. Using the Precision Attack ability is a special standard action attack or a special full-attack action as appropriate, so it may not be useable alongside certain other special attacks.</p><p></p><p><em><span style="color: Blue"><strong>Ranged Menace:</strong></span></em> The ranger who possesses this talent is quite skilled at striking vital points from a distance. He or she gains +2 on threat confirmation rolls for ranged attacks.</p><p></p><p><em><span style="color: Blue"><strong>Resourcefulness:</strong></span></em> A ranger with this special ability gets a +3 bonus on a saving throw or skill check once per day, declared immediately before attempting the roll. The exception is that Resourcefulness cannot be applied to any Constitution-based, Intelligence-based, or Wisdom-based skill checks.</p><p></p><p><em><span style="color: Blue"><strong>Rugged Survivalist:</strong></span></em> A ranger possessing this talent has trained to be especially tough. He or she gains a +1 bonus on Fortitude saving throws and Constitution checks (but not Constitution-based checks), as well as +4 to his or her maximum hit points.</p><p></p><p><em><span style="color: Blue"><strong>Savvy Spelunker:</strong></span></em> Rangers who gain this ability are skilled at finding their way underground and surviving there. They receive a +2 bonus on Intuit Direction and Wilderness Lore checks in underground environments, including the Elemental Plane of Earth. These skills may be used untrained in underground environments by the ranger. Furthermore, the ranger gets a +2 bonus on all Climb skill checks.</p><p></p><p><em><span style="color: Blue"><strong>Shady Seeker:</strong></span></em> With this talent, the ranger gets a +1 bonus on all checks with the skills Bluff, Gather Information, Intimidate, and Sense Motive. Also, for this level only, the ranger treats those as class skills for the sole purpose of purchasing ranks with skill points, not for maximum rank or other purposes.</p><p></p><p><em><span style="color: Blue"><strong>Sun Strider:</strong></span></em> Rangers with this talent are experienced in surviving amid hot, desert terrain and adapting to it. The ranger gains +2 on Wilderness Lore checks in warm desert, warm mountains, warm hills, and temperate desert environments. He or she also receives a +1 bonus on Constitution checks to resist the effects of starvation or dehydration. The ranger also gains Fire Resistance 2 as an extraordinary ability, suffering 2 points less fire damage per round.</p><p></p><p><em><span style="color: Blue"><strong>Tundra Stalker:</strong></span></em> This talent provides the ranger with greater skill in surviving amidst arctic and sub-arctic environments, as well as wintry seasons in warmer climes. The ranger gains +2 on Wilderness Lore checks in cold-climate environments and in winter seasons elsewhere. He or she gains Cold Resistance 2 as an extraordinary ability, suffering 2 points less cold damage per round.</p><p></p><p><em><span style="color: Blue"><strong>Watchful Guardian:</strong></span></em> Those who possess this Ranger Talent gain +1 on all Listen and Spot skill checks, and also receive a +1 bonus on Will saving throws.</p><p></p><p><em><span style="color: Blue"><strong>Whirling Dervish:</strong></span></em> When a ranger with this talent uses the fighting defensively option, he or she suffers only a -1 penalty on attack rolls from that option if he or she is wielding two weapons or a double weapon.[/sblock]</p><p>Remainder of the Ranger's stats and details will be in the next post. Maximum post length is apparently too short to fit the entire class.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 2931141, member: 13966"] [b]Aurelian Ranger[/b] [SIZE=3][I][B][COLOR=Green]The Ranger[/COLOR][/B][/I][/SIZE] Rangers are warriors of the wilderness who specialize in hunting game, monsters, and enemy humanoids. They make good scouts, spies, and sentinels as well. Rangers gradually develop a strong enough bond with nature to acquire some animal companions and minor spells similar to a druid's. They are fairly skilled with a few weapons and fighting styles, as well as being able to move quickly and easily through natural terrain. A ranger is often good at dealing with animals and surviving in harsh wilderness conditions. Many rangers are drawn by a desire for revenge or justice against certain kinds of creature that have hurt the ranger or people close to him or her. However, some rangers are just very comfortable in the wild and prefer nature's company over that of other people, only associating with fey, treants, animals, unicorns, or their ilk. [B][COLOR=Red]Races:[/COLOR][/B] Rangers are especially common amongst elves, half-elves, hengeyokai, and thri-kreen, and slightly common amongst humans, half-orcs, aeragi, korobokuru, and aratz-kreen. Rangers are well respected amongst elvenkind, generally regarded as champions of nature and elven interests therein, one of the most prominent forces protecting elven lands against incursion, and hunting down defilers of nature. Hengeyokai take naturally to the lifestyle of a ranger, and have no problem being loners or members of a tight-knit 'pack'. Thri-kreen are consummate hunters by their very nature. Rangers are uncommon among endari and firagi, serving important scouting and sentry roles in those races' military castes. Nezumi, vanara, spiritfolk, and harrow sprites are occasionally rangers. Orcs and halflings have a slightly less-than-rare profusion of rangers amongst them. Amongst the monstrous and less-civilized races, rangers are reasonably common only with gnolls, lizardfolk, sahuagin, merfolk, locathah, and kuo-toa. Few rangers arise amongst the other races. [B][COLOR=Red]Other Classes:[/COLOR][/B] Rangers are more likely than most other folk to be loners and wanderers, but some rangers do choose to work with other folks regularly. Most prefer just the company of animals and the occasional fellow ranger, as well as enjoying the rare companionship of fey. Of course, not all rangers are nice or decent folk, and rangers are only slightly less common amongst evil folk than they are amongst good folk. In general, rangers prefer traveling and fighting alongside other rangers, as well as druids, barbarians, and shamans, who all tend to share a closeness with nature and personal concerns, rather than a love for cities or meddling in other people's affairs. Many rangers appreciate the quiet and resolute strength of monks, sohei, and most psions, as well as respecting those individuals' self-reliance. Bards and rogues are more-favorable comrades for the few social rangers, but greatly irritating to solemn rangers. Rangers usually clash with paladins, clerics, samurai, and shugenja, who grate on the rangers' nerves with their stubborn idealism, arrogance, preaching and harping, or commanding nature. Elven, half-elven, endari, thri-kreen, and aratz-kreen rangers are the only kinds to regularly work in teams with fellow rangers or other folk. [I][SIZE=2][COLOR=Blue][U][B]Game Rule Information[/B][/U][/COLOR][/SIZE][/I] Rangers have the following game statistics. [B][COLOR=Red]Abilities:[/COLOR][/B] Dexterity is important for a ranger because rangers tend to wear light armor and several ranger skills are based on Dexterity. Strength is important for them because rangers frequently get involved in archery or close combat. Several ranger skills are based on Wisdom, and eventually a Wisdom score of 14 or higher is needed if the ranger intends to access the most powerful spells of this class. A Wisdom of 11 or higher is required if the character is to cast any ranger spells at all. [B][COLOR=Red]Alignment:[/COLOR][/B] Any. [B][COLOR=Red]Hit Die:[/COLOR][/B] d8. [I][SIZE=2][COLOR=Blue][U][B]Class Skills[/B][/U][/COLOR][/SIZE][/I] The ranger’s class skills (and the key ability for each skill) are Animal Empathy (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all creature lore skills, taken individually) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis). [B][COLOR=Red]Skill Points at 1st Level:[/COLOR][/B] (6 + Int modifier) x 4. [B][COLOR=Red]Skill Points at Each Additional Level:[/COLOR][/B] 6 + Int modifier. [I][SIZE=2][COLOR=Blue][U][B]Class Features[/B][/U][/COLOR][/SIZE][/I] All of the following are class features of the ranger. [sblock][B][COLOR=Red]Weapon and Armor Proficiency:[/COLOR][/B] A ranger is proficient with all simple and martial weapons, light and medium armors, and shields. [B][COLOR=Red]Spells:[/COLOR][/B] Beginning at 4th-level, a ranger gains the ability to cast a small number of divine spells. To cast a spell, the ranger must have a Wisdom score of at least 10 + the spell’s level, so a ranger with a Wisdom of 10 or lower cannot cast these spells. Ranger bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the ranger gets 0 spells of a given level, such as 0 1st-level spells at 4th-level, the ranger gets only bonus spells. A ranger without a bonus spell for that level cannot yet cast a spell of that level. A ranger has access to any spell on the Ranger Spell List and can freely choose which to prepare. A ranger prepares and casts spells just as a cleric does (though the ranger cannot spontaneously cast cure or inflict spells), but any divine focus required for their spells is a piece of holly or mistletoe, as per a druid. Through 3rd-level, the ranger has no caster level. Starting at 4th-level, a ranger’s caster level is one-half his class level. Rangers do not count as having any spells from this class until 4th-level. [B][COLOR=Red]Chaotic, Evil, Good, and Lawful Spells:[/COLOR][/B] A ranger cannot cast spells of an alignment opposed to his own, from this class. For example, a neutral good ranger cannot cast Evil spells. Spells associated with Chaos, Evil, Good, and Law are identified as such next to their school of magic, in the spell description. [B][COLOR=Red]Track:[/COLOR][/B] The ranger gains Track as a bonus feat at 1st-level. [B][COLOR=Red]Favored Enemy:[/COLOR][/B] At 1st-level, a ranger may select a type of creature (dragons, giants, goblinoids, undead, etc.), as a favored enemy (a ranger can only select his own race as a favored enemy if he is evil). Due to his extensive study of his foes and training in the proper techniques for combating them, the ranger gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of creature. Likewise, he gets the same bonus to attack rolls against creatures of this type, and to Armor Class against attacks by creatures of this type; the bonus to AC counts as a dodge bonus. Lastly, he gets the same bonus to weapon, unarmed, natural weapon, and grapple check damage rolls against creatures of this type. However, the bonus to attack and damage rolls with ranged weapons (and to attack with all ranged attacks) is only effective up to 30 feet, for the ranger cannot strike with deadly enough accuracy beyond that range. The bonus to damage doesn’t apply against creatures who are immune to critical hits. At 5th-level and at every four levels thereafter (9th, 13th, and 17th level), the ranger may select a new favored enemy, and the bonus associated with every previously selected favored enemy goes up by +1. For example, a 13th-level ranger will have four favored enemies, with bonuses of +4, +3, +2, and +1. Favored enemies can be chosen from the following: Aberrations, Animals, Beasts, Constructs, Dragons, Elementals, Fey, Giants, Humanoids, Magical Beasts, Monstrous Humanoids, Oozes, Outsiders, Plants, Shapechangers, Undead, and Vermin. In the cases of Humanoids and Outsiders, a specific subtype of Humanoid or Outsider must be chosen; for instance, goblinoids, humans, orcs, reptilian humanoids, baatezu, or tanar’ri; thus, Humanoid and Outsider can each be chosen several times, selecting a different type of Humanoid or Outsider each time. [B][COLOR=Red]Ranger Talent:[/COLOR][/B] Rangers may sometimes learn or develop a minor fighting technique or survival skill by focusing less effort on training to fight their most bitter foes. Thus, at 5th-level or higher in this class, any time the ranger would gain a new Favored Enemy from this class, he may choose to forego that new Favored Enemy and the associated increase in previous Favored Enemy bonuses. Any time the ranger takes this option, he gains instead a special Ranger Talent from amongst the following, but no particular Ranger Talent may be taken more than once: [I][COLOR=Blue][B]Aquatic Scavenger:[/B][/COLOR][/I] Rangers possessing this talent are skilled at finding things in underwater environments, and at surviving underwater. They receive a +2 bonus on Swim skill checks, and on Search or Wilderness Lore checks for aquatic and marsh environments. [I][COLOR=Blue][B]Arboreal Scout:[/B][/COLOR][/I] This talent represents skill and experience in tree-climbing and woodland exploration, and provides the ranger with a +2 bonus on Climb skill checks involving ropes, vines, trees, ladders, trellises, and similar plants or objects. In addition, the ranger enjoys a +2 bonus on all Jump checks. He or she gets a +2 bonus on Intuit Direction checks in forest or marsh environments, and may use the skill untrained in such places. [I][COLOR=Blue][B]Arrow Dodger:[/B][/COLOR][/I] Rangers with this quality are more practiced at evading projectiles, receiving a +1 dodge bonus to Armor Class against ranged attacks. This dodge bonus is lost when the ranger is immobilized or denied a Dexterity bonus to AC. [I][COLOR=Blue][B]Beast Wrestler:[/B][/COLOR][/I] A ranger possessing this talent has learned to more effectively grapple with creatures that don't possess a humanoid shape. When fighting a creature of non-humanoid shape, the ranger gets a +3 bonus on grapple checks against that creature, and on the melee touch attack roll to grab such a creature for purposes of initiating a grapple. [I][COLOR=Blue][B]Deep Diver:[/B][/COLOR][/I] The ranger with this talent is well-practiced at making long, deep dives underwater and swimming for extended periods of time. He or she receives a +4 bonus on Constitution checks to hold his or her breath. The ranger also enjoys a +2 bonus on checks to continue swimming, running, or making a hard march, and to resist fatigue from it. The +2 bonus also applies on Fortitude saves to avoid damage from deep-water pressure. [I][COLOR=Blue][B]Dual Defense:[/B][/COLOR][/I] Rangers with this ability get a +2 bonus on disarm attempts when wielding two weapons or a double weapon. If you are wielding two weapons or a double weapon when an opponent attacks you in melee with a weapon, they provoke an attack of opportunity from you if their attack misses by 1, 2, or 3 points. The normal limits to your number of attacks of opportunity per round and per enemy still apply. If you do take this attack of opportunity, it must be a disarm attempt against the weapon that was used against you. [I][COLOR=Blue][B]Dual Wielding:[/B][/COLOR][/I] The ranger with this ability gets a +1 bonus on attack rolls when attacking with two weapons or with both ends of a double weapon, and a further +1 bonus on any threat confirmation rolls when attacking in that manner. [I][COLOR=Blue][B]Hunter's Guile:[/B][/COLOR][/I] A ranger with Hunter's Guile is more clever in the use of certain hunting tactics. He or she gets a +1 bonus on Hide, Move Silently, and Wilderness Lore checks, as well as dealing +1 damage with ranged weapons against foes who are immobilized or denied a Dexterity bonus to AC against the ranger. The bonus damage is multiplied normally if a critical hit is scored, when applicable. [I][COLOR=Blue][B]Improved Instincts:[/B][/COLOR][/I] Rangers with this quality have slightly sharper instincts, giving them a +2 bonus to Initiative, and a +1 bonus on Reflex saving throws. [I][COLOR=Blue][B]Mountain Man:[/B][/COLOR][/I] A ranger who gains this talent is quite at home in mountainous regions and other difficult terrain. They gain +1 on Balance and Climb skill checks, and always have the option to take 10 on such skill checks regardless of threats, distractions, or rushing. Balance becomes a ranger class skill for the character at that level onward. [I][COLOR=Blue][B]Parting Shot:[/B][/COLOR][/I] This Ranger Talent allows the character to make a single ranged attack with a weapon as a free action immediately after completing a run action. The ranger must already have the weapon in hand, and loaded if necessary, before making this attack. This attack is made at the ranger's full Base Attack Bonus, but with a -5 penalty on the attack roll. [I][COLOR=Blue][B]Precision Attack:[/B][/COLOR][/I] The Precision Attack ability allows the ranger to strike opponents more carefully for greater effect and accuracy. When this ability is gained, however, the ranger must choose a single weapon to apply Precision Attack with. Only manufactured types of weapons may be chosen, such as the trident or the composite shortbow. With the chosen type of weapon, the ranger gets +1 on the attack roll and deals +1d4 damage if successful, when attacking as a standard action or partial action. Also, if the ranger has a high enough Base Attack Bonus to normally have one or more iterative attacks during a full-attack action, then the ranger may be able to use Precision Attack during that full-attack action. Doing so relinquishes all attacks the ranger would have otherwise received from that full-attack action, except for the first attack, which gets +2 on the attack roll and deals +2d4 points of damage if successful. The bonuses on a full-attack become +3 attack and +3d4 damage instead if the ranger would normally have received four or more attacks from Base Attack Bonus alone. In any case, Precision Attack only functions against foes within 30 feet, its damage bonus is not multiplied on a critical hit, and the bonus damage is ineffective against any targets that are immune to critical hits. Using the Precision Attack ability is a special standard action attack or a special full-attack action as appropriate, so it may not be useable alongside certain other special attacks. [I][COLOR=Blue][B]Ranged Menace:[/B][/COLOR][/I] The ranger who possesses this talent is quite skilled at striking vital points from a distance. He or she gains +2 on threat confirmation rolls for ranged attacks. [I][COLOR=Blue][B]Resourcefulness:[/B][/COLOR][/I] A ranger with this special ability gets a +3 bonus on a saving throw or skill check once per day, declared immediately before attempting the roll. The exception is that Resourcefulness cannot be applied to any Constitution-based, Intelligence-based, or Wisdom-based skill checks. [I][COLOR=Blue][B]Rugged Survivalist:[/B][/COLOR][/I] A ranger possessing this talent has trained to be especially tough. He or she gains a +1 bonus on Fortitude saving throws and Constitution checks (but not Constitution-based checks), as well as +4 to his or her maximum hit points. [I][COLOR=Blue][B]Savvy Spelunker:[/B][/COLOR][/I] Rangers who gain this ability are skilled at finding their way underground and surviving there. They receive a +2 bonus on Intuit Direction and Wilderness Lore checks in underground environments, including the Elemental Plane of Earth. These skills may be used untrained in underground environments by the ranger. Furthermore, the ranger gets a +2 bonus on all Climb skill checks. [I][COLOR=Blue][B]Shady Seeker:[/B][/COLOR][/I] With this talent, the ranger gets a +1 bonus on all checks with the skills Bluff, Gather Information, Intimidate, and Sense Motive. Also, for this level only, the ranger treats those as class skills for the sole purpose of purchasing ranks with skill points, not for maximum rank or other purposes. [I][COLOR=Blue][B]Sun Strider:[/B][/COLOR][/I] Rangers with this talent are experienced in surviving amid hot, desert terrain and adapting to it. The ranger gains +2 on Wilderness Lore checks in warm desert, warm mountains, warm hills, and temperate desert environments. He or she also receives a +1 bonus on Constitution checks to resist the effects of starvation or dehydration. The ranger also gains Fire Resistance 2 as an extraordinary ability, suffering 2 points less fire damage per round. [I][COLOR=Blue][B]Tundra Stalker:[/B][/COLOR][/I] This talent provides the ranger with greater skill in surviving amidst arctic and sub-arctic environments, as well as wintry seasons in warmer climes. The ranger gains +2 on Wilderness Lore checks in cold-climate environments and in winter seasons elsewhere. He or she gains Cold Resistance 2 as an extraordinary ability, suffering 2 points less cold damage per round. [I][COLOR=Blue][B]Watchful Guardian:[/B][/COLOR][/I] Those who possess this Ranger Talent gain +1 on all Listen and Spot skill checks, and also receive a +1 bonus on Will saving throws. [I][COLOR=Blue][B]Whirling Dervish:[/B][/COLOR][/I] When a ranger with this talent uses the fighting defensively option, he or she suffers only a -1 penalty on attack rolls from that option if he or she is wielding two weapons or a double weapon.[/sblock] Remainder of the Ranger's stats and details will be in the next post. Maximum post length is apparently too short to fit the entire class. [/QUOTE]
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