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<blockquote data-quote="Arkhandus" data-source="post: 2937335" data-attributes="member: 13966"><p><strong>Aurelian Ranger, continued</strong></p><p></p><p>The Aurelian Ranger, continued</p><p>[sblock]<strong><span style="color: Red">Battle Style:</span></strong> The ranger learns a special fighting style at 2nd-level in this class, developing advanced techniques for doing battle in a particular way or situation. They choose their Battle Style from amongst the following options:</p><p></p><p><em><span style="color: Blue"><strong>Agile Fighting Style:</strong></span></em> A ranger with this fighting style is excellent at dodging blows and avoiding harm in the thick of combat. They gain a +3 dodge bonus to Armor Class as long as they are in light armor, medium armor, or no armor, and carrying no more than a medium load. This dodge bonus stacks with other dodge bonuses to AC, and it is lost whenever the ranger would be immobilized or denied a Dexterity bonus to AC, even if the ranger's Dexterity modifier isn't positive. Additionally, the ranger may wear a buckler and benefit from its AC bonus without incurring a penalty on attacks, even when wielding a weapon with the same arm the buckler is strapped to, and the ranger retains that buckler's AC bonus even when using the same arm to attack. This benefit even applies when using the Weapon Finesse feat.</p><p></p><p><em><span style="color: Blue"><strong>Archery Style:</strong></span></em> Rangers possessing this fighting style are experts at wielding a bow, and can easily best another in contests of archery. The ranger ignores one-third the normal range penalties to attack when firing a bow at targets beyond one range increment, rounded up. So a range penalty of -2 would become -1, while a range penalty of -4 would become -2, and a range penalty of -6 would become -4, etc. He or she also gains a +2 bonus on attack rolls with a bow against targets within one range increment. Archery Style does not apply to crossbows.</p><p></p><p><em><span style="color: Blue"><strong>Axe Frenzy Style:</strong></span></em> The rangers with this fighting style are especially capable and furious axe-wielders, often experienced woodsmen. A ranger using this Battle Style deals +1 damage with any axe he or she wields, which is multiplied normally if a critical hit is scored. Also, the ranger may make an extra attack with any full-attack action, if all the attacks made with that action use axes. This extra attack is made at the ranger's highest Base Attack Bonus, but with a -5 penalty on the attack roll and a -3 penalty on the ranger's other attack rolls for the full-attack action. For purposes of this Battle Style, any weapon that has an axe-head qualifies, including glaives and guisarmes, but only when that axe-head is used for the attacks.</p><p></p><p><em><span style="color: Blue"><strong>Enemy Striker Style:</strong></span></em> This Battle Style represents a number of different techniques devised to most effectively fight the ranger's favored enemies. With this style, the ranger gains an extra +4 bonus on attack rolls against their favored enemies, and treats his or her weapons, natural weapons, and unarmed strikes as having a total threat range 4 points greater when attacking favored enemies. With ranged weapons, this improved threat range only applies within one range increment. Lastly, once per day per four ranger levels, the ranger may change one of his or her failed threat rolls into a successful critical hit, as long as the target is a favored enemy. This also applies only out to one range increment if using a ranged attack.</p><p></p><p><em><span style="color: Blue"><strong>Hardy Defender Style:</strong></span></em> A ranger who has practiced this style of combat has hardened his body against pain and injury, as well as learning to better guard his or her friends, allies, fey, animals, or important sites. The ranger adds +5 to his or her maximum hit points, and an additional +1 for every two levels gained in this class, retroactively and henceforth. Any time the ranger is providing cover for an ally or an object, he or she may choose to provide an additional +2 cover bonus to AC for that ally or object on any given round, as long as the ranger is conscious and not immobilized.</p><p></p><p><em><span style="color: Blue"><strong>Mounted Fighting Style:</strong></span></em> The ranger who learns this Battle Style is a master of fighting while mounted, and knows how best to keep in the saddle and fight unhindered. He or she gains a +5 bonus on Ride checks for staying in the saddle, fighting with both hands while mounted, and allowing their mount to attack at the same time they do. The ranger gains a +3 bonus on attack rolls when using a ranged weapon while mounted, and on damage rolls with melee weapons, natural weapons, and unarmed strikes when performing a mounted charge. The damage bonus is multiplied normally on a critical hit.</p><p></p><p><em><span style="color: Blue"><strong>Spear Hunter Style:</strong></span></em> A ranger who has learned this Battle Style is especially good at hunting and fighting with spears, making very strong and precise attacks. With this fighting style the ranger gets +1 to attack and damage with any spear he or she wields, and the bonus damage is multiplied normally in the event of a critical hit. Furthermore, once per day per level in the ranger class, he or she may add 4 to the total threat range of a spear when making an attack with it, declared immediately before the attack roll. The increased threat range only applies for that one attack. For purposes of this Battle Style, any weapon that has a spear-head and spear-like shape qualifies, but only when that spear-head is used for the attacks. Javelins, harpoons, lances, and other weapons with unusual spear-heads do not qualify. A dwarven urgrosh qualifies only when using the spear end.</p><p></p><p><em><span style="color: Blue"><strong>Surprise Attack Style:</strong></span></em> Rangers skilled in this combat technique are exceptionally capable at surprising foes with opportunistic strikes, and equally deft at reacting to surprise attacks staged against them. The ranger deals +3 damage with weapons, natural weapons, and unarmed strikes against any foe who is immobilized or denied a Dexterity bonus to Armor Class against the ranger's attacks. For ranged attacks, this damage bonus only applies to targets within one range increment. The damage bonus is multiplied normally on a critical hit, but is ineffective against any foes who are immune to critical hits. Furthermore, the ranger's total threat range with weapons, natural weapons, and unarmed strikes is increased by 3 during a surprise round. Also, the ranger retains their own Dexterity bonus to AC, if any, when caught flat-footed or attacked by an invisible threat, including attacks by traps. This allows them to retain any other bonuses that rely on keeping the Dexterity bonus to AC.</p><p></p><p><em><span style="color: Blue"><strong>Throwing Weapon Style:</strong></span></em> A ranger with this fighting style has honed their skill with throwing weapons of all sorts, and has uncanny accuracy with such attacks. Whenever the ranger throws an object, they add +10 feet to its range increment, and gain a +2 bonus on the attack roll. In addition, when throwing an object at any target within two range increments, the ranger gets +4 to damage rolls, which is multiplied normally on a critical hit, but does not apply against any targets that are immune to critical hits. The damage bonus does not apply to splash damage, but it does apply to the damage from a direct impact with a splash weapon. Furthermore, the ranger's total threat range with thrown objects is increased by 2.</p><p></p><p><em><span style="color: Blue"><strong>Two-Weapon Style:</strong></span></em> This combat style represents a ranger who is accustomed to wielding two weapons or a double weapon, and it bestows the ranger with further expertise in fighting that way. Thus, the ranger gains a +1 bonus on weapon attack rolls and damage when attacking with multiple weapons or both ends of a double weapon. Multiply the bonus damage on a critical hit, but it does not apply at all against targets that are not subject to critical hits. The ranger also gains a +1 dodge bonus to Armor Class when wielding two weapons or a double weapon, regardless of whether or not they are attacking. Dodge bonuses stack with one another. The ranger loses this dodge bonus whenever they are immobilized or denied a Dexterity bonus to AC, regardless of whether or not their Dexterity modifier is positive. This dodge bonus does not apply against touch attacks. Additionally, a ranger with this fighting style may acquire and use the Ambidexterity feat, the Multidexterity feat, and any feats with Two-Weapon Fighting or Multi-Weapon Fighting in their names, even if he or she does not meet the Dexterity score prerequisites, but he or she does not receive these as bonus feats.</p><p></p><p></p><p><strong><span style="color: Red">Animal Companion:</span></strong> Rangers of 4th-level or higher may acquire an animal companion, as per the druid class, but only if the ranger has at least 1 spell slot of 1st-level or higher from this class, since it requires the Animal Friendship spell. This spell is only required to obtain the animal companion, not to retain it. Like a druid, the ranger may have more than one animal companion at a time, but since the ranger's caster level is lower than a druid of equal level, the ranger's maximum number of hit dice worth of animal companions is fewer.</p><p></p><p><strong><span style="color: Red">Toughness:</span></strong> The ranger gains one free copy of the Toughness feat at 4th-level in this class, as he or she grows tougher from harsh training outdoors.</p><p></p><p></p><p><strong><span style="color: Red">Speed Style (Ex):</span></strong> Rangers learn to move quickly and skillfully through extensive training and practice, which yields an extraordinary movement ability at 7th-level. The ranger chooses their Speed Style from amongst the following options:</p><p></p><p><em><span style="color: Blue"><strong>Fast Climb:</strong></span></em> A ranger with this ability is possessed of great skill at climbing, and has learned to climb quickly, efficiently, and nimbly. They retain their Dexterity bonus to Armor Class, if any, when climbing, and opponents do not receive the usual +2 bonus on attack rolls against the ranger when he or she is climbing. Also, the ranger suffers no penalty on Climb checks for making an accelerated climb. Lastly, the ranger can climb across and between trees, swinging from limb to limb with skill, grace, and power, but this brachiation is only possible when the tree limbs are close together (within the distance he or she could normally jump if they were taking 10 on a Jump check).</p><p></p><p><em><span style="color: Blue"><strong>Fast Movement:</strong></span></em> This movement ability grants the ranger superior overland speed through extensive practice and training with constant exercises. The ranger increases their base speed by 15 feet while in light armor, medium armor, or no armor, and only when carrying a medium load or less.</p><p></p><p><em><span style="color: Blue"><strong>Fast Rider:</strong></span></em> A ranger learns to coax more speed out of their mounts with this Speed Style. The ranger's mount gains a +2 dodge bonus to Armor Class as long as the ranger is actively riding and guiding it. This dodge bonus is lost whenever the mount or ranger is immobilized or denied a Dexterity bonus to AC. The base movement speeds of the ranger's mount receive a +10 foot increase for 1 minute (10 rounds) if the ranger succeeds at a Handle Animal check. The DC is 20, and it takes a full-round action by the ranger to make the check. Fast Rider's speed bonus is applied at the beginning of the next round. If the ranger's check succeeds by at least 10 points over the DC, then the speed increase for his mount is +20 feet instead. Either way, this ability fails to function if the mount is wearing heavy armor or carrying more than a medium load. Once the speed bonus has ended, the ranger's mount becomes fatigued (-2 Strength, -2 Dexterity, cannot run or charge) for 5 rounds. The mount may attempt a Fortitude save against a DC of 20 to avoid this fatigue. The speed bonus cannot be used again, regardless of the save, until 10 minutes has passed since the speed bonus expired.</p><p></p><p><em><span style="color: Blue"><strong>Fast Sneak:</strong></span></em> Rangers with this Speed Style are masterful at stealth, moving about quietly and unseen, always endeavoring to be like a shadow. They can move at their normal speed without suffering a penalty on Hide and Move Silently checks, as a result. They also gain a +1 bonus on Hide and Move Silently checks. Lastly, they can take 10 on Hide and Move Silently checks even when being rushed, threatened, or distracted.</p><p></p><p><em><span style="color: Blue"><strong>Fast Swim:</strong></span></em> The ranger is an incredible speed swimmer, and can move swiftly in the water. With a successful Swim check, the ranger may swim half their speed as a move-equivalent action. The ranger also gains a +3 bonus on Swim checks. Further, they can take 10 on Swim checks even when being rushed, threatened, or distracted. If the ranger has a natural swim speed, then Fast Swim simply adds +20 feet to it, instead of all this.</p><p></p><p><em><span style="color: Blue"><strong>Speed Mastery:</strong></span></em> Rangers with this ability have developed greater speed in general, moving faster and more nimbly all the time. The ranger increases all of his or her natural movement speeds, and any new movement speeds gained from shapechanging, spells, powers, or special abilities (not magical or psionic items, unless they change the ranger's shape to accomplish it) by 5 feet while carrying no more than a heavy load. This does not change the value of other speed bonuses (such as from Fast Movement).</p><p></p><p></p><p><strong><span style="color: Red">Improved Critical:</span></strong> A ranger develops some increased skill at executing telling blows with a particular weapon, at 10th-level in the ranger class. At this point the ranger gains one free copy of the Improved Critical feat, as a bonus feat, for any one weapon he or she chooses. As normal, this feat cannot be applied to any particular weapon more than once.</p><p></p><p><em><strong><span style="color: Red">Shield Other (Sp):</span></strong></em> Rangers are eventually able to take some of an animal companion's pain upon themselves. This works like the <em>Shield Other</em> spell, useable once per day at 11th-level onward, with an effective caster level of half the ranger's character level, and it may only be used on an animal companion of the ranger's. No components are needed.</p><p></p><p><strong><span style="color: Red">Rapid Tracking:</span></strong> A 14th-level ranger learns to track foes and prey with more haste, using superior skill and experience. They can move at their normal speed while tracking with Wilderness Lore or Search, and they suffer no penalties for doing so.</p><p></p><p><strong><span style="color: Red">Beast Mastery (Su):</span></strong> The ranger eventually learns to use his or her affinity for nature to strengthen the bonds of loyalty between himself or herself and their animal companions. They also learn to draw strength from the aid of these loyal companions. At 15th-level onward, the ranger gains a +2 morale bonus on all Animal Empathy and Handle Animal skill checks. The ranger also receives a +2 morale bonus on Will saving throws, as long as he or she is within 60 feet of at least 4 hit dice worth of his or her conscious animal companions. Lastly, the ranger's conscious animal companions enjoy a +2 morale bonus on attack rolls and a +4 morale bonus on Will saving throws, as long as they are within 120 feet of the ranger. Beast Mastery is a supernatural ability.</p><p></p><p></p><p><strong><span style="color: Red">Spot Weakness (Ex):</span></strong> Rangers learn to find and take advantage of even the briefest, smallest emergence of a weakpoint in the opponent's defenses. By 19th-level they have perfected this technique, gaining practical use of it for significant personal benefit. Henceforth, they may attempt a special Spot check as a move-equivalent action, opposed by a DC of 15 + the number of hit dice possessed by one target foe within sight. The ranger cannot take 10 on this check. This is an extraordinary ability that does not provoke attacks of opportunity.</p><p></p><p>If the check succeeds, the ranger's next attack against that target this round ignores half of the target's armor or natural armor bonus to AC, rounded down, whichever AC bonus is higher and valid. The target must be within 100 feet at the time of the Spot check and the attack, or else Spot Weakness fails to have any effect. Armor bonuses that derive only from force effects or other immaterial effects (such as monkish ki abilities) cannot be ignored by Spot Weakness. Note that shield bonuses merely increase an individual's armor bonus to AC.</p><p></p><p></p><p><strong><span style="color: Red">Wilderness Mastery:</span></strong> A ranger of 20th-level is a true master of the wilds, a survivor and hunter who is steadfast in defense and dauntless in pursuit. The ranger gains a +2 bonus on all Wilderness Lore, Knowledge (nature), and Intuit Direction checks, while gaining an equal bonus on any Hide, Move Silently, Search, Spot, or Listen checks made in the wilderness. The ranger also gains +2 on Fortitude saves or Constitution checks to survive in the wilderness, but this does not include saves or checks merely to hold breath or march long distances. Lastly, any time the ranger gains cover from outdoor, wilderness terrain or obstacles, not underground settings or constructed obstacles, the ranger enjoys an extra +2 cover bonus to AC.[/sblock]</p><p>[code][B][COLOR=Red][U][I]The Ranger:[/I][/U][/COLOR]</p><p>[COLOR=Blue]Class Base Fort. Ref. Will</p><p>Level Attack Save Save Save Special[/COLOR][/B]</p><p>1 +1 +2 +0 +0 Track, Favored Enemy (1st)</p><p>2 +2 +3 +0 +0 Battle Style</p><p>3 +3 +3 +1 +1</p><p>4 +4 +4 +1 +1 Animal Companion, Toughness</p><p>5 +5 +4 +1 +1 Favored Enemy (2nd) or Ranger Talent</p><p>6 +6/+1 +5 +2 +2</p><p>7 +7/+2 +5 +2 +2 Speed Style</p><p>8 +8/+3 +6 +2 +2</p><p>9 +9/+4 +6 +3 +3 Favored Enemy (3rd) or Ranger Talent</p><p>10 +10/+5 +7 +3 +3 Improved Critical</p><p>11 +11/+6/+1 +7 +3 +3 [I]Shield Other[/I]</p><p>12 +12/+7/+2 +8 +4 +4</p><p>13 +13/+8/+3 +8 +4 +4 Favored Enemy (4th) or Ranger Talent</p><p>14 +14/+9/+4 +9 +4 +4 Rapid Tracking</p><p>15 +15/+10/+5 +9 +5 +5 Beast Mastery</p><p>16 +16/+11/+6/+1 +10 +5 +5</p><p>17 +17/+12/+7/+2 +10 +5 +5 Favored Enemy (5th) or Ranger Talent</p><p>18 +18/+13/+8/+3 +11 +6 +6</p><p>19 +19/+14/+9/+4 +11 +6 +6 Spot Weakness</p><p>20 +20/+15/+10/+5 +12 +6 +6 Wilderness Mastery[/code]</p><p>[code][B][COLOR=Red][U][I]Ranger Spells Per Day:[/I][/U][/COLOR]</p><p>[COLOR=Blue]Class Spells Per Day By Spell Level</p><p>Level 1 2 3 4[/COLOR][/B]</p><p>1 - - - -</p><p>2 - - - -</p><p>3 - - - -</p><p>4 0 - - -</p><p>5 1 - - -</p><p>6 2 - - -</p><p>7 2 - - -</p><p>8 3 0 - -</p><p>9 3 1 - -</p><p>10 3 2 - -</p><p>11 3 2 - -</p><p>12 3 3 0 -</p><p>13 3 3 1 -</p><p>14 3 3 2 -</p><p>15 3 3 2 -</p><p>16 3 3 3 0</p><p>17 3 3 3 1</p><p>18 3 3 3 2</p><p>19 3 3 3 2</p><p>20 3 3 3 3[/code]</p><p></p><p><em><span style="font-size: 10px"><span style="color: Red"><u><strong>Ranger Spell List:</strong></u></span></span></em></p><p><strong>Level 1 -</strong> Alarm, Animal Friendship, Animal Trick, Bloodhound, Camouflage, Cure Minor Wounds, Dawn, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Detect Water, Entangle, Expeditious Retreat, Fey Spite*, Hawkeye, Low-Light Vision, Magic Fang, Noxious Ruin*, Pack Mind*, Pass Without Trace, Read Magic, Resist Elements, Sleep, Smoldering Assault*, Soften Earth and Stone, Speak with Animals, Strength of the Herd*, Summon Nature’s Ally II, Wings of the Sea.</p><p><strong>Level 2 -</strong> Animal Messenger, Bottle of Smoke, Briar Web, Calm Animals, Cleansing Rain*, Creepy Howl*, Cure Light Wounds, Detect Chaos/Evil/Good/Law, Faerie Fire, Filter, Hold Animal, Nature’s Favor, Protection from Elements, Rapid Burrowing, Sand Spear*, Scent, Snare, Speak with Plants, Summon Nature’s Ally III, Tempest Strike*, Tree Shape.</p><p><strong>Level 3 -</strong> Adamantine Sheen*, Animal Reduction, Barkskin, Control Plants, Cure Moderate Wounds, Detect Favored Enemy, Diminish Plants, Embrace the Wild, Forestfold, Greater Magic Fang, Jagged Tooth, Lesser Restoration, Mass Resist Elements, Neutralize Poison, Plant Growth, Predator’s Frenzy*, Scathing Venom*, Slumber Pollen*, Storm Shield*, Summon Nature’s Ally IV, Water Walk.</p><p><strong>Level 4 -</strong> Animal Growth, Blood Wind, Cure Serious Wounds, Freedom of Movement, Glacial Axe*, Nondetection, Pack Survival*, Polymorph Self, Quench, Remove Blindness/Deafness, Remove Disease, Spike Stones, Summon Nature’s Ally V, Tree Stride, Water Breathing, Wildfire Wreath*, Wind Wall.</p><p></p><p><strong><em>* Custom Aurelian spell.</em></strong></p></blockquote><p></p>
[QUOTE="Arkhandus, post: 2937335, member: 13966"] [b]Aurelian Ranger, continued[/b] The Aurelian Ranger, continued [sblock][B][COLOR=Red]Battle Style:[/COLOR][/B] The ranger learns a special fighting style at 2nd-level in this class, developing advanced techniques for doing battle in a particular way or situation. They choose their Battle Style from amongst the following options: [I][COLOR=Blue][B]Agile Fighting Style:[/B][/COLOR][/I] A ranger with this fighting style is excellent at dodging blows and avoiding harm in the thick of combat. They gain a +3 dodge bonus to Armor Class as long as they are in light armor, medium armor, or no armor, and carrying no more than a medium load. This dodge bonus stacks with other dodge bonuses to AC, and it is lost whenever the ranger would be immobilized or denied a Dexterity bonus to AC, even if the ranger's Dexterity modifier isn't positive. Additionally, the ranger may wear a buckler and benefit from its AC bonus without incurring a penalty on attacks, even when wielding a weapon with the same arm the buckler is strapped to, and the ranger retains that buckler's AC bonus even when using the same arm to attack. This benefit even applies when using the Weapon Finesse feat. [I][COLOR=Blue][B]Archery Style:[/B][/COLOR][/I] Rangers possessing this fighting style are experts at wielding a bow, and can easily best another in contests of archery. The ranger ignores one-third the normal range penalties to attack when firing a bow at targets beyond one range increment, rounded up. So a range penalty of -2 would become -1, while a range penalty of -4 would become -2, and a range penalty of -6 would become -4, etc. He or she also gains a +2 bonus on attack rolls with a bow against targets within one range increment. Archery Style does not apply to crossbows. [I][COLOR=Blue][B]Axe Frenzy Style:[/B][/COLOR][/I] The rangers with this fighting style are especially capable and furious axe-wielders, often experienced woodsmen. A ranger using this Battle Style deals +1 damage with any axe he or she wields, which is multiplied normally if a critical hit is scored. Also, the ranger may make an extra attack with any full-attack action, if all the attacks made with that action use axes. This extra attack is made at the ranger's highest Base Attack Bonus, but with a -5 penalty on the attack roll and a -3 penalty on the ranger's other attack rolls for the full-attack action. For purposes of this Battle Style, any weapon that has an axe-head qualifies, including glaives and guisarmes, but only when that axe-head is used for the attacks. [I][COLOR=Blue][B]Enemy Striker Style:[/B][/COLOR][/I] This Battle Style represents a number of different techniques devised to most effectively fight the ranger's favored enemies. With this style, the ranger gains an extra +4 bonus on attack rolls against their favored enemies, and treats his or her weapons, natural weapons, and unarmed strikes as having a total threat range 4 points greater when attacking favored enemies. With ranged weapons, this improved threat range only applies within one range increment. Lastly, once per day per four ranger levels, the ranger may change one of his or her failed threat rolls into a successful critical hit, as long as the target is a favored enemy. This also applies only out to one range increment if using a ranged attack. [I][COLOR=Blue][B]Hardy Defender Style:[/B][/COLOR][/I] A ranger who has practiced this style of combat has hardened his body against pain and injury, as well as learning to better guard his or her friends, allies, fey, animals, or important sites. The ranger adds +5 to his or her maximum hit points, and an additional +1 for every two levels gained in this class, retroactively and henceforth. Any time the ranger is providing cover for an ally or an object, he or she may choose to provide an additional +2 cover bonus to AC for that ally or object on any given round, as long as the ranger is conscious and not immobilized. [I][COLOR=Blue][B]Mounted Fighting Style:[/B][/COLOR][/I] The ranger who learns this Battle Style is a master of fighting while mounted, and knows how best to keep in the saddle and fight unhindered. He or she gains a +5 bonus on Ride checks for staying in the saddle, fighting with both hands while mounted, and allowing their mount to attack at the same time they do. The ranger gains a +3 bonus on attack rolls when using a ranged weapon while mounted, and on damage rolls with melee weapons, natural weapons, and unarmed strikes when performing a mounted charge. The damage bonus is multiplied normally on a critical hit. [I][COLOR=Blue][B]Spear Hunter Style:[/B][/COLOR][/I] A ranger who has learned this Battle Style is especially good at hunting and fighting with spears, making very strong and precise attacks. With this fighting style the ranger gets +1 to attack and damage with any spear he or she wields, and the bonus damage is multiplied normally in the event of a critical hit. Furthermore, once per day per level in the ranger class, he or she may add 4 to the total threat range of a spear when making an attack with it, declared immediately before the attack roll. The increased threat range only applies for that one attack. For purposes of this Battle Style, any weapon that has a spear-head and spear-like shape qualifies, but only when that spear-head is used for the attacks. Javelins, harpoons, lances, and other weapons with unusual spear-heads do not qualify. A dwarven urgrosh qualifies only when using the spear end. [I][COLOR=Blue][B]Surprise Attack Style:[/B][/COLOR][/I] Rangers skilled in this combat technique are exceptionally capable at surprising foes with opportunistic strikes, and equally deft at reacting to surprise attacks staged against them. The ranger deals +3 damage with weapons, natural weapons, and unarmed strikes against any foe who is immobilized or denied a Dexterity bonus to Armor Class against the ranger's attacks. For ranged attacks, this damage bonus only applies to targets within one range increment. The damage bonus is multiplied normally on a critical hit, but is ineffective against any foes who are immune to critical hits. Furthermore, the ranger's total threat range with weapons, natural weapons, and unarmed strikes is increased by 3 during a surprise round. Also, the ranger retains their own Dexterity bonus to AC, if any, when caught flat-footed or attacked by an invisible threat, including attacks by traps. This allows them to retain any other bonuses that rely on keeping the Dexterity bonus to AC. [I][COLOR=Blue][B]Throwing Weapon Style:[/B][/COLOR][/I] A ranger with this fighting style has honed their skill with throwing weapons of all sorts, and has uncanny accuracy with such attacks. Whenever the ranger throws an object, they add +10 feet to its range increment, and gain a +2 bonus on the attack roll. In addition, when throwing an object at any target within two range increments, the ranger gets +4 to damage rolls, which is multiplied normally on a critical hit, but does not apply against any targets that are immune to critical hits. The damage bonus does not apply to splash damage, but it does apply to the damage from a direct impact with a splash weapon. Furthermore, the ranger's total threat range with thrown objects is increased by 2. [I][COLOR=Blue][B]Two-Weapon Style:[/B][/COLOR][/I] This combat style represents a ranger who is accustomed to wielding two weapons or a double weapon, and it bestows the ranger with further expertise in fighting that way. Thus, the ranger gains a +1 bonus on weapon attack rolls and damage when attacking with multiple weapons or both ends of a double weapon. Multiply the bonus damage on a critical hit, but it does not apply at all against targets that are not subject to critical hits. The ranger also gains a +1 dodge bonus to Armor Class when wielding two weapons or a double weapon, regardless of whether or not they are attacking. Dodge bonuses stack with one another. The ranger loses this dodge bonus whenever they are immobilized or denied a Dexterity bonus to AC, regardless of whether or not their Dexterity modifier is positive. This dodge bonus does not apply against touch attacks. Additionally, a ranger with this fighting style may acquire and use the Ambidexterity feat, the Multidexterity feat, and any feats with Two-Weapon Fighting or Multi-Weapon Fighting in their names, even if he or she does not meet the Dexterity score prerequisites, but he or she does not receive these as bonus feats. [B][COLOR=Red]Animal Companion:[/COLOR][/B] Rangers of 4th-level or higher may acquire an animal companion, as per the druid class, but only if the ranger has at least 1 spell slot of 1st-level or higher from this class, since it requires the Animal Friendship spell. This spell is only required to obtain the animal companion, not to retain it. Like a druid, the ranger may have more than one animal companion at a time, but since the ranger's caster level is lower than a druid of equal level, the ranger's maximum number of hit dice worth of animal companions is fewer. [B][COLOR=Red]Toughness:[/COLOR][/B] The ranger gains one free copy of the Toughness feat at 4th-level in this class, as he or she grows tougher from harsh training outdoors. [B][COLOR=Red]Speed Style (Ex):[/COLOR][/B] Rangers learn to move quickly and skillfully through extensive training and practice, which yields an extraordinary movement ability at 7th-level. The ranger chooses their Speed Style from amongst the following options: [I][COLOR=Blue][B]Fast Climb:[/B][/COLOR][/I] A ranger with this ability is possessed of great skill at climbing, and has learned to climb quickly, efficiently, and nimbly. They retain their Dexterity bonus to Armor Class, if any, when climbing, and opponents do not receive the usual +2 bonus on attack rolls against the ranger when he or she is climbing. Also, the ranger suffers no penalty on Climb checks for making an accelerated climb. Lastly, the ranger can climb across and between trees, swinging from limb to limb with skill, grace, and power, but this brachiation is only possible when the tree limbs are close together (within the distance he or she could normally jump if they were taking 10 on a Jump check). [I][COLOR=Blue][B]Fast Movement:[/B][/COLOR][/I] This movement ability grants the ranger superior overland speed through extensive practice and training with constant exercises. The ranger increases their base speed by 15 feet while in light armor, medium armor, or no armor, and only when carrying a medium load or less. [I][COLOR=Blue][B]Fast Rider:[/B][/COLOR][/I] A ranger learns to coax more speed out of their mounts with this Speed Style. The ranger's mount gains a +2 dodge bonus to Armor Class as long as the ranger is actively riding and guiding it. This dodge bonus is lost whenever the mount or ranger is immobilized or denied a Dexterity bonus to AC. The base movement speeds of the ranger's mount receive a +10 foot increase for 1 minute (10 rounds) if the ranger succeeds at a Handle Animal check. The DC is 20, and it takes a full-round action by the ranger to make the check. Fast Rider's speed bonus is applied at the beginning of the next round. If the ranger's check succeeds by at least 10 points over the DC, then the speed increase for his mount is +20 feet instead. Either way, this ability fails to function if the mount is wearing heavy armor or carrying more than a medium load. Once the speed bonus has ended, the ranger's mount becomes fatigued (-2 Strength, -2 Dexterity, cannot run or charge) for 5 rounds. The mount may attempt a Fortitude save against a DC of 20 to avoid this fatigue. The speed bonus cannot be used again, regardless of the save, until 10 minutes has passed since the speed bonus expired. [I][COLOR=Blue][B]Fast Sneak:[/B][/COLOR][/I] Rangers with this Speed Style are masterful at stealth, moving about quietly and unseen, always endeavoring to be like a shadow. They can move at their normal speed without suffering a penalty on Hide and Move Silently checks, as a result. They also gain a +1 bonus on Hide and Move Silently checks. Lastly, they can take 10 on Hide and Move Silently checks even when being rushed, threatened, or distracted. [I][COLOR=Blue][B]Fast Swim:[/B][/COLOR][/I] The ranger is an incredible speed swimmer, and can move swiftly in the water. With a successful Swim check, the ranger may swim half their speed as a move-equivalent action. The ranger also gains a +3 bonus on Swim checks. Further, they can take 10 on Swim checks even when being rushed, threatened, or distracted. If the ranger has a natural swim speed, then Fast Swim simply adds +20 feet to it, instead of all this. [I][COLOR=Blue][B]Speed Mastery:[/B][/COLOR][/I] Rangers with this ability have developed greater speed in general, moving faster and more nimbly all the time. The ranger increases all of his or her natural movement speeds, and any new movement speeds gained from shapechanging, spells, powers, or special abilities (not magical or psionic items, unless they change the ranger's shape to accomplish it) by 5 feet while carrying no more than a heavy load. This does not change the value of other speed bonuses (such as from Fast Movement). [B][COLOR=Red]Improved Critical:[/COLOR][/B] A ranger develops some increased skill at executing telling blows with a particular weapon, at 10th-level in the ranger class. At this point the ranger gains one free copy of the Improved Critical feat, as a bonus feat, for any one weapon he or she chooses. As normal, this feat cannot be applied to any particular weapon more than once. [I][B][COLOR=Red]Shield Other (Sp):[/COLOR][/B][/I] Rangers are eventually able to take some of an animal companion's pain upon themselves. This works like the [I]Shield Other[/I] spell, useable once per day at 11th-level onward, with an effective caster level of half the ranger's character level, and it may only be used on an animal companion of the ranger's. No components are needed. [B][COLOR=Red]Rapid Tracking:[/COLOR][/B] A 14th-level ranger learns to track foes and prey with more haste, using superior skill and experience. They can move at their normal speed while tracking with Wilderness Lore or Search, and they suffer no penalties for doing so. [B][COLOR=Red]Beast Mastery (Su):[/COLOR][/B] The ranger eventually learns to use his or her affinity for nature to strengthen the bonds of loyalty between himself or herself and their animal companions. They also learn to draw strength from the aid of these loyal companions. At 15th-level onward, the ranger gains a +2 morale bonus on all Animal Empathy and Handle Animal skill checks. The ranger also receives a +2 morale bonus on Will saving throws, as long as he or she is within 60 feet of at least 4 hit dice worth of his or her conscious animal companions. Lastly, the ranger's conscious animal companions enjoy a +2 morale bonus on attack rolls and a +4 morale bonus on Will saving throws, as long as they are within 120 feet of the ranger. Beast Mastery is a supernatural ability. [B][COLOR=Red]Spot Weakness (Ex):[/COLOR][/B] Rangers learn to find and take advantage of even the briefest, smallest emergence of a weakpoint in the opponent's defenses. By 19th-level they have perfected this technique, gaining practical use of it for significant personal benefit. Henceforth, they may attempt a special Spot check as a move-equivalent action, opposed by a DC of 15 + the number of hit dice possessed by one target foe within sight. The ranger cannot take 10 on this check. This is an extraordinary ability that does not provoke attacks of opportunity. If the check succeeds, the ranger's next attack against that target this round ignores half of the target's armor or natural armor bonus to AC, rounded down, whichever AC bonus is higher and valid. The target must be within 100 feet at the time of the Spot check and the attack, or else Spot Weakness fails to have any effect. Armor bonuses that derive only from force effects or other immaterial effects (such as monkish ki abilities) cannot be ignored by Spot Weakness. Note that shield bonuses merely increase an individual's armor bonus to AC. [B][COLOR=Red]Wilderness Mastery:[/COLOR][/B] A ranger of 20th-level is a true master of the wilds, a survivor and hunter who is steadfast in defense and dauntless in pursuit. The ranger gains a +2 bonus on all Wilderness Lore, Knowledge (nature), and Intuit Direction checks, while gaining an equal bonus on any Hide, Move Silently, Search, Spot, or Listen checks made in the wilderness. The ranger also gains +2 on Fortitude saves or Constitution checks to survive in the wilderness, but this does not include saves or checks merely to hold breath or march long distances. Lastly, any time the ranger gains cover from outdoor, wilderness terrain or obstacles, not underground settings or constructed obstacles, the ranger enjoys an extra +2 cover bonus to AC.[/sblock] [code][B][COLOR=Red][U][I]The Ranger:[/I][/U][/COLOR] [COLOR=Blue]Class Base Fort. Ref. Will Level Attack Save Save Save Special[/COLOR][/B] 1 +1 +2 +0 +0 Track, Favored Enemy (1st) 2 +2 +3 +0 +0 Battle Style 3 +3 +3 +1 +1 4 +4 +4 +1 +1 Animal Companion, Toughness 5 +5 +4 +1 +1 Favored Enemy (2nd) or Ranger Talent 6 +6/+1 +5 +2 +2 7 +7/+2 +5 +2 +2 Speed Style 8 +8/+3 +6 +2 +2 9 +9/+4 +6 +3 +3 Favored Enemy (3rd) or Ranger Talent 10 +10/+5 +7 +3 +3 Improved Critical 11 +11/+6/+1 +7 +3 +3 [I]Shield Other[/I] 12 +12/+7/+2 +8 +4 +4 13 +13/+8/+3 +8 +4 +4 Favored Enemy (4th) or Ranger Talent 14 +14/+9/+4 +9 +4 +4 Rapid Tracking 15 +15/+10/+5 +9 +5 +5 Beast Mastery 16 +16/+11/+6/+1 +10 +5 +5 17 +17/+12/+7/+2 +10 +5 +5 Favored Enemy (5th) or Ranger Talent 18 +18/+13/+8/+3 +11 +6 +6 19 +19/+14/+9/+4 +11 +6 +6 Spot Weakness 20 +20/+15/+10/+5 +12 +6 +6 Wilderness Mastery[/code] [code][B][COLOR=Red][U][I]Ranger Spells Per Day:[/I][/U][/COLOR] [COLOR=Blue]Class Spells Per Day By Spell Level Level 1 2 3 4[/COLOR][/B] 1 - - - - 2 - - - - 3 - - - - 4 0 - - - 5 1 - - - 6 2 - - - 7 2 - - - 8 3 0 - - 9 3 1 - - 10 3 2 - - 11 3 2 - - 12 3 3 0 - 13 3 3 1 - 14 3 3 2 - 15 3 3 2 - 16 3 3 3 0 17 3 3 3 1 18 3 3 3 2 19 3 3 3 2 20 3 3 3 3[/code] [I][SIZE=2][COLOR=Red][U][B]Ranger Spell List:[/B][/U][/COLOR][/SIZE][/I] [B]Level 1 -[/B] Alarm, Animal Friendship, Animal Trick, Bloodhound, Camouflage, Cure Minor Wounds, Dawn, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Detect Water, Entangle, Expeditious Retreat, Fey Spite*, Hawkeye, Low-Light Vision, Magic Fang, Noxious Ruin*, Pack Mind*, Pass Without Trace, Read Magic, Resist Elements, Sleep, Smoldering Assault*, Soften Earth and Stone, Speak with Animals, Strength of the Herd*, Summon Nature’s Ally II, Wings of the Sea. [B]Level 2 -[/B] Animal Messenger, Bottle of Smoke, Briar Web, Calm Animals, Cleansing Rain*, Creepy Howl*, Cure Light Wounds, Detect Chaos/Evil/Good/Law, Faerie Fire, Filter, Hold Animal, Nature’s Favor, Protection from Elements, Rapid Burrowing, Sand Spear*, Scent, Snare, Speak with Plants, Summon Nature’s Ally III, Tempest Strike*, Tree Shape. [B]Level 3 -[/B] Adamantine Sheen*, Animal Reduction, Barkskin, Control Plants, Cure Moderate Wounds, Detect Favored Enemy, Diminish Plants, Embrace the Wild, Forestfold, Greater Magic Fang, Jagged Tooth, Lesser Restoration, Mass Resist Elements, Neutralize Poison, Plant Growth, Predator’s Frenzy*, Scathing Venom*, Slumber Pollen*, Storm Shield*, Summon Nature’s Ally IV, Water Walk. [B]Level 4 -[/B] Animal Growth, Blood Wind, Cure Serious Wounds, Freedom of Movement, Glacial Axe*, Nondetection, Pack Survival*, Polymorph Self, Quench, Remove Blindness/Deafness, Remove Disease, Spike Stones, Summon Nature’s Ally V, Tree Stride, Water Breathing, Wildfire Wreath*, Wind Wall. [B][I]* Custom Aurelian spell.[/I][/B] [/QUOTE]
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