Ranger`s Kit.
Ranger`s Handbook second edition.
Converted to 3 E

Version 1.00
By
Steve Lévesque
E-mail : Rfrankl@sympatico.ca

This is a kit.  You can start as a non-standart Ranger by using this.
The kit is not a prestige class.

Ranger Justifier :
« My word is law.  To serve and protect the people, I must do, and we must do, some sacrifice.  Do what I ask of you, and everyting will be fine.  Put yourself agains me, and I guaranty you, that you shall fall » 

Description : 	Some expeditions are so demanding and some foes so dangerous that they require the attention of a highly trained specialist whose combat skills exceed those of the typical ranger.  Enter the justifier, a master tactician whose military instincts, fighting versatility, steely nerves, and typical reaction of all rangers, place him in the first rank of elite warriors.  Even if his speciality is to neutralize monsters, his skills qualify him for a wide range of adventures.  He may organize guerilla forces and lead them into hostile territories.  He may also stage reconnaissance operations to gather informations concerning ennemy strenght and logistics.  He may execute strikes against monster lairs, rescue hostages, or eliminate tribal leaders or spell casters.  For a determined justifier, no job is too difficult, no ennemy too formidable.  While they are in training, they also serve as bodyguards.

Requirement :	Lawful good.

Weapons :	No special weapon requirement.  Same as a normal Ranger.

Armors :	No special armor needed.  Same as a normal Ranger.

Special Benefits :

1-	+2 bonus in Wilderness Lore.
2-	+2 bonus to hide, + 2 bonus to move silently.
3-	Weapon Specialization.  Like a warrior, and because of his extremely hard training, the Justifier is able to specialize himself in a weapon.
4-	Fear of reputation.  The special ennemies of a Justifier suffer a –2 penalty on all Attack roll or social roll when they deal with him, verbally, or physically.
5-	Tactical advantage.  This ability allows a justifier, and his companions, to gain a combat advantage by studying the ennemy and exploiting their weaknesses.  The ranger must spend at least a full uninterrupted turn (10 rounds) secretly observing an ennemy, or a group of ennemies prior to making an attack.  At the end of this period, the justifier make a wisdom check DC 10.  If successful, the justifier has correctly assessed the ennemy`s weaknesses and is able to maximize the timing of the attack.  The justifier and his party automatically surprise the ennemies, and gain the innitiative for the first round after that.
6-	Unarmed combat expertize.  When fighting with his bare hands, the justifier inflict 1d4 of real damage.  Also, the Justifier have in bonus the Stunning fist Feat.  Also, attacking someone with his bare hands don`t cause attack of opportunity.
7-	Coordinated attack :  Once in any given fight, the justifier can command an animal follower, trained to obey on command, to attack an ennemy.  The Justifier and the animal do only one simultaneous attack on the choosen target, regardless of their number of attacks per round.  The animal will use their most damaging attack.  If the attack of the ranger, and the attack of the justifier hit, both attack are considered critical hit.

Special Hindrances :

1-	Limited skills.  The Justifier`s mastery of weapons and combat comes at the expenses of other skills.  At first level, the Justifer receive (2+int modifier) x4 skill points.  At each additional level, they receive 4+ intelligence modifier like normal ranger.

2-	Limited Spell Use.  Because the justifier devotes less time to the study of magic, than to the military arts, he has less access to spells than other Rangers.
Also, his spells are less powerful since he has more faith in his weapon than in his spells.	See the table below.

Justifier Spell progression

Level of the Justifier	Casting level	Level 1 		Level 2		Level 3 		Level 4
	8			1	0		-		-		-
	9			1	0		-		-		-
	10			2	1		-		-		-
	11			2	1		-		-		-
	12			3	1		0		-		-
	13			3	1		0		-		-
	14			4	1		1		-		-
	15			4	1		1		0		-
	16			5	1		1		1		-
	17			5	1		1		1		0
	18			6	2		1		1		1
	19			6	2		2		1		1
	20 +  			7 (max)	2		2		2		1