THE ROVER
an alt.Ranger
A Rover is a man or woman who excels at living in the wilds. At home in the thick of a tropical forest, or under the blistering heat of an expansive desert, the Rover is knowledgeable in survival. A woodsman, a tracker, and a skilled scout, the Rover can be a deadly foe on his home terrain.
Saves
Fort: Good
Reflex: Bad
Will: Medium
BAB
As Normal
Spells
None. The Rover cannot cast any spells.
Abilities
1. Track, Trained Instict
2. Woodland Stride
3. Trained Instinct, Nature's Wisdom
4. Survival Feat
5. Trained Instinct, Poacher's Bane
6. Endure Elements I, Fast Tracking
7. Trained Instinct, Herbal Elixir
8. Hidden Tracks
9. Trained Instinct, Survival Feat
10. Pathfinding
11. Trained Instinct
12. Endure Elements II
13. Trained Instinct
14. Special Ability
15. Trained Instinct, Survival Feat
16. Skill Mastery (Wilderness Lore)
17. Trained Instinct
18. Endure Elements III
19. Trained Instinct
20. Special Ability, Survival Feat
Notes:
- Rovers receive a “Medium” will save (taken from d20 Wheel of Time RPG). This represents the discipline and strength of mind it takes to survive in isolation and in the clutches of unpredictable nature.
- Replace any mention of the skill Combat Tactics with Bluff and Sense Motive. Combat Tactics is a house-created skill.
Hit Dice: D8
Skill Points: 6
Weapon & Armor Proficiencies: Rovers are proficient in weapons that are useful as tools in the wilderness. These weapons include: axe (hand, throwing/hatchet), bow (any type), dagger, club, javelin, quarterstaff, sling, spear (half spear, short spear), and sword (machete). Rovers are proficient in Light armor; Rovers do not possess the Shield proficiency.
Class Skills: Animal Empathy (Cha, exclusive), Climb (Str), Craft [Bowmaking/Fletching, Leathermaking, Trapmaking (Crude)] (Int), Combat Tactics (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge [Nature], [monster-type] (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).
Special Abilities:
Track: The Rover receives Track at 1st level.
Trained Instinct: At 1st level and every other level thereafter (3rd, 5th, 7th, 9th, etc), a Rover either refines her outdoor familiarity or predatory intuition. Choose between the following three abilities:
· Familiar Terrain: the Rover selects a type of region as a familiar terrain. The maximum number of familiar terrain bonuses that can be assigned to one region is five. Due to the widespread exploration of specific outdoor settings and acquired knowledge, rovers get a +1 bonus to Hide, Intuit Direction, Move Silently, Search, and Wilderness Lore checks when using these skills while negotiating this type of region during any season. In addition, animals, beasts, and vermin in this region may be influenced with a +2 circumstance bonus to any Animal Empathy or Handle Animal checks. Selecting a terrain twice grants cumulative bonuses. The following terrains may be selected:
o Tundra
o Aquatic
o Forest
o Desert
o Hills
o Plains
o Mountain
o Jungle
o Marsh/Wetlands
o Underground
· Quarry Bonus: The Rover chooses the target of his hunt, either at the beginning of the session or when the player characters would normally be preparing spells, as the DM prefers. The bonus applies to attack rolls, Combat Tactics, Listen, Sense Motive, Spot, and Wilderness Lore (Track) checks made when dealing with the chosen Quarry. At the Rover’s option, he can switch the attack roll bonus to an armor class bonus on a round-by-round basis, as per Expertise. Each time the Rover selects this ability this bonus increases by +1.
Normally the Quarry Bonus applies to a single individual the Rover is hunting for the time, in which case the full bonus is awarded. Alternatively, the roverr may choose a small party (a number of specific foes up to his level) against which he receives one-half the bonus, or an entire race or organization against which he receives one-third the listed bonus. When reducing the bonus, round all fractions up.
· Favored Enemy: The Rover selects a type of creature as a favored enemy. Due to their extensive study of certain foes and training in proper techniques for combating them, Rovers gain a +1 bonus to Combat Tactics, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of creature. Likewise, the Rover gets the same bonus to weapon damage rolls against creatures of this type. A Rover also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the rover cannot strike with deadly accuracy beyond that range). In the case of creatures immune to critical hits, the favored enemy damage bonus is still added but cannot exceed the maximum damage inflicted by any given weapon. Note: Rovers can select their own race as a favored enemy, regardless of alignment.
o Aberration
o Animal
o Beast
o Construct
o Dragon
o Elemental
o Fey
o Giant
o Humanoid
o Magical Beast
o Monstrous Humaniod
o Ooze
o Outsider
o Plant
o Shapechanger
o Undead
o Vermin
Woodland Stride: The Rover may move through natural thorns, brush, briars, overgrown areas, etc., at normal speed and without suffering any damage or hindrances. This ability does not work on magical vegetation. This ability functions only in the Rover’s favored terrain.
Nature’s Wisdom: The Rover may identify plants and animals native to any of the Rover’s favored terrain accurately. The Rover may also determine if a natural source of drinking water in a favored terrain is safe to drink.
Survival Feat: The Rover may select one of the following feats: Alertness, Athletic, Dash, Dragon’s Toughness, Dwarf’s Toughness, Endurance, Extra Favored Enemy, Forester, Giant’s Toughness, Great Fortitude, Improved Swimming, Lightning Reflexes, Remain Conscious, Resist Disease, Resist Poison, Run, Scent, Survivor, and Tree Topper. Note, the Rover must meet the prerequisite(s) of the feat chosen before he/she can take the feat.
Poacher’s Bane: The Rover has become knowledgeable in the methodology of poachers. The Rover may detect any crude trap, snare, or pit by using Wilderness Lore. If the Wilderness Lore check succeeds by a DC of 10 or more the Rover is able to disarm the trap without harm or incident. This ability does not function towards magical traps of any kind. Furthermore, this ability only functions in the Rover’s favored terrain.
Endure Elements: The Rover has become accustomed to the rigors of harsh environments so much that the listed bonus is added towards any save or skill check to resist the effects of natural heat or cold. Furthermore, the Rover gains Damage Resistance of the listed bonus towards natural heat or cold.
Fast Tracking: The Rover is capable of moving through his favored terrain at greater speeds. While in his favored terrain the Rover may Track at his normal speed rate.
Healing Elixir: The Rover is capable of mixing herbs and plants to make a healing elixir. The Rover must spend 1d4 hours gathering the appropriate herbs, mosses, and plants to make the elixir. Once made, the elixir functions as one application of a potion of healing (as per the DMG). The elixir, if not used once made, expires in 1d4 hours.
Hidden Tracks: The Rover has the ability to hide his tracks. The Rover makes a Wilderness Lore check with his roll being the DC of any tracker trying to track the Rover. [still working on the particulars of this ability]
Nature’s Guidance: The Rover possesses a universal sense of how to avoid obstacles and locate shortcuts when traveling overland. This allows Rovers to traverse any familiar terrain faster than normal, despite existing conditions. Whenever a Rover travels in his/her familiar terrain the conditions are always one more favorable than normal (trackless becomes road, road becomes highway).
Special Ability: The Rover may select one of the following:
· Ear to the Wild (Prerequisite: Alertness): The Rover can pick out faint sounds at a distance. Distance penalties to Listen checks are cancelled out to 50’ (accruing at –1 for each 10’ thereafter). At the DM’s discretion , this may allow a Listen check to be substituted for the normal Spot check to determine when an encounter is first noticed.
· Eyes of the Eagle (Prerequisite: Alertness): The Rover has vision of exceptional range. Distance penalties to Spot checks are cancelled out to 50’ (accruing at –1 for each 10’ thereafter). Additionally, Spot checks made at the beginning of an encounter to determine when an encounter is first noticed are made with a +5 bonus.
· Feral Senses (Prerequisite: Alertness): The Rover’s senses are attuned to nature, making her harder to catch unaware. Listen and Spot checks are made at a +2 bonus when in a favored terrain. This bonus stacks with the bonus received from Alertness.
· Slay Favored Enemy (Prerequisite: Survivor): The Rover becomes intensely deadly towards her favored enemy. The Rover may reduce her BAB to increase her damage against her favored enemy. Each +1 bonus of BAB sacrificed increased the damage by +2.
· Ambush (Prerequisite: Stealthy): The Rover becomes an expert at dropping foes in an ambush. The Rover, when in her favored terrain, receives an extra 1d6 point of damage against a surprised foe. This ability may be taken more than once. The damage bonus stacks with a rogue’s sneak attack and with itself.
· Aggressive Terrain (Prerequisite: Dash) The Rover uses her surroundings to distract opponents. The Rover makes a Combat Tactics (Feint) check using her Wilderness Lore bonus to perform a feint as a simple action (move-equivalent action). If successful, a feint has been performed and the Rover may choose the result as per the Combat Tactics (Feint) skill. Note: Aggressive Terrain may only be used in the Rover’s favored terrain region.
· Defensive Terrain (Prerequisite: Dodge): The Rover uses her surroundings to hinder opponents in combat. The Rover makes a Combat Tactics (Feint) check using her Wilderness Lore bonus to perform a feint as a simple action (move-equivalent action). If successful, the Rover receives a +2 bonus to her armor class. Note: Defensive Terrain may only be used in the Rover’s favored terrain region.
· Acclimated (Prerequisite: Toughness, Survivor): The Rover is durable in the most extreme temperatures, receiving a +4 inherent bonus to avoid debilitating or damaging effects of heat and cold (including magical heat and cold).
· Animal Affinity (Prerequisite: Forester): The Rover has a knack for dealing with a particular type of natural animal or beast. Animal Empathy and Handle Animal checks with regards to creatures of the selected type receive a +4 competence bonus. Additionally, if the creature is of a type that can be ridden, applicable Ride checks are made at +2. This ability can be taken multiple times, each time applying to a different creature.
· Experienced Climber: The Rover is adept at climbing. The Rover does not lose her Dexterity bonus, if any, or suffer any penalty associated with the loss of a Dexterity bonus while climbing. Additionally, climbing rates are increased by 25%. This ability only functions in the Rover’s favored terrain.
· Wild Life (Prerequisite: Survivor): The Rover has become accustomed to living in the wilds. The Rover receives a +2 bonus to Swim, Climb, and Jump checks in her favored terrain.
Skill Mastery – Wilderness Lore: The Rover is able to take 10 on Wilderness Lore checks.
* Edit: Changed Slay Favored Enemy special ability.
an alt.Ranger
A Rover is a man or woman who excels at living in the wilds. At home in the thick of a tropical forest, or under the blistering heat of an expansive desert, the Rover is knowledgeable in survival. A woodsman, a tracker, and a skilled scout, the Rover can be a deadly foe on his home terrain.
Saves
Fort: Good
Reflex: Bad
Will: Medium
BAB
As Normal
Spells
None. The Rover cannot cast any spells.
Abilities
1. Track, Trained Instict
2. Woodland Stride
3. Trained Instinct, Nature's Wisdom
4. Survival Feat
5. Trained Instinct, Poacher's Bane
6. Endure Elements I, Fast Tracking
7. Trained Instinct, Herbal Elixir
8. Hidden Tracks
9. Trained Instinct, Survival Feat
10. Pathfinding
11. Trained Instinct
12. Endure Elements II
13. Trained Instinct
14. Special Ability
15. Trained Instinct, Survival Feat
16. Skill Mastery (Wilderness Lore)
17. Trained Instinct
18. Endure Elements III
19. Trained Instinct
20. Special Ability, Survival Feat
Notes:
- Rovers receive a “Medium” will save (taken from d20 Wheel of Time RPG). This represents the discipline and strength of mind it takes to survive in isolation and in the clutches of unpredictable nature.
- Replace any mention of the skill Combat Tactics with Bluff and Sense Motive. Combat Tactics is a house-created skill.
Hit Dice: D8
Skill Points: 6
Weapon & Armor Proficiencies: Rovers are proficient in weapons that are useful as tools in the wilderness. These weapons include: axe (hand, throwing/hatchet), bow (any type), dagger, club, javelin, quarterstaff, sling, spear (half spear, short spear), and sword (machete). Rovers are proficient in Light armor; Rovers do not possess the Shield proficiency.
Class Skills: Animal Empathy (Cha, exclusive), Climb (Str), Craft [Bowmaking/Fletching, Leathermaking, Trapmaking (Crude)] (Int), Combat Tactics (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge [Nature], [monster-type] (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).
Special Abilities:
Track: The Rover receives Track at 1st level.
Trained Instinct: At 1st level and every other level thereafter (3rd, 5th, 7th, 9th, etc), a Rover either refines her outdoor familiarity or predatory intuition. Choose between the following three abilities:
· Familiar Terrain: the Rover selects a type of region as a familiar terrain. The maximum number of familiar terrain bonuses that can be assigned to one region is five. Due to the widespread exploration of specific outdoor settings and acquired knowledge, rovers get a +1 bonus to Hide, Intuit Direction, Move Silently, Search, and Wilderness Lore checks when using these skills while negotiating this type of region during any season. In addition, animals, beasts, and vermin in this region may be influenced with a +2 circumstance bonus to any Animal Empathy or Handle Animal checks. Selecting a terrain twice grants cumulative bonuses. The following terrains may be selected:
o Tundra
o Aquatic
o Forest
o Desert
o Hills
o Plains
o Mountain
o Jungle
o Marsh/Wetlands
o Underground
· Quarry Bonus: The Rover chooses the target of his hunt, either at the beginning of the session or when the player characters would normally be preparing spells, as the DM prefers. The bonus applies to attack rolls, Combat Tactics, Listen, Sense Motive, Spot, and Wilderness Lore (Track) checks made when dealing with the chosen Quarry. At the Rover’s option, he can switch the attack roll bonus to an armor class bonus on a round-by-round basis, as per Expertise. Each time the Rover selects this ability this bonus increases by +1.
Normally the Quarry Bonus applies to a single individual the Rover is hunting for the time, in which case the full bonus is awarded. Alternatively, the roverr may choose a small party (a number of specific foes up to his level) against which he receives one-half the bonus, or an entire race or organization against which he receives one-third the listed bonus. When reducing the bonus, round all fractions up.
· Favored Enemy: The Rover selects a type of creature as a favored enemy. Due to their extensive study of certain foes and training in proper techniques for combating them, Rovers gain a +1 bonus to Combat Tactics, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of creature. Likewise, the Rover gets the same bonus to weapon damage rolls against creatures of this type. A Rover also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the rover cannot strike with deadly accuracy beyond that range). In the case of creatures immune to critical hits, the favored enemy damage bonus is still added but cannot exceed the maximum damage inflicted by any given weapon. Note: Rovers can select their own race as a favored enemy, regardless of alignment.
o Aberration
o Animal
o Beast
o Construct
o Dragon
o Elemental
o Fey
o Giant
o Humanoid
o Magical Beast
o Monstrous Humaniod
o Ooze
o Outsider
o Plant
o Shapechanger
o Undead
o Vermin
Woodland Stride: The Rover may move through natural thorns, brush, briars, overgrown areas, etc., at normal speed and without suffering any damage or hindrances. This ability does not work on magical vegetation. This ability functions only in the Rover’s favored terrain.
Nature’s Wisdom: The Rover may identify plants and animals native to any of the Rover’s favored terrain accurately. The Rover may also determine if a natural source of drinking water in a favored terrain is safe to drink.
Survival Feat: The Rover may select one of the following feats: Alertness, Athletic, Dash, Dragon’s Toughness, Dwarf’s Toughness, Endurance, Extra Favored Enemy, Forester, Giant’s Toughness, Great Fortitude, Improved Swimming, Lightning Reflexes, Remain Conscious, Resist Disease, Resist Poison, Run, Scent, Survivor, and Tree Topper. Note, the Rover must meet the prerequisite(s) of the feat chosen before he/she can take the feat.
Poacher’s Bane: The Rover has become knowledgeable in the methodology of poachers. The Rover may detect any crude trap, snare, or pit by using Wilderness Lore. If the Wilderness Lore check succeeds by a DC of 10 or more the Rover is able to disarm the trap without harm or incident. This ability does not function towards magical traps of any kind. Furthermore, this ability only functions in the Rover’s favored terrain.
Endure Elements: The Rover has become accustomed to the rigors of harsh environments so much that the listed bonus is added towards any save or skill check to resist the effects of natural heat or cold. Furthermore, the Rover gains Damage Resistance of the listed bonus towards natural heat or cold.
Fast Tracking: The Rover is capable of moving through his favored terrain at greater speeds. While in his favored terrain the Rover may Track at his normal speed rate.
Healing Elixir: The Rover is capable of mixing herbs and plants to make a healing elixir. The Rover must spend 1d4 hours gathering the appropriate herbs, mosses, and plants to make the elixir. Once made, the elixir functions as one application of a potion of healing (as per the DMG). The elixir, if not used once made, expires in 1d4 hours.
Hidden Tracks: The Rover has the ability to hide his tracks. The Rover makes a Wilderness Lore check with his roll being the DC of any tracker trying to track the Rover. [still working on the particulars of this ability]
Nature’s Guidance: The Rover possesses a universal sense of how to avoid obstacles and locate shortcuts when traveling overland. This allows Rovers to traverse any familiar terrain faster than normal, despite existing conditions. Whenever a Rover travels in his/her familiar terrain the conditions are always one more favorable than normal (trackless becomes road, road becomes highway).
Special Ability: The Rover may select one of the following:
· Ear to the Wild (Prerequisite: Alertness): The Rover can pick out faint sounds at a distance. Distance penalties to Listen checks are cancelled out to 50’ (accruing at –1 for each 10’ thereafter). At the DM’s discretion , this may allow a Listen check to be substituted for the normal Spot check to determine when an encounter is first noticed.
· Eyes of the Eagle (Prerequisite: Alertness): The Rover has vision of exceptional range. Distance penalties to Spot checks are cancelled out to 50’ (accruing at –1 for each 10’ thereafter). Additionally, Spot checks made at the beginning of an encounter to determine when an encounter is first noticed are made with a +5 bonus.
· Feral Senses (Prerequisite: Alertness): The Rover’s senses are attuned to nature, making her harder to catch unaware. Listen and Spot checks are made at a +2 bonus when in a favored terrain. This bonus stacks with the bonus received from Alertness.
· Slay Favored Enemy (Prerequisite: Survivor): The Rover becomes intensely deadly towards her favored enemy. The Rover may reduce her BAB to increase her damage against her favored enemy. Each +1 bonus of BAB sacrificed increased the damage by +2.
· Ambush (Prerequisite: Stealthy): The Rover becomes an expert at dropping foes in an ambush. The Rover, when in her favored terrain, receives an extra 1d6 point of damage against a surprised foe. This ability may be taken more than once. The damage bonus stacks with a rogue’s sneak attack and with itself.
· Aggressive Terrain (Prerequisite: Dash) The Rover uses her surroundings to distract opponents. The Rover makes a Combat Tactics (Feint) check using her Wilderness Lore bonus to perform a feint as a simple action (move-equivalent action). If successful, a feint has been performed and the Rover may choose the result as per the Combat Tactics (Feint) skill. Note: Aggressive Terrain may only be used in the Rover’s favored terrain region.
· Defensive Terrain (Prerequisite: Dodge): The Rover uses her surroundings to hinder opponents in combat. The Rover makes a Combat Tactics (Feint) check using her Wilderness Lore bonus to perform a feint as a simple action (move-equivalent action). If successful, the Rover receives a +2 bonus to her armor class. Note: Defensive Terrain may only be used in the Rover’s favored terrain region.
· Acclimated (Prerequisite: Toughness, Survivor): The Rover is durable in the most extreme temperatures, receiving a +4 inherent bonus to avoid debilitating or damaging effects of heat and cold (including magical heat and cold).
· Animal Affinity (Prerequisite: Forester): The Rover has a knack for dealing with a particular type of natural animal or beast. Animal Empathy and Handle Animal checks with regards to creatures of the selected type receive a +4 competence bonus. Additionally, if the creature is of a type that can be ridden, applicable Ride checks are made at +2. This ability can be taken multiple times, each time applying to a different creature.
· Experienced Climber: The Rover is adept at climbing. The Rover does not lose her Dexterity bonus, if any, or suffer any penalty associated with the loss of a Dexterity bonus while climbing. Additionally, climbing rates are increased by 25%. This ability only functions in the Rover’s favored terrain.
· Wild Life (Prerequisite: Survivor): The Rover has become accustomed to living in the wilds. The Rover receives a +2 bonus to Swim, Climb, and Jump checks in her favored terrain.
Skill Mastery – Wilderness Lore: The Rover is able to take 10 on Wilderness Lore checks.
* Edit: Changed Slay Favored Enemy special ability.
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