STORMWORLD-RANGER
Many people of StormWorld have tunred their backs on the polluted remnant cities of the old empire. Many are plagued by the twisted magical abberrations that haunt the world. Some do something about it. The Rangers of StormWorld can be found everywhere. From the wild forests and mountains to the ranging oceans and vast wind swept deserts, the Rangers are at home. They battle wild beasts and protect homesteaders or they scour ancient ruins In the wild looking to root out danger.
Adventures: Rangers are commonly found amongst the ranks of adventureres on StormWorld. Rangers often strike out In search of danger across the ruined world seeking to rid the land of the abominations of the Sundering or protect homesteaders against the Infernal forces that plague the world. Among all the adventurers of the world, Rangers are foremost In their sense of wanderlust.
Characteristics: The ranger is proficient with all simple and martial weapons and capable in combat. His skills allow him to survive in the wilderness, to find his prey, and to avoid detection. He also has special knowledge of certain types of creatures.
Alignment: Rangers can be of any alignment. Due to their loner nature and disdain for "so called" civilization, most Rangers tend towards chaotic alignments, though Lawful Rangers are not unheard of. Most Rangers are of good align, seeking to defend their people or the world from the abberations of the Sundering. Some lean towards neutrality seeking the solitude of the wild world and a respite from the deprevations of the great remnant cities. Evil rangers in StormWorld seek to embrace the ferosity of the wild. Using the perverted strength of sundered nature to further their evil schemes.
Religion: Being a diverse group with no real ties, religion among the rangers is, as with all things among their ranks, a personal matter. There are many that worship the creator and some that follow the goddess, becoming strong allies of the Druids. Some never hear the call of the divine and lead lives of soul-searching In the wild
Background: Rangers come from all walks of life. Some are trained as scouts for the armies of various warlords. Others are raised in the wild amongst their people. Some learn their craft at the hands of master Rangers, seeking these heroes out to learn the skills of a life spent wandering the world.
Races: The elves of StormWorld are quite often Rangers, having close ties to the natural world and the creatures that live In the wild. Many say the first human Rangers were trained by the elves. Proving their never ending adaptibility, Humans are also common among the Ranger ranks. Rangers can be found amongst the Kindred as well. Many among the half-breeds (Half-elves and Goblins and too a lesser extent, Half-Ogres) find the wandering life of a Ranger a natrual calling given their usual lives of prejudice and disdain.
Dwarves, coming from extremely strong fanily and clan ties very rarely become Rangers. Those that do are often the result of some falling out with their clans. Though Roma Halflings already lead a life of wanderlust, it is most often in conjunction with their vast extended families, seeking strength in numbers. Still occasionally, a Halfling Ranger can be found.
Among the plane touched races of StormWorld Aasimar, Teifling and Water Genasi make up most of the majority of Rangers. Most of the Goblins of the world lack the skill or intestinal fortitude to become true rangers, but the occasinal Black Ranger is of Goblin stock. These evil rangers quite often spend their time hunting man and elves alike. Some become feared bounty hunters or assasins.
Classes: Rangers can be found most often In the company of the barbarous peoples of the world. They work well with other fighters. Most have a tolerance of the servants of the various churches, seeing good works in each other but often disagreeing on tactics or principle. Being individualists, Rangers tend to being accomodating to just about anyone as long as their lives are no infringed upon.
Code:
Table *–*: The Ranger
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1 +1 +2 +0 +0 Track, Terrain Bonus, 1st favored enemy
2 +2 +3 +0 +0 Combat Style
3 +3 +3 +1 +1 Animal companion
4 +4 +4 +1 +1 Endurance
5 +5 +4 +1 +1 2nd favored enemy/Terrain Bonus
6 +6/+1 +5 +2 +2 Improved Combat Style
7 +7/+2 +5 +2 +2 Woodland Stride
8 +8/+3 +6 +2 +2 Swift Tracker
9 +9/+4 +6 +3 +3 Evasion
10 +10/+5 +7 +3 +3 3rd favored enemy/Terrain Bonus
11 +11/+6/+1 +7 +3 +3 Combat Style Mastery
12 +12/+7/+2 +8 +4 +4
13 +13/+8/+3 +8 +4 +4 Camoflage
14 +14/+9/+4 +9 +4 +4
15 +15/+10/+5 +9 +5 +5 4th favored enemy/Terrain Bonus
16 +16/+11/+6/+1 +10 +5 +5
17 +17/+12/+7/+2 +10 +5 +5 Hide in Plain Sight
18 +18/+13/+8/+3 +11 +6 +6
19 +19/+14/+9/+4 +11 +6 +6
20 +20/+15/+10/+5 +12 +6 +6 5th favored enemy/Terrain Bonus
GAME RULE INFORMATION
Rangers have the following game statistics.
Abilities: Unchanged.
Alignment: Any.
Hit Die: d8.
Class Skills
The ranger’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Dungeoneering, Geography, nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).
Skill Points at 1st Level: (6+ Int modifier) 4.
Skill Points at Each Additional Level: 6 + Int modifier.
CLASS FEATURES
All of the following are class features of the ranger.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, light armor, medium armor, and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armor and equipment carried.
At first level, the Ranger can choose a mode of combat he favors. This mode of combat is refelcted in the aquistion of two virtual feats. These feats are virtual because they depend on the ranger remaining in light armor and unencumbered. The Ranger can choose any of the following combinations but this is by no means an exhaustive list.
These feats can be used as prerequisties for more advanced feats. Prerequisite minimums apply normally.
Melee specialist- Ambidexterity & Two-weapon fighting
Raned specialist- Point blank shot & Rapid shot
Mounted warrior- Mounted Combat & Ride by attack
Animal Companion: A 3rd-level Ranger gains an animal companion. This animal is one that the Ranger befreinds during game play The animal may not be higher than the Rangers CL -2. Thus a 3rd level Ranger could gain a CR 1 animal. The Ranger may have more than 1 animal companion but the total CR for all animal companions must not be higher than the Rangers CL-2. Animal companions can be natural or magical beasts but cannot be an outsider. Ranger Animal companions can advance In CR as per their description In the MM but may not exceed the normal advancemnt range of that creature type.
Ranger animal companions will be exceptional creatures of that type having at a minimum 80% of max hit points.
The ranger will always be able to comminicate with their companions to some degree regardless of communication barriers. If the creature has no ability to communicate via language, the Ranger and his companion will be able to understand each other empathically at a minimum.
Rangers can gain new animal companions, should one die or If the two agree to part ways. The search for a new companion, under normal circumstances, should not take any longer than D20 -lvl days for a passive search oe - 2 x lvl If actively searching (Ie hunting). This Is an extrodinary ability.
Terrain Bonus: Starting at first level the Ranger gains a Terrain bonus with a specific terrain he has become Intimatly familiar with. He gets a +1 to Wild Empathy, Hide, Move Silently and Survival checks while in his Chosen Terrain due to his familiarity with the surroundings.
At 5th level and at every five levels thereafter (10th, 15th, and 20th level), the ranger may select a new terrain, and the bonus associated with every previously selected terrain goes up by +1. For example; a 15th-level ranger will have four known terrains, with bonuses of +4, +3, +2, and +1 respectively. Consult with your DM to add other types of terrain for your ranger on a case-by-case basis.
Track: A ranger gains Track (see PHB) as a bonus feat.
Favored Enemy: 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 Survival checks when using these skills against this type of creature. Likewise, he gets the same bonus to weapon damage rolls against creatures of this type. A ranger also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the ranger cannot strike with deadly accuracy beyond that range). The bonus doesn’t apply to damage against creatures that are immune to critical hits.
At 5th level and at every five levels thereafter (10th, 15th, and 20th 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 15th-level ranger will have four favored enemies, with bonuses of +4, +3, +2, and +1. Table 3–14: Ranger Favored Enemies lists possible categories for a ranger’s favored enemy.