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What DO you DO for... Rangers?
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<blockquote data-quote="Tonguez" data-source="post: 2987486" data-attributes="member: 1125"><p><strong>Sea Ranger</strong> (Hautai) – Master Fisherman, Mariners and Navigators the Sea Ranger is the master of the open sea, out beyond the protection of the reef sailing the large sailing craft, casting nets and lines out against sharks and other monsters of the deep.</p><p></p><p><strong>BAb</strong> - as Ranger</p><p><strong>Saves</strong> – as Ranger</p><p></p><p><strong>The Sea Ranger</strong></p><p></p><p><strong>All of the following are class features of the {class}. </strong></p><p><strong>Weapon and Armor Proficiency:</strong> The Sea Ranger is proficient with all simple and martial weapons, and light armor </p><p></p><p><strong>Spells</strong>: See below</p><p></p><p><strong>Track</strong>: In addition to the standard Track ability the Sea Ranger can also ‘Track’ creatures through the water. </p><p><em>Water Conditions DC</em>: Clear water -2 ,Calm surface –1, Slightly murky water +0, Small waves +0, Medium, choppy waves +1, Large waves +2, Obscuring clouds of silt +2, Storm waves +4</p><p><em>Distance Dc</em>: Within 20' of target 10, 20' to 30' apart 15, More than 30' apart +1/10'</p><p></p><p><strong>Maritime Skills</strong>: Due to the extensive training that the Sea Ranger receives in and around the water, she automatically gains training and competency bonuses to the following skills at 1st level:</p><p>Swim+4 Profession (Sailing) +2, Profession (Navigator) +2 (training is assumed)</p><p></p><p><strong>Aquatic Combat</strong>: As master Hunter of Big game fish like Sharks the Sea Ranger is trained in the best techniques and methods for surviving combat both when on or in the water. The Sea Ranger gains a bonus to Listen, Move Silently,Sense Motive, and Spot checks when using these skills against creatures found in at sea whether deep water or shallows (including shoreline). Likewise, she gets the same bonus to weapon damage rolls against these creatures. <strong>Deep water+1 Shallows/Shore+2</strong> </p><p>At Level 8 the bonuses increase to <strong>Deep water+2 Shallows/Shore+4</strong> <em>Deep Water refers to anywhere the character can not touch the bottom whilst fully submerged</em></p><p></p><p><strong>Endure Elements</strong>: Used to the dangers of the Sea the Sea Ranger gains +2 bonus to all Fort saves made against weather effects (cold, wind, heat), drowning and starvation. </p><p></p><p><strong>Improved Swim </strong> (new feat)– The character is able to swim at ½ their base speed as a move action or at their base speed as a full round action. Additionally they do not suffer the –1 penalty for swimming underwater (but still drown as per usual if they run out of breath)</p><p></p><p><strong>Sea Legs</strong>: A Sea Ranger spends years living and working on the water, and has learned to stay on her feet during fair weather and foul. At 3rd level, a Sea Ranger gains a +2 competence bonus to all Balance checks. Furthermore, a successful check allows a full move instead of a half move. A failed check still means no movement at all.</p><p></p><p><strong>Orientation</strong>: A Mariner has an innate sense of their location and by reading the combination of swells, prevailing winds, stars and water salinity can always locate the direction of and predict the distance (in days of travel) to his home island. The Mariner can also locate other Islands they have been to for more than 1 day with a Prof Navigator check DC 15</p><p>At 5th level with a Prof Navigator check DC 15 the Mariner can locate the direction of any landmass within 50 miles</p><p></p><p><strong>Weather Sense</strong>: With a successful Survival check a Sea Ranger can predict the Weather for the next few days. The DC is 10+2 per day (eg weather in 3 days has DC 16 (10+6)). </p><p></p><p><strong>Oceans Bounty</strong>: The Sea Ranger is a Master Fisherman and can find and locate schools of fish as required. The Sea Ranger can also locate drinkable water at sea (often by following rain clouds). The Oceans Bounty requires 1 hour to locate </p><p></p><p><strong>Freedom of Movement:</strong> Starting at 12th level, a Sea Ranger knows how to use her abilities and weapons to their best effect when underwater. As a result, when underwater, she suffers no penalties to movement or attack rolls as if she were the recipient of the freedom of movement spell </p><p>This is an Extraordinary ability.</p><p></p><p><strong>Hold Breath</strong>: At 16th level, a Sea Ranger has learned how to survive underwater for extended periods of time. She can hold her breath for a number of rounds equal Constitution x4, instead of double Con as normal</p><p></p><p>1st-LEVEL RANGER SPELLS </p><p>Alarm </p><p>Animal Friendship </p><p>Delay Poison </p><p>Detect Animals or Plants </p><p>Detect Snares and Pits </p><p>Entangle </p><p>Magic Fang </p><p>Obscuring Mist </p><p>Pass without Trace </p><p>Read Magic </p><p>Resist Elements </p><p>Speak with Animals </p><p>Summon Nature's Ally I </p><p> </p><p>2nd-LEVEL RANGER SPELLS </p><p>Animal Messenger </p><p>Cure Light Wounds </p><p>Detect Chaos/Evil/Good/Law </p><p>Hold Animal </p><p>Locate Object </p><p>Protection from Elements </p><p>Sleep </p><p>Snare </p><p>Summon Nature's Ally II </p><p> </p><p>3rd-LEVEL RANGER SPELLS </p><p>Cure Moderate Wounds </p><p>Greater Magic Fang </p><p>Gust of Wind</p><p>Neutralize Poison </p><p>Plant Growth </p><p>Remove Disease </p><p>Summon Nature's Ally III </p><p>Water Walk </p><p> Water Breathing </p><p> </p><p>4th-LEVEL RANGER SPELLS </p><p>Sending </p><p>Cure Serious Wounds </p><p>Freedom of Movement </p><p>Nondetection </p><p>Polymorph Self </p><p>Summon Nature's Ally IV </p><p>Wind Wall</p></blockquote><p></p>
[QUOTE="Tonguez, post: 2987486, member: 1125"] [B]Sea Ranger[/B] (Hautai) – Master Fisherman, Mariners and Navigators the Sea Ranger is the master of the open sea, out beyond the protection of the reef sailing the large sailing craft, casting nets and lines out against sharks and other monsters of the deep. [B]BAb[/B] - as Ranger [B]Saves[/B] – as Ranger [B]The Sea Ranger[/B] [B]All of the following are class features of the {class}. Weapon and Armor Proficiency:[/B] The Sea Ranger is proficient with all simple and martial weapons, and light armor [B]Spells[/B]: See below [B]Track[/B]: In addition to the standard Track ability the Sea Ranger can also ‘Track’ creatures through the water. [I]Water Conditions DC[/I]: Clear water -2 ,Calm surface –1, Slightly murky water +0, Small waves +0, Medium, choppy waves +1, Large waves +2, Obscuring clouds of silt +2, Storm waves +4 [I]Distance Dc[/I]: Within 20' of target 10, 20' to 30' apart 15, More than 30' apart +1/10' [B]Maritime Skills[/B]: Due to the extensive training that the Sea Ranger receives in and around the water, she automatically gains training and competency bonuses to the following skills at 1st level: Swim+4 Profession (Sailing) +2, Profession (Navigator) +2 (training is assumed) [B]Aquatic Combat[/B]: As master Hunter of Big game fish like Sharks the Sea Ranger is trained in the best techniques and methods for surviving combat both when on or in the water. The Sea Ranger gains a bonus to Listen, Move Silently,Sense Motive, and Spot checks when using these skills against creatures found in at sea whether deep water or shallows (including shoreline). Likewise, she gets the same bonus to weapon damage rolls against these creatures. [b]Deep water+1 Shallows/Shore+2[/b] At Level 8 the bonuses increase to [b]Deep water+2 Shallows/Shore+4[/b] [I]Deep Water refers to anywhere the character can not touch the bottom whilst fully submerged[/I] [B]Endure Elements[/B]: Used to the dangers of the Sea the Sea Ranger gains +2 bonus to all Fort saves made against weather effects (cold, wind, heat), drowning and starvation. [B]Improved Swim [/B] (new feat)– The character is able to swim at ½ their base speed as a move action or at their base speed as a full round action. Additionally they do not suffer the –1 penalty for swimming underwater (but still drown as per usual if they run out of breath) [B]Sea Legs[/B]: A Sea Ranger spends years living and working on the water, and has learned to stay on her feet during fair weather and foul. At 3rd level, a Sea Ranger gains a +2 competence bonus to all Balance checks. Furthermore, a successful check allows a full move instead of a half move. A failed check still means no movement at all. [B]Orientation[/B]: A Mariner has an innate sense of their location and by reading the combination of swells, prevailing winds, stars and water salinity can always locate the direction of and predict the distance (in days of travel) to his home island. The Mariner can also locate other Islands they have been to for more than 1 day with a Prof Navigator check DC 15 At 5th level with a Prof Navigator check DC 15 the Mariner can locate the direction of any landmass within 50 miles [B]Weather Sense[/B]: With a successful Survival check a Sea Ranger can predict the Weather for the next few days. The DC is 10+2 per day (eg weather in 3 days has DC 16 (10+6)). [B]Oceans Bounty[/B]: The Sea Ranger is a Master Fisherman and can find and locate schools of fish as required. The Sea Ranger can also locate drinkable water at sea (often by following rain clouds). The Oceans Bounty requires 1 hour to locate [B]Freedom of Movement:[/B] Starting at 12th level, a Sea Ranger knows how to use her abilities and weapons to their best effect when underwater. As a result, when underwater, she suffers no penalties to movement or attack rolls as if she were the recipient of the freedom of movement spell This is an Extraordinary ability. [B]Hold Breath[/B]: At 16th level, a Sea Ranger has learned how to survive underwater for extended periods of time. She can hold her breath for a number of rounds equal Constitution x4, instead of double Con as normal 1st-LEVEL RANGER SPELLS Alarm Animal Friendship Delay Poison Detect Animals or Plants Detect Snares and Pits Entangle Magic Fang Obscuring Mist Pass without Trace Read Magic Resist Elements Speak with Animals Summon Nature's Ally I 2nd-LEVEL RANGER SPELLS Animal Messenger Cure Light Wounds Detect Chaos/Evil/Good/Law Hold Animal Locate Object Protection from Elements Sleep Snare Summon Nature's Ally II 3rd-LEVEL RANGER SPELLS Cure Moderate Wounds Greater Magic Fang Gust of Wind Neutralize Poison Plant Growth Remove Disease Summon Nature's Ally III Water Walk Water Breathing 4th-LEVEL RANGER SPELLS Sending Cure Serious Wounds Freedom of Movement Nondetection Polymorph Self Summon Nature's Ally IV Wind Wall [/QUOTE]
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What DO you DO for... Rangers?
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