Yet another Ranger class (v. 1.1)


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Been thinking about it, and really, the Beastmaster idea, particularly with the Familiar, should really be a PrC. While the approach of this variant is individual flexibility, I think that one is just a little to far off the beaten trail.

And as to trails... here is an ability of the in-the-works ranger of my sig-link.

Trailblazing (Ex): At 5th level the ranger can move through the wilderness at great speeds. When crossing through one of his Favored Terrains the ranger moves through trackless terrain as though it was a trail and moves through trails and roads as if they were highways. If mounted the ranger extends this ability to his mount. Of course the restriction that trails cannot be used by vehicles remains (see pg. 143 of Core Rulebook I).
The ranger can also guide parties of travelers through the wilderness at the same great speed. In addition to himself and his mount the ranger can guide three other creatures per level of ranger. For the purposes of this ability a creature is an intelligent creature moving under its own power, a pack animal, a draft animal, or an animal companion; treat mounts and their riders as a single creature and familiars and their masters as a single creature. Thus a 5th level ranger could guide his five companions, each of them mounted, at increased speed through his Favored Terrain. However, he could not guide five men on foot and a pack mule as that would be six creatures. Two draft horses drawing a wagon with a dozen passengers count as two creatures.

Finally, the ranger is no longer hampered by rough or overgrown terrain. If moving through one of his Favored Terrains the ranger may move through natural (but not enchanted or magically manipulated) thorns, briars, overgrown areas, and similar terrain at his normal speed and without suffering damage or other impairment. He cannot extend this ability to a mount or other travelers.
 

Well, I am admittedly coming to this from Spycraft, but over there we have some feats for this sort of behavior :).

New Covert Feats - from the Soldier Wheelman Class Guide

Arctic Training
You are highly trained to maneuver and fight in arctic conditions.
Prerequisites: Balance skill 2+, Survival skill 2+.
Benefit: You receive a +2 competence bonus to Survival and awareness checks made in arctic and tundra terrain, as well as to Balance checks made on natural surfaces. Further, if you plan an ambush in arctic or tundra terrain, your opponents’ awareness DCs to notice you during the surprise round are increased by 2. Also, you move at 3/4 speed on trails and in the wilderness in arctic or tundra terrain. Finally, you gain 2 points of damage reduction against ice and cold-based damage.
Normal: Agents normally move at 1/2 speed on trails and in the wilderness in arctic or tundra terrain.

Desert Training
You are highly trained to maneuver and fight in open and desert terrain.
Prerequisites: Spot skill 2+, Survival skill 2+.
Benefit: You receive a +2 competence bonus to Survival and awareness checks made in desert terrain and plains, as well as to Spot checks made to notice things over 500 ft. away. Further, if you plan an ambush in desert terrain or plains, your opponents’ awareness DCs to notice you during the surprise round are increased by 2. Also, you move at 3/4 speed in desert wilderness terrain. Finally you gain 1 point of damage reduction against heat-based damage.
Normal: Agents normally move at 1/2 speed in desert wilderness terrain.

Forest Training
You are highly trained to maneuver and fight in forest and scrub terrain.
Prerequisites: Move Silently skill 2+, Survival skill 2+.
Benefit: You receive a +2 competence bonus to Survival and awareness checks made in forest and scrub terrain, as well as to Move Silently checks made while on a natural surface. If you plan an ambush in forest or scrub terrain, your opponents’ awareness DCs to notice you during the surprise round are increased by 2. Also, you move at full speed in scrub wilderness, and at 3/4 speed in the wilderness in forest terrain. You may drive
vehicles through forested wilderness at 1/4 normal speed. Finally, you may use the Craft (Weaponsmith) skill to
create wooden weapons (bows, spears, clubs, etc.) in one hour instead of one day (see the Modern Arms Guide,
page 7).
Normal: Agents normally move at 3/4 speed in scrub wilderness, and at 1/2 speed in forest wilderness. Vehicles cannot normally be driven through forested wilderness.

Jungle Training
You are a terrifying opponent when hidden amongst dense jungle foliage.
Prerequisites: Hide skill 2+, Survival skill 2+.
Benefit: You receive a +2 competence bonus to Survival and awareness checks made in jungle terrain, as well as to Hide checks made outdoors and skill checks made to set traps in the wild. If you plan an ambush in jungle terrain, your opponents’ awareness DCs to notice you during the surprise round are increased by 2. You move at full speed on jungle trails and at 3/4 speed in jungle wilderness. Finally, you may drive vehicles through jungle wilderness at 1/4 speed.
Normal: Agents normally move at 3/4 speed on jungle trails, and at 1/2 speed in jungle wilderness. Vehicles cannot normally be driven through jungle wilderness.

Mountain Training
You are highly trained to maneuver and fight in the mountains.
Prerequisites: Climb skill 2+, Survival skill 2+.
Benefit: You receive a +2 competence bonus to Survival and awareness checks made in mountainous and hills terrain, as well as to Climb checks made on natural surfaces. If you plan an ambush in mountainous or hills terrain, your opponents’ awareness DCs to notice you during the surprise round are increased by 2. Further, you move at full speed on hill trails and at 3/4 speed in hills wilderness. You move at 3/4 speed on mountain trails, 1/2 speed in mountain wilderness, and may drive vehicles through mountain wilderness at 1/4 speed. Finally, you gain 2 points of damage reduction against falling damage.
Normal: Agents normally move at 3/4 speed on hill trails, at 1/2 speed in hill wilderness, at 1/2 speed on mountain trails, and at 1/4 speed in mountainous wilderness. Vehicles cannot normally be driven through mountainous wilderness.

Swamp Training
You are well versed in the dangers — and opportunities — of swamp terrain.
Prerequisites: Listen skill 2+, Survival skill 2+.
Benefit: You receive a +2 competence bonus to Survival and awareness checks made in swamp terrain, as well as to Listen checks made in non-urban terrain. If you plan an ambush in swamp terrain, your opponents’ awareness DCs to notice you during the surprise round are increased by 2. Further, you move at full speed on swamp trails and at 3/4 speed in swamp wilderness. You may drive vehicles through swamp wilderness at 1/4 speed. Finally, you gains a +2 circumstance bonus to all saves against poisons.
Normal: Agents normally move at 3/4 speed on swamp trails, and at 1/2 speed in swamp wilderness. Vehicles cannot normally be driven through swamp wilderness.

Maybe these will spark some ideas :).
 

This is a feat version of Favored Terrains. Very good as a class-granted ability, frequently an adventurer would find them a wasted feat unless the campaign stayed put.
 

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