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nick_crenshaw
2015-05-26, 03:25 PM
Urban Ranger
Alignment: Any.
Hit Die: d8.
Class Skills: The urban ranger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6 + Int modifier.
Table: The Urban Ranger


Level
BAB
Fort
Ref
Will
Special
Spells per Day











1st
2nd
3rd
4th


1st
+1
+2
+2
+0
1st rival organization, urban tracker, voice of the city






2nd
+2
+3
+3
+0
Combat style






3rd
+3
+3
+3
+1
Endurance






4th
+4
+4
+4
+1
Urban companion
0





5th
+5
+4
+4
+1
2nd rival organization
0





6th
+6/+1
+5
+5
+2
Improved combat style
1





7th
+7/+2
+5
+5
+2
Crowd-walker
1





8th
+8/+3
+6
+6
+2
Swift tracker
1
0




9th
+9/+4
+6
+6
+3
Evasion
1
0




10th
+10/+5
+7
+7
+3
3rd rival organization
1
1




11th
+11/+6/+1
+7
+7
+3
Combat style mastery
1
1
0



12th
+12/+7/+2
+8
+8
+4

1
1
1



13th
+13/+8/+3
+8
+8
+4
Hidden stalker
1
1
1



14th
+14/+9/+4
+9
+9
+4

2
1
1
0


15th
+15/+10/+5
+9
+9
+5
4th rival organization
2
1
1
1


16th
+16/+11/+6/+1
+10
+10
+5

2
2
1
1


17th
+17/+12/+7/+2
+10
+10
+5
Hidden stalker
2
2
2
1


18th
+18/+13/+8/+3
+11
+11
+6

3
2
2
1


19th
+19/+14/+9/+4
+11
+11
+6

3
3
3
2


20th
+20/+15/+10/+5
+12
+12
+6
5th rival organization
3
3
3
3


Class Features
All of the following are class features of the urban ranger.

Weapon and Armor Proficiency: An urban ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Rival Organization (Ex): At 1st level, the urban ranger chooses one particular organization that he has studied in depth. This could be a guild, a noble house, a church, or any similar specifically defined entity. Due to his knowledge of how the organization operates, he gains a +2 bonus on Bluff, Intimidate, Gather Information, Knowledge (local), and Sense Motive checks made against, or pertaining to, members of that organization. Likewise, due to his heightened awareness around these individuals, he gains a +2 bonus to Armor Class against members of this group.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the urban ranger may select an additional rival organization. In addition, at each such interval, the bonus against any one rival organization (including the one just selected, if so desired) increases by 2.

Urban Tracker: A urban ranger gains Urban Tracking as a bonus feat..

Voice of the City (Ex): Through a combination of body language, tone, and expression, the urban ranger can make herself understood by those who do not speak her language, and she can interpret their meaning the same way. Simple concepts that can be conveyed in a few words (such as "Help!" or "Drop your weapon!") can be conveyed automatically. More complex concepts require her to make a roll: d20 + her class level + either her Wisdom modifier (if trying to understand someone else) or Charisma modifier (if trying to make someone else understand her). Roll each only once per conversation. If she fails, she cannot try to communicate with that specific individual via this ability until she has gained a level. (Thus, it is possible, if she succeeds in one roll but fails in the other, to hold a conversation where she can understand the other speaker but he cannot understand you, or vice-versa.)
The DC of the roll depends on creature type and how closely the individual's language is related to any of her own. The ability works most effectively with other humanoids. In this case, if the individual's language uses the same alphabet as any language she knows, the DC is 20. If it does not, the DC is 30. (See Speak Language, PH 82, for this information.)
The above DCs increase by 5 if the speaker is a fey, giant, or monstrous humanoid; they increase by 10 if the speaker is an elemental. If the other individual is of any other creature type, she cannot communicate via this ability.
If the speaker is deliberately trying to make himself understood, the voice of the city gains a +2 circumstance bonus on this roll. If she is attempting to interpret his speech from outside normal conversational distance (such as eavesdropping), she takes a -4 penalty on this roll.
In addition, she gains Speak Language as a class skill.

Combat Style (Ex): At 2nd level, a urban ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the urban ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
If the urban ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
The benefits of the urban ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Endurance: A urban ranger gains Endurance as a bonus feat at 3rd level.

Urban Companion (Ex): The urban ranger gains the companionship of a smaller but far more intelligent creature than she otherwise would have. This is identical to the sorcerer's ability to summon a familiar (PH 52), including all benefits granted and gained by the familiar, except as noted below. Her functional level for determining the abilities of the companion is equal to her druid level or one-half her urban ranger level.
• She does not lose experience points if her urban companion is slain, and she requires only 24 hours to replace one who is lost.
• Her urban companion has total hit points equal to 3/4 her own hit points, rather than half as per a familiar.
• The urban companion gains the ability to speak with other animals of its kind when she has an effective master level of 1st, rather than 7th.
• When she reaches an effective master level of 7th, she can speak with animals of her companion's kind, as per speak with animals. This is a supernatural ability that functions constantly, and it requires only a free action to reactivate if somehow dispelled.

Spells: Beginning at 4th level, a urban ranger gains the ability to cast a small number of divine spells, which are drawn from the urban ranger spell list. A urban ranger must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a urban ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a urban ranger’s spell is 10 + the spell level + the urban ranger’s Wisdom modifier.
Like other spellcasters, a urban ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Urban ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Urban ranger indicates that the urban ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The urban ranger does not have access to any domain spells or granted powers, as a cleric does.
A urban ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A urban ranger may prepare and cast any spell on the urban ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a urban ranger has no caster level. At 4th level and higher, his caster level is one-half his urban ranger level.

Improved Combat Style (Ex): At 6th level, a urban ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.
If the urban ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the urban ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Crowd-Walker (Ex): At 7th level, when moving through a crowd, the urban ranger moves at her normal rate, rather than requiring two squares of movement for every square as is normal. In addition, light debris does not impede her movement, and she treats heavy debris as light debris. Any other sort of rough terrain impedes her normally, however.

Swift Tracker (Ex): Beginning at 8th level, a urban ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Evasion (Ex): At 9th level, a urban ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the urban ranger is wearing light armor or no armor. A helpless urban ranger does not gain the benefit of evasion.

Combat Style Mastery (Ex): At 11th level, a urban ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If the urban ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the urban ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Hidden Stalker (Ex): Upon first gaining this ability at 13th level, the hidden stalker no longer takes a -5 penalty on Hide checks when moving faster than half speed, nor does she take the standard -10 penalty when attempting to hide during a brief distraction. In addition, the presence of other people within 5 feet is considered sufficient cover for her to hide, making it easy for her to vanish into a crowd.
At 17th the hidden stalker gains hide in plain sight, but this ability functions in any urban environment, rather than only in natural environments as written.



Urban Tracking [General]
You can track down the location of missing persons or wanted individuals within communities.
Benefit
To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town.
The DC of the check, and the number of checks required to track down your quarry, depends on the community size and the conditions:
If you fail a Gather Information check, you can retry after 1 hour of questioning. The game master should roll the number of checks required secretly, so that the player doesn't know exactly how long the task will require.
Normal
A character without this feat can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 hours and doesn't allow effective trailing.
Special
A character with 5 ranks in Knowledge (local) gains a +2 bonus on the Gather Information check to use this feat.
You can cut the time between Gather Information checks in half (to 30 minutes per check rather than 1 hour), but you take a -5 penalty on the check.


Community Size
DC
Checks Required


Thorp, hamlet, or village
5
1d3


Small or large town
10
1d4+1


Small or large city
15
2d4


Metropolis
20
2d4+2




Conditions
DC Modifier


Every three creatures in the group being sought
-1


Every 24 hours party has been missing/sought
+1


Tracked party "lies low"
+5


Tracked party matches community's primary racial demographic
+2


Tracked party does not match community's primary, or secondary racial demographic
-2




Urban Ranger Spell List
1st-Level Ranger Spells
• Alarm: Wards an area for 2 hours/level.
• Calm Emotions: Calms creatures, negating emotion effects.
• Comprehend Languages: You understand all spoken and written languages.
• Delay Poison: Stops poison from harming subject for 1 hour/level.
• Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
• Detect Poison: Detects poison in one creature or object.
• Detect Secret Doors: Reveals hidden doors within 60 ft.
• Detect Snares and Pits: Reveals natural or primitive traps.
• [B]Endure Elements: Exist comfortably in hot or cold environments.
• Entangle: Plants entangle everyone in 40-ft.-radius circle.
• Jump: Subject gets bonus on Jump checks.
• Longstrider: Increases your speed.
• Magic Weapon: Weapon gains +1 bonus.
• Message: Whispered conversation at distance.
• Obscure Object: Masks object against scrying.
• Pass without Trace: One subject/level leaves no tracks.
• Read Magic: Read scrolls and spellbooks.
• Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
• Summon Nature’s Ally I: Calls animal to fight for you.
• Summon Monster I: Calls extraplanar creature to fight for you.
2nd-Level Ranger Spells
• Barkskin: Grants +2 (or higher) enhancement to natural armor.
• Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
• Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
• Detect Thoughts: Allows “listening” to surface thoughts.
• Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
• Knock: Opens locked or magically sealed door.
• Locate Object: Senses direction toward object (specific or type).
• Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
• Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
• Spike Growth: Creatures in area take 1d4 damage, may be slowed.
• Summon Nature’s Ally II: Calls animal to fight for you.
• Wind Wall: Deflects arrows, smaller creatures, and gases.
3rd-Level Ranger Spells
• Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
• Darkvision: See 60 ft. in total darkness.
• Discern Lies: Reveals deliberate falsehoods.
• Invisibility: Subject is invisible for 1 min./level or until it attacks.
• Magic Weapon, Greater: +1 bonus/four levels (max +5).
• Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
• Remove Disease: Cures all diseases affecting subject.
• Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
• Speak with Dead: Corpse answers one question/two levels.
• Summon Nature’s Ally III: Calls animal to fight for you.
• Tongues: Speak any language.
4th-Level Ranger Spells
• Animal Growth: One animal/two levels doubles in size.
• Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
• Dimensional Anchor: Bars extradimensional movement.
• Freedom of Movement: Subject moves normally despite impediments.
• Locate Creature: Indicates direction to familiar creature.
• Mage’s Faithful Hound: Phantom dog can guard, attack.
• Nondetection (M): Hides subject from divination, scrying.
• Summon Nature’s Ally IV: Calls animal to fight for you.
• True Seeing (M): Lets you see all things as they really are.

nick_crenshaw
2015-12-08, 01:34 AM
-Bump up.-