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Old 02-09-2008, 03:49 PM   Top  -  End  -  #2
Eighth_Seraph
Bugbear in the Playground
 
 
Join Date: Jul 2006
Location: 
Water Tribe, South Pole
Gender: Male
Default Re: [Avatar d20 Project] Warrior Base Classes

The Ranger

Stalwart warriors and hunters in the wilderness, rangers are known for their ease in traversing difficult or seemingly impossible terrain and martial prowess. The outlands and wastelands and jungles, where contemporary knowledge fails and soldiers fear to tread, where the terrain is more deadly than any assassin and the elements are in their primal forms; these are the ranger's turf. He knows the wilderness as if it were his home (and, indeed, it often is) and he knows his prey in deadly detail.

Adventures - A ranger often accepts the role of protector, aiding those who live in or travel through the woods.In addition, rangers carry grudges or special training against specific warriors and looks for opportunities to find and destroy them. He may also adventure for all the reasons that a fighter does.
Characteristics - A ranger can use a variety of weapons and is quite 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 fighting organizations, which makes it easier for him to find and defeat such foes. Finally, a ranger has such knowledge and experience of nature that he can find and apply natural herbs ranging from home remedies to deadly poisons.
Alignment - Rangers can be of any alignment. Most are good, and such rangers usually function as protectors of the wild areas. In this role, a ranger seeks out and destroys creatures and people that threaten the wilderness. Good rangers also protect those who travel through the wilderness, sometimes as unseen guardians. Many rangers are also chaotic, preferring to follow the ebb and flow of nature of their own heart instead of rigid rules. Evil ranger, though rare, are much to be feared. They revel in nature's thoughtless cruelty and seek to emulate her most fearsome predators.
Background - Some rangers gain their training as part of special military teams, but most learned their skills from solitary masters who accepted them as students and and assistants. The ranger of a particular master may count themselves as allies, or they may be rivals for the status of best student and thus rightful heir to their master's fame. Rangers are also commonly hired as mercenaries for their ability to track opponents quickly over long distances.
Nation - Rangers come from any nation and often view themselves as independent from them, since nature spans the world and belongs to no one. That being said, Air Nomads often take levels in ranger to assist them in their travels and survive their endless voyages throughout the world.
Role - The ranger's best role is that of a scout and secondary combatant. Without a fighter's heavy armor or the resilience of a barbarian, the ranger should focus on opportunistic and ranged attacks. When in combat against a favored enemy, however, rangers can quickly turn the tide of a battle.
Abilities - Dexterity is important for a ranger both because he tends to wear light armor and because several ranger skills are based on that ability. Strength is important for rangers that focus on melee combat. Several important ranger skills, such as Survival and Knowledge (nature) are based on Wisdom, meaning that the trademark abilities Track and Wilderness Lore are also dependent upon it.

Hit Die - d8
Class skills - Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill points at 1st level - (6 + Int modifier) ×4.
Skill Points at Each Additional Level - 6 + Int modifier.

The Ranger
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense bonus
1st
+1
+2
+2
+0
Favored Environment, Track, Wild Empathy, Wilderness Lore
+6
2nd
+2
+3
+3
+0
Favored Enemy, Combatstyle
+6
3rd
+3
+3
+3
+1
Endurance
+7
4th
+4
+4
+4
+1
Balanced Combatstyle
+7
5th
+5
+4
+4
+1
2nd Specialization
+7
6th
+6/+1
+5
+5
+2
Improved Combatstyle
+8
7th
+7/+2
+5
+5
+2
Woodland Stride
+8
8th
+8/+3
+6
+6
+2
Swift Tracker
+8
9th
+9/+4
+6
+6
+3
Evasion
+9
10th
+10/+5
+7
+7
+3
3rd Specialization
+9
11th
+11/+6/+1
+7
+7
+3
Greater Combatstyle
+9
12th
+12/+7/+2
+8
+8
+4
 
+10
13th
+13/+8/+3
+8
+8
+4
Camouflage
+10
14th
+14/+9/+4
+9
+9
+4
 
+10
15th
+15/+10/+5
+9
+9
+5
4th Specialization
+11
16th
+16/11/+6/+1
+10
+10
+5
Combatstyle Mastery
+11
17th
+17/+12/+7/+2
+10
+10
+5
Hide in Plain Sight
+11
18th
+18/+13/+8/+3
+11
+11
+6
 
+12
19th
+19/+14/+9/+4
+11
+11
+6
 
+12
20th
+20/+15/+10/+5
+12
+12
+6
5th Specialization
+12

Class Features

Weapon and armor proficiencies - A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Favored Environment - At 1st level, a ranger may select a natural environment from among those given on Table: Ranger Favored Environments. Due to the ranger's experience in that environment, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. He also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the ranger has selected underground as a favored environment).
If the ranger chooses desert or forest, he must also choose a climate type, as indicated on the table (either "cold" or "temperate or warm" for desert, or "cold or temperate" or "warm" for forest).
Favored Enemy (Ex) - At 2nd level, a ranger may select a group or organization to specialize in opposing. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
This ability can affect groups such as Fire Nation infantry, Dai Li agents, members of a specific mercenary group, Water Tribe waterbenders, martial artists of a specific style, or other groups of opponents with similar fighting styles, as displayed on the table below.
Specialization - At 5th level and every five levels thereafter (at 10th, 15th, and 20th level), the ranger may select an additional favored environment or favored enemy from those given on their respective tables and gains an identical bonus on the appropriate checks in that environment or against that opponent. In addition, at each such interval, the bonuses in any one specialization (including the one just selected, if so desired) increase by 2. For example, a 5th-level ranger has two favored environments. In one he has a +4 bonus on the appropriate skill checks, and in the other he has a +2 bonus. At 10th level, he has three favored environments, and he gains an additional +2 bonus, which he can allocate to any of his three favored environments. Thus, his bonuses could be either +4, +4, and +2 or +6,+2, and +2. Also, if a Ranger is applying his skills against a favored enemy while within his favored environment, the ranger applies whichever skill bonus is greater adds half of the lower bonus to it.
Wilderness Lore - A ranger may use his knowledge and experience in the natural environment to identify plants with uses both medicinal and poisonous. Whenever a ranger uses the Survival skill to forage for food, he may also make a Knowledge (nature) check to identify herbs with useful properties. If the Knowledge check exceeds the DC of each herb and if it is present in the area the ranger searches through, the ranger may gather it and apply it as noted in each herb's description.
Track - A ranger gains Track as a bonus feat.
Wild Empathy (Ex) -A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
Endurance - A ranger gains Endurance as a bonus feat at 3rd level.
Woodland Stride (Ex) - Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Swift Tracker (Ex) - Beginning at 8th level, a 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 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 ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.
Camouflage (Ex) - A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Hide in Plain Sight (Ex) - While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.

Combat styles - At 2nd level, a ranger must select pne combat style to pursue from among the list below. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. The combat style treats the rangers as having feats, even if he does not have the prerequisites for them.
The benefits of the 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. Should the ranger already have a feat when he would earn it from his combat style, he may instead take another feat to which he has the prerequisites in its place.

Spoiler


Favored Enemies List
Spoiler

Favored Environments List
Spoiler

Knowledge (Nature)
Spoiler

Herb List
Spoiler


New Feats
Spoiler
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Monks and Rangers for a non-magical world
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Last edited by Eighth_Seraph : 08-12-2008 at 01:36 PM.
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