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    Jul 2006
    Water Tribe, South Pole

    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

    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 doesnít 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 characterís 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 rangerís 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.

    One-handed melee
    Combat Style - Weapon Finesse OR Power Attack
    Balanced Combat Style -
    Improved Combat Style -
    Greater Combat Style -
    Combat Style Mastery -

    Two-weapon melee
    Combat Style - Two-weapon fighting
    Balanced Combat Style - Two-weapon defense
    Improved Combat Style - Improved Two-weapon fighting
    Greater Combat Style - Improved Two-weapon defense
    Combat Style Mastery - Greater Two-weapon fighting, Greater Two-weapon defense

    Two-handed melee
    Combat Style - Power Attack
    Balanced Combat Style - Cleave
    Improved Combat Style - Favored Power Attack
    Greater Combat Style - Great Cleave
    Combat Style Mastery - Favored Power Attack

    Combat Style - Far Shot
    Balanced Combat Style - Precise Shot
    Improved Combat Style - Sharpshooting
    Greater Combat Style - Improved Precise Shot
    Combat Style Mastery - Greater Sharpshooting

    Combat Style - Point-Blank Shot
    Balanced Combat Style - Rapid Shot
    Improved Combat Style - Dead Eye
    Greater Combat Style - Manyshot
    Combat Style Mastery - Improved Manyshot, Improved Rapid Shot

    Combat Style - Mounted Combat
    Balanced Combat Style - Mounted Archery
    Improved Combat Style - Ride-by Attack
    Greater Combat Style - Trample
    Combat Style Mastery - Spirited Charge, Improved Mounted Archery

    Favored Enemies List
    {table=head]Type (Subtype)|Type (Subtype)
    Animal (mammal)|Earth Kingdom (military)
    Animal (bird)|Earth Kingdom (Dai Li)
    Animal (reptile)|Air Nomads (airbender)
    Animal (aquatic)|Swamp (waterbender)
    Magical Beast|Sun Warrior (firebender)
    Vermin|Sun Warrior (warrior)
    Fire Nation (firebender)|Monk (agile)
    Fire Nation (military)|Monk (evasive)
    Water Tribe (waterbender)|Monk (hard)
    Water Tribe (military)|Monk (quick)
    Earth Kingdom (earthbender)|Monk (resilient)

    Favored Environments List
    Aquatic|sea, ocean (on or under water)
    Desert, cold|tundra
    Desert, temperate or warm|badlands, sandy desert
    Forest, cold or temperate|pine or deciduous forest
    Forest warm|jungle
    Hills|rugged terrain up to 2,000 feet elevation
    Marsh|bog, moor, swamp
    Mountain|rugged terrain above 2,000 feet elevation
    Plains|farmland, grassland, steppe, prairie
    Underground|dungeons, caverns[/table]

    Knowledge (Nature)
    .....There are many plants and roots both blooming and hidden throughout the world whose medicinal properties can only be harnessed by those that know how to bring them out. If you succeed on a check to identify an herb's use, it means you know the herb's properties as well as how to prepare it in order to bring it out. Failing a check by 4 or less means that you vaguely know what the herb does, but may be foggy on how to use it. Failing the check by 5 or more means that you don't know the herb's uses and may even have false information, which could lead to dire results as some plants are venomous if used incorrectly.
    .....Wilderness Lore - Rangers (and NPC experts) can use this skill to even greater extents in order to find the plants themselves in the wild. 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.

    Herb List
    Ginger Root (DC 5) - Found almost anywhere in lightly to densely forested environments, this root has a strong, sharp flavor and is often used to flavor food. When boiled in water to make tea, ginger root fortifies the body's immune system, granting a +2 to fortitude saves against disease for one day. The average ginger root can weigh anywhere from two to eight ounces depending on size, and it takes half an ounce to make a cup of ginger tea.
    Wumei (Plum) (DC 5) - Commonly found on plum trees in any deciduous forest, this specially prepared fruit is a very common medicine used for strengthening the body as opposed to healing it. One fruit grants a +2 bonus on all fortitude saves for 10 minutes. Additional fruits extend this duration by 10 minutes up to a maximum of 1 hour per day. Collecting takes a single move action per fruit and the preparing takes 1 hour for every 100 fruits, and there may be anywhere from 20 to 40 plums on a single tree during the spring. Eating at least one plum fruit every day for at least two weeks makes the bonus on Fortitude saves continuous for as long as one eats at least one plum a day. Missing a day once the two weeks are complete has no effect, though missing four or more consecutive days removes the bonus and two more weeks of eating plum are necessary to get it back. The average plum weighs 4 to eight ounces, depending on size and ripeness.
    Jasmine Flowers (DC 10) - Commonly found in warm and tropical forests, these flowers have a distinctive star-shaped structure and grow as climbers vines on larger plants. Strongly and sweetly scented, the flowers may be boiled into a fragrant tea which grants a +1 to Fortitude saves against disease for rest of the day in which it is drunk. For every week in which at least one cup of Jasmine Tea is drunk every day, the bonus increases by 1 to a maximum of +3.
    Sandalwood (Oil) (DC 15) - The oil of the Sandalwood tree is full of nutrients and curative agents that heal the skin. It takes one minute to harvest one square foot of bark from the sandalwood tree and one hour to prepare Sandalwood oil which requires 2gp worth of normal oil. Once prepared, the Sandalwood oil mixture can be applied to any burn, blemish, or other skin injury for 10 minutes to completely remove the effect. Sandalwood Oil cures 3d8 non-lethal damage with a single dose as well as 1d8+3 damage dealt by fire or acid. Pure Sandalwood Oil is extremely potent and should never be used, if pure Sandalwood Oil is used it causes 1d6 damage which cannot be healed except by the Healing Waters seed. Sandalwood Oil (in pure form) can also be used as a laxative that effects the drinker 1 minute after being taken causing the drinker to make a DC20 fortitude save or become nauseated. Sandalwood Oil has a distinct smell and taste which can be identified by a DC 5 Knowledge (Nature) check. Sandalwood bark weighs half a pound per square foot, sandalwood oil weighs the same as regular oil. Cost: 5gp per dose, 10gp per dose of pure oil
    Frozen Wood Frogs (DC 20) - These frogs produce a potent medicinal slime that has the ability to cure even deadliest of diseases. By sucking on the frog for a continuous 2 hours, a patient is cured of any and all of the following conditions: confused, dazed, nauseated, and sickened. The frog's secretions are also a powerful medicine, and they may be used to cure any physical disease with a Fortitude save DC of 20 or lower. The frogs must have been frozen for at least a week before enough of the slime is produced to have any effect. The frozen frogs are actually quite tasty both raw and cooked, though few people would suffer the indignity of eating the animal. The frogs thaw out of their frozen state within a period of 1d2+4 hours.
    Dogwood leaf (DC 20) - Dogwoods are a family of bushes and small trees that can be found wild in humid, tropical settings. One specific species of the dogwood family has medicinal properties, while the rest have no such use. A DC 15 Knowledge (Nature) check identifies a tree as a dogwood tree, while a DC 20 identifies the medicinal plant. When ground into a powder, the dogwood leaf may be used as a counteragent against snakebite. When applied to the wounds of a creature afflicted with a natural poison, the creature is granted a new saving throw against the poison. In addition, if a creature is sustaining damage or suffering other ill effects from blood loss, twice-daily applications of dogwood leaf will stop the flow over the course of two days.
    Cactus Juice -

    New Feats
    Prerequisites: Precise Shot, Dexterity 13
    Benefit:As a Full-Round Action, you do nothing else other than aim at your target using this feat. You may keep aiming at your target for as long as you wish, and each round adds a +2 to your next attack roll against that target (max +5). You fire the shot as a free action the round after you've finished aiming. If you are in a threatened square, are the subject of any attack, or lose sight of your target, you lose the benefits of this feat until you start aiming again.
    Special: A fighter may take this as one of his fighter bonus feats.

    Greater Sharpshooting
    Prerequisites: Base Attack Bonus +14, Dexterity 15, Precise Shot, Sharpshooting
    Benefit: When making use of the Sharpshooting feat, every other ranged attack made in the round you fire your shot gains a bonus equal to half the bonus your original attack received.
    Special: A fighter may take this as one of his fighter bonus feats.

    Both of these feats originated here. Unfortunately the original writer is inactive and I was unable to ask for his permission to use them.
    Last edited by Eighth_Seraph; 2008-08-12 at 01:36 PM.
    Water, Earth, Fire, and Air: Benders of the Avatar world
    Monks and Rangers for a non-magical world
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