Ranger
Hit Die: d8
Gain 3 Skills: 1: Animal Handling, 2: Athletics, 3: Insight, 4: Perception, 5: Stealth, 6: Survival
Starting Equipment: Animal Companion, Bow (+DEX, d6 + DEX, 60/300ft), Leather Armour (AC +2, 0 slots).
Ranger Level 1: Animal Companion, Natural Explorer.
Level 2: Hunter’s Sense, Traps, +1 ready slot.
Level 3: Trophies, Ambush.
Level 4: Versatile, Deadeye.
Animal Companion
You start with an animal companion, which can be any mundane animal horse-sized or smaller.
Compared to regular pets:
Your companion can follow more complex commands.
Before, or during combat (with an action), you can set up an action, such as “attack when I attack”, so you don’t have to direct them with an action in combat.
You learn the language your companion speaks (e.g. Dogs speak Canine, Cats speak Infernal).
You can replace your companion by bonding with another.
Natural Explorer
When a random encounter occurs outside, you can draw or modify the terrain map and choose starting positions (GM discretion).
When you forage, you find double the amount of rations.
You can predict (choose) season-appropriate weather for the next day, succeeding on a 5-in-6, -1 for every consecutive successful prediction. You can detect but not create natural disasters.
Hunter’s Sense
When you’re in the party, the range at which you get Omens increases by +1. Omens are clues of a creature that’s nearby.
You can mark one creature you can see as your Quarry:
Your rolls to track the creature have +1d6.
You step up the damage die when you hit the creature.
If you have combat advantage against the creature, you deal +1d6 damage.
You can only have one Quarry at a time.
Traps
You can manufacture and set traps on the fly.
Each trap (1 slot) requires a trapping kit (1 slot, U3, 25sp).
It takes 10 minutes to craft a trap in natural terrain.
When you create a trap, choose up to 3 effects:
Damage: Victims take 1d6 damage.
Halt: Victims are immobilized.
Alert: Victims set off a loud racket.
Mark one X on your trapping kit for each effect you choose.
With additional items (poisons, flammable oils), you can create more types of traps.
Trophies
You can collect trophies from corpses.
Each trophy takes up 1 slot, and the rare ones fetch a pretty penny to the right collector (25 silver pieces x creature’s HD). Sales grant 1 XP per silver piece gained.
Each readied Trophy gives you:
+1 AC against that type of creature.
+1 damage against that type of creature.
+1d6 on checks to avoid or negate their special effects.
Ambush
You roll initiative with A* and have +1d6 on attack rolls against creatures who haven’t taken their turn yet.
Versatile
Choose one:
Learn one of the Fighter’s Fighting Styles.
Learn the Druid’s Wildspeak ability.
Learn one of the Druid’s spells (1-6) and gain 1 MD to cast it with.
Learn the Rogue’s Opportunist ability.
Deadeye
During combat, you can enter a mindset of extreme focus, where time seems to slow down, and all you see is the prey’s weak spots. Activating Deadeye is a free action, and it lasts one round. While in Deadeye:
When you make a ranged attack, you can make another for free.
Your attacks always hit, but you still roll for attacks because your critical hit range is increased by +1d6.
You can exchange your critical hit range bonus to target a specific area on the target, such as the leg to halve movement speed, or shoot their weapon out of their grip. You may or may not still deal normal damage. This is to the GM’s discretion.
No comments:
Post a Comment