Difference between revisions of "Ranger"
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'''Skill Points:''' 6 + Int modifier per level, x4 at first level. | '''Skill Points:''' 6 + Int modifier per level, x4 at first level. | ||
− | '''Class Skills:''' | + | '''Class Skills:''' Acrobatics, Heal, Parry, Perception, Sabotage, Stealth, Survival, Knowledge Dungeoneering, Knowledge Geography, Knowledge Nature. |
'''Track:''' A ranger has the ability to find and read tracks, but he moves slowly when doing so. | '''Track:''' A ranger has the ability to find and read tracks, but he moves slowly when doing so. |
Revision as of 13:40, 22 September 2018
Base Classes | Prestige Classes | |||||
---|---|---|---|---|---|
Barbarian | Bard | Cleric | Druid | Eldryn | Fighter | Monk | Wizard | |||||
Paladin | Ranger | Rogue | Sorcerer | Spirit Shaman | Swashbuckler |
Rangers are mortals who have devoted their lives to a profession or way of life that brings them to the very borders of civilization, and into the wilds themselves. While all rangers live close to, or within the wilderness, their relationships to those lands are as varied as the rangers themselves. Many rangers choose to act as protectors of nature, working together with the druids of the land to protect it from any threat that may be visited onto them. This is a popular path for the followers of the seasonal Overseers, whose druid-like followers often train those with potential as warriors to protect the land. Another path of the ranger is one of protection, but not of the wilds, but of the fringes of civilizations which exist so close to the wilds. These rangers venture out into the wilds to slay those beasts and other threats that may be the downfall of the spread of civilization. Many rangers of Leeya and Memnos choose this path. Other rangers are explorers, seeking to see and experience the whole of the world no matter where it may lie. Unsurprisingly, many followers of Ephaesus are of this sort. Still others are hunters and avengers, driven warriors with deep grudges who seek to slay all those whom have committed the wrongs that so drive them. It should be no surprise that the Overseers of Decay and Death are often revered in the hearts of such rangers.
No matter what path she chooses, or if she chooses one entirely her own, all rangers train in either the use of two weapons or mastery over the bow. The Overseer that the ranger holds her in heart will also grant the ranger a small amount of divine aids in which to better advantage themselves in their journeys through the wilds. All rangers also gain specialization over tackling specific types of foes either through specialized training or through a personal vendetta against those types of foes. A ranger will often go well out of his way to hunt down his favored enemies, although for many rangers it is just as common for those foes to find them.
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Hit Die: d8
Base Attack Bonus: High
High Saves: Fortitude and Reflex
Weapon Proficiencies: Simple and martial weapons
Armor Proficiencies: Light armor and shields (except tower shields) at level 1. [note: heavy armor progression over four levels for those who use heavy armor]
Skill Points: 6 + Int modifier per level, x4 at first level.
Class Skills: Acrobatics, Heal, Parry, Perception, Sabotage, Stealth, Survival, Knowledge Dungeoneering, Knowledge Geography, Knowledge Nature.
Track: A ranger has the ability to find and read tracks, but he moves slowly when doing so.
Favored Enemy: At 1st level a ranger may select a type of creature as his favored enemy. The ranger gains a +1 bonus on Bluff, Listen, Spot and Taunt checks and also a +1 bonus on weapon damage rolls against their favored enemy. At 5th level, and every five levels after that, the ranger can choose an additional favored enemy and gains +1 to all favored enemy bonuses.
Combat Style: At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. If the 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 a ranger selects two-weapon combat, he receives the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. 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.
Toughness: At 3rd level the ranger gains Toughness as a bonus feat.
Animal Companion: At 4th level, a ranger gains an animal companion.
Spells: Beginning at 4th level a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance. To prepare or cast a spell a ranger must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells and so forth).
Improved Combat Style: At 6th level, a 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 ranger selected two-weapon fighting feat 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 ranger's chosen style only apply when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Woodland Stride: Starting at 7th level, a ranger gains a +10% movement increase when in outdoor, natural environments.
Swift Tracker: At 8th level a ranger can use their tracking skill and move at normal speed.
Evasion: At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex savings throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball) he instead takes no damage. Evasion can be used only if a ranger is wearing light armor or no armor.
Combat Style Mastery: At 11th level a 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 Rapid Shot feat. If the 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 ranger's chosen style only apply when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Camouflage: At 13th level the ranger does not suffer a movement penalty for using stealth mode when in outdoor areas.
Hide in Plain Sight: When outdoors, a 17th level ranger has the ability to use the Hide skill even when being watched and in combat.
Perfected Combat Style: At 21st level, a 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 One Shot feat, even if the normal prerequisites for that feat are not met. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Perfect Two-Weapon Fighting feat, even if the normal prerequisites for that feat are not met. As before the benefits of the ranger's chosen style only apply when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.