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THE EXPANDED SPELL-LESS
RANGER
written & designed by:
Marc Radle
edited by:
Kate Berens
cover by:
Christopher Swal
layout & interior art by:
Rick Hershey
published by:
Wolfgang Baur
Compatibility with the Pathfi nder® Roleplaying Game requires the Pathfi nder® Ro-
leplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfi nderRPG for
more information on the Pathfi nder® Roleplaying Game. Paizo, Publishing, LLC does
not guarantee compatibility, and does not endorse the product.
Pathfi nder is a registered trademark of Paizo Publishing, LLC, and the Pathfi nder® Ro-
leplaying Game and the Pathfi nder® Roleplaying Game Compatibility Logo are trade-
marks of Paizo Publishing, LLC, and are used under the Pathfi nder® Roleplaying Game
Compatibility License. See http://paizo.com/pathfi nderRPG/compatibility for more in-
formation on the compatibility license.
©2012 Open Design LLC. All rights reserved. www.koboldquarterly.com
Open Game Content:
All material — including but not limited to art, place and charac-
ter names, character and setting descriptions, background, and new class descriptions—
is Product Identity. All other content is considered Open Game Content.
1
Open Design
Open Design
1
THE EXPANDED
SPELL-LESS RANGER
“Aragorn Didn’t Cast Spells”
While these are designed primarily for use with the
spell-less ranger alternate class, they could also work
quite well with the standard Pathfi nder RPG ranger or
even a 3.5 ranger. As an added bonus, thanks to the
Pathfi nder RPG’s unifi ed animal companion rules,
the animal companion character sheet could just as
easily be used for a druid’s animal companion, a wiz-
ard’s or sorcerer’s familiar, or even a paladin or cava-
lier’s mount.
Skilled trackers, cunning scouts, and deft skirmish-
ers, rangers are adaptable, self-suffi cient masters of
survival, both in and out of combat. The ranger’s
unique mastery of weapon styles, skill at hunting all
manner of prey, and unparalleled knowledge of his
environment, are just a few of the elements that make
this class so versatile and popular.
The ranger class has been around since the
earliest days of the game, and of the various incarna-
tions over the years, the version of the class presented
in the
Pathfi nder RPG Core Rulebook
is probably one
of the best yet. However, there still remains one as-
pect of the class that many feel has never quite fi t:
Spells. From Aragorn to Robin Hood, none of the
characters of fi ction, myth, and folklore from which
the ranger class is drawn makes use of magic spells.
Each has a host of unique abilities and impressive
skills, certainly…but they don’t cast spells.
The spell-less ranger is an alternate class,
much like the samurai, ninja, and anti-paladin. Alter-
nate classes are standalone classes whose basic ideas
are very close to an established base class, yet whose
required alterations would be too expansive to detail
in an archetype. An alternate class operates exactly
like a base class, except that a character who takes
a level in an alternate class can never take a level in
its associated class—in this case, a spell-less ranger
cannot also take levels in the
Pathfi nder RPG Core
Rulebook
ranger class.
Although similar in many ways to the Path-
fi nder RPG ranger, the spell-less ranger has no spell
casting ability. Instead, the class receives specialized
ranger talents (similar to rogue talents) and a deadly
stealth attack which can be used within the spell-less
ranger’s various favored terrains or against his many
favored enemies. The spell-less ranger also gains a
number of additional class abilities, most notably na-
ture’s healing, which allows him to make use of the
Heal skill with much improved results when in a fa-
vored environment.
Finally, a number of new ranger feats and
class archetypes are included, along with a ranger
tracking sheet and animal companion character sheet.
Alignment
: any
Hit Die
: d10
CLASS SKILLS
The spell-less ranger’s class skills are Acrobat-
ics (Dex), Climb (Str), Craft (Int), Handle Animal
(Cha), Heal (Wis), Intimidate (Cha), Knowledge
(dungeoneering) (Int), Knowledge (geography)
(Int), Knowledge (nature) (Int), Perception (Wis),
Profession (Wis), Ride (Dex), Stealth (Dex), Survival
(Wis), and Swim (Str).
Skill Ranks per Level
: 6 + Int modifi er
CLASS FEATURES
The following are class features of the spell-less
ranger.
Weapon and Armor Profi ciency
: You are profi cient
with all simple and martial weapons and with light
armor, medium armor, and shields (except tower
shields).
Favored Enemy (Ex)
: At 1st level, you can
select a creature type from the ranger favored enemies
table. You gain a +2 bonus on Bluff, Knowledge, Per-
ception, Sense Motive, and Survival checks against crea-
tures of the selected type. Likewise, you get a +2 bonus
on weapon attack and damage rolls against them. You
may make Knowledge skill checks untrained when at-
tempting to identify these creatures.
At 5th level and every fi ve levels thereafter (10th, 15th,
and 20th level), you may select an additional favored en-
emy. In addition, at each such interval, the bonus against
any one favored enemy (including the one just selected,
if so desired) increases by +2.
If you choose humanoids or outsiders as a fa-
vored enemy, you must also choose an associated sub-
type, as indicated on the table below. (Note that there
are other types of humanoid to choose from—those
2
The Expanded Spell-less Ranger
called out specifi cally on the table below are merely
the most common.) If a specifi c creature falls into
more than one category of favored enemy, your bo-
nuses do not stack; simply use whichever bonus is
higher.
rangers detailed in the
Pathfi nder RPG Advanced
Player’s Guide
(Crossbow, Mounted Combat, Natural
Weapon, Two-Handed Weapon, Weapon and Shield).
See the Appendix for details on these additional com-
bat styles
.
If you select archery, you can choose from
the following list whenever you gain a combat style
feat: Far Shot, Point Blank Shot, Precise Shot, and
Rapid Shot. At 6th level, you can add Improved Pre-
cise Shot and Manyshot to the list. At 10th level, add
Pinpoint Targeting and Shot on the Run to the list.
If you select two-weapon combat, you can
choose from the following list whenever you gain
a combat style feat: Double Slice, Improved Shield
Bash, Quick Draw, and Two-Weapon Fighting. At 6th
level, you can add Improved Two-Weapon Fighting
and Two-Weapon Defense to the list. At 10th level,
you add Greater Two-Weapon Fighting and Two-
Weapon Rend to the list.
The benefi ts of your chosen style feats ap-
ply only when you wear light, medium, or no armor.
You lose all benefi ts of your combat style feats when
wearing heavy armor. Once you select a combat style,
it cannot be changed.
Endurance
: You gain Endurance as a bonus
feat at 3rd level.
Nature’s Healing (Ex)
: Beginning at 3rd lev-
el, your extensive knowledge regarding the fl ora and
fauna of your favored terrains gives you a +2 bonus
to all Heal skill checks made when in one of those
favored terrains.
In addition, as long as you are in one of your
favored terrains when using the Heal skill, you also
gain the following benefi ts:
Long-Term Care
: If your Heal check is suc-
cessful, the patient recovers hit points or ability score
points lost to ability damage at three times the normal
rate: 3 hp per character level for a full eight hours of
rest in a day, or 6 hp per character level for each full
day of complete rest; 3 ability score points for a full
eight hours of rest in a day, or 6 ability score points
for each full day of complete rest.
The various items and supplies necessary
(bandages, salves, and so on) are easy to come by in
your favored terrains.
Treat Deadly Wounds
: When treating deadly
wounds in any of your favored terrains, you can re-
store an additional 1d6 hp plus 1 hp for every three
spell-less ranger levels you possess.
Track (Ex)
: Add half your level (minimum
1) to Survival skill checks made to follow or identify
tracks.
Wild Empathy (Ex)
: You can improve the
initial attitude of an animal. This ability functions
just like a Diplomacy check to improve the attitude
of a person (see Using Skills). You roll 1d20 and add
your spell-less ranger level and Charisma bonus 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, you and the animal must
be within 30 ft. of one another under normal visibility
conditions. Generally, infl uencing an animal in this
way takes 1 minute, but, as with infl uencing people,
it might take more or less time.
You can also use this ability to infl uence a
magical beast with an Intelligence score of 1 or 2, but
you will take a –4 penalty on the check.
Stealth Attack
: If you can catch an oppo-
nent when he is unable to defend himself effectively
from your attack, you can strike a vital spot for ex-
tra damage. Your attack deals extra damage any time
your target would be denied a Dexterity bonus to AC
(whether the target actually has a Dexterity bonus or
not), or when you fl ank your target. This extra dam-
age is 1d6 at 2nd level, and it increases by 1d6 ev-
ery four spell-less ranger levels thereafter. Should
you score a critical hit with a stealth attack, this extra
damage is not multiplied. Ranged attacks can count
as stealth attacks only if the target is within 30 ft.
Stealth attacks are possible only when you are wear-
ing medium, light, or no armor. You may only use this
ability while in a favored terrain or against a favored
enemy.
Combat Style Feat (Ex)
: At 2nd level, you
must select one of two combat styles to pursue: ar-
chery or two-weapon combat. Your expertise in this
style manifests in the form of bonus feats at 2nd, 6th,
10th, 14th, and 18th level. You can choose any feats
from this selected combat style, even if you don’t
have the normal prerequisites.
With the GM’s permission, you may also
choose from any of the additional combat styles for
3
Open Design
You don’t need to use a healer’s kit to treat
wounds when in one of your favored terrains and re-
ceive no penalties for not having such an item.
Treat Poison
: If your Heal check exceeds the
DC of the poison by 5 or more, the patient receives a
+8 competence bonus on his saving throw against the
poison.
Treat Disease
: If your Heal check exceeds the
DC of the disease by 5 or more, the patient receives a
+8 competence bonus on his saving throw against the
disease.
Favored Terrain (Ex)
: At 3rd level, you may
select a type of terrain from the favored terrains table.
You gain a +2 bonus on initiative checks and Knowl-
edge (geography), Perception, Stealth, and Survival
skill checks when in this terrain. A spell-less ranger
traveling through his favored terrain normally leaves
no trail and cannot be tracked (though you may leave
a trail if you so choose).
At 8th level and every fi ve levels thereafter,
you may select an additional favored terrain. In addi-
tion, at each such interval, the skill bonus and initia-
tive bonus in any one favored terrain (including the
one just selected, if so desired), increases by +2.
If a specifi c terrain falls into more than one
category of favored terrain, your bonuses do not
stack; simply use whichever bonus is higher.
Hunter’s Bond (Ex)
: At 4th level, you form
a bond with your hunting companions. This bond can
take one of two forms. Once the form is chosen, it
cannot be changed. The fi rst is a bond to your com-
panions. This bond allows you to spend a move ac-
tion to grant half your favored enemy bonus against a
single target of the appropriate type to all allies with-
in 30 ft. who can see or hear you. This bonus lasts for
a number of rounds equal to your Wisdom modifi er
(minimum 1). This bonus does not stack with any fa-
vored enemy bonuses possessed by your allies; they
use whichever bonus is higher.
The second option is to form a close bond with
an animal companion. A spell-less ranger who selects an
animal companion can choose from the following list:
badger, bird, camel, cat (small), dire rat, dog, horse, pony,
snake (viper or constrictor), or wolf. If the campaign
takes place wholly or partly in an aquatic environment,
you may choose a shark instead. This animal is a loyal
companion that accompanies you on your adventures as
appropriate for its kind. Your animal companion shares
your favored enemy and favored terrain bonuses.
This ability functions like the druid animal
companion ability (part of the nature bond class fea-
ture). Your effective druid level is equal to your full
spell-less ranger level.
Ranger Talents
: As a spell-less ranger gains
experience, he learns a number of talents that aid him
in combat and help him survive in the wilds. Start-
ing at 4th level, you gain one ranger talent. You gain
additional ranger talents as you increase in level. Ex-
cept where specifi ed, you cannot select an individual
talent more than once.
Additional Animal Companion (Ex)
: With
this ability you may select an additional animal com-
panion.
Cat’s Fall (Ex)
: With this talent you may ig-
nore the fi rst 20 ft. of any fall when calculating fall-
ing damage. If you take no damage from the fall, you
do not fall prone.
Cheetah’s Stride (Ex)
: You can move up to
twice your speed as a move action. You don’t suffer
any penalty on Stealth checks for this move, although
it will provoke attacks of opportunity as normal. You
may use this talent a number of rounds per day equal
to your ranger level.
Combat Trick
: By selecting this talent you
gain a bonus combat feat.
Deadly Range (Ex)
: This talent increases the
range at which you can deal stealth attack damage by
10 ft. You may take this talent more than once. Its ef-
fects stack.
Eagle Eyed
: You gain Eagle Eyes as a bonus
feat. You do not need to meet the feat’s prerequisites.
Fast Stealth (Ex)
: You can move at full speed
while using the Stealth skill without penalty.
Favored Attack (Ex)
: When making an attack
against a favored enemy or in a favored terrain, the
critical threat range of your weapon is doubled. This
does not stack with any other ability that doubles crit-
ical threat ranges.
Favored Defender
: You gain Favored De-
fense as a bonus feat.
Favored Step
: While in a favored terrain, you
may ignore the effects of diffi cult terrain, treating it
as normal terrain instead.
Favored Enemy Critical (Ex)
: When scoring
a critical threat on one of your favored enemies, you
gain +4 bonus to the roll made to confi rm the critical.
Hawk’s Eyes (Ex)
: As a standard action, you
can make a ranged attack that ignores concealment
4
The Expanded Spell-less Ranger
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