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Extraordinary Rangers
(Printer-Friendly Edition)
Credits
esign
Iain Fyffe
Editing
Sean
unphy
Layout
Iain Fyffe
Copyright and Trademark Information
Extraordinary Rangers is 8 Iain Fyffe, 2007. All rights reserved. Reproduction of non-Open Game Content of this work by
any means without permission is expressly prohibited. Extraordinary Rangers is presented under the Open Game License
version 1.0a. Dungeons & Dragons, Player’s Handbook, and Wizards of the Coast are trademarks of Wizards of the Coast,
Inc. in the United States and other countries and are used with permission. Fifth Element Games is a trademark of Iain
Fyffe, all rights reserved.
Product Identity: All content identified above as being protected by trademark are to be considered Product Identity as per
the terms of the Open Game License version 1.0a.
Open Game Content: All text and information contained in this work, except that indicated as being Product Identity, is to
be considered Open Game Content as per the terms of the Open Game License version 1.0a. All other content, including
that not expressly indicated as Open Game Content is to be considered Product Identity as per the terms of the Open Game
Licence version 1.0a, and is copyright Iain Fyffe, except as noted above. All rights reserved.
Contact Information
Please contact us at info@5egames.com . Find us on the web at www.5egames.com .
Requires the use of the Dungeons & Dragons Player's Handbook,
Third Edition, published by Wizards of the Coast, Inc.
'd20 System' and the 'd20 System' logo are trademarks of Wizards
of the Coast, Inc. and are used according to the terms of the d20
System License version 6.0. A copy of this License can be found at
www.wizards.com/d20.
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Extraordinary Rangers
(Printer-Friendly Edition)
Table of Contents
Introduction
1
Part I: Racial Variant Classes
1
The Standard Ranger
1
arf Ranger Variant
7
Elf Ranger Variant
9
no
e Ranger Variant
10
alfling Ranger Variant
11
Part II: New Base Classes
12
Beast
aster
12
Strider
17
Part III: New Races
21
ldra
21
ood d
arf
23
ood giant
24
Part IV: Prestige Classes
26
Bounty
unter
26
Slayer
27
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EXTRAORDINARY RANGERS
INTRODUCTION
Part I: RACIAL VARIANT CLASSES
Stalking through the trees, the ranger is a shadow of
the forest. He moves swiftly and surely, tracking his
quarry, waiting for the perfect moment to strike. He
may attack from a distance, using his archery skills
to down his foe without leaving himself open to
attack. Or he may engage his enemy directly, using
his natural agility and dual-wielding abilities to
great effect.
The standard ranger abilities fit well with most
human, half-elf and half-orc ranger character
concepts. However, the flavour and function of
these abilities do not suit the other races as well, to
varying degrees. This section provides alternative
abilities for dwarf, elf, gnome and halfling rangers
that can be used in your game to make rangers of
these races better reflect their racial traits.
In his favoured environment, the ranger is king. He
consorts with wild beasts, learning secrets of the
woods and the plains. His skills in the wild are
unmatched; a ranger can lead a party of adventurers
through unknown realms, providing food and
safety even in the deepest wilderness. A ranger is a
scout and hunter, a warrior and a wise one.
The standard ranger class is first presented below,
followed by the racial variants. Not all standard
ranger abilities are replaced by variants for any race.
Each race has specific levels at which they gain
alternate abilities; only those levels are detailed for
each racial variant rather than reprinting the same
information several times. If a level is not listed in
the variant racial abilities, a ranger of that race
receives the standard abilities for that level.
Rangers are versatile characters, providing a party
with some combat ability, a good range of skills and
a smattering of magic to boot. But if the d20
System TM is about one thing, it's about options.
Extraordinary Rangers gives you more options for
your rangers. Go beyond the ordinary dichotomy of
archery and two-weapon fighting with these new
options:
There are also changes to the spell lists for most
variants, and changes to the list of class skills for
some. These changes are detailed in the descriptions
below.
The STANDARD RANGER
Part I: Racial Variant Classes presents alternate
ranger class levels for certain races, giving them
abilities that better suit their racial traits and habits.
Before detailing the variant class abilities, we review
the standard ranger class, unaltered from the basic
d20 System TM rules. Note that all class abilities are
presented here in their entirety, rather than referring
to similar abilities of other classes.
Part II: New Base Classes presents the beastmaster
and the strider, two new 20-level base classes that
each explore an aspect of the ranger class in great
detail.
Following is the game rule information for the
standard ranger class.
Part III: New Races presents three new PC races
(uldra, wood dwarf and wood giant), each of which
has a ranger base class as its favoured class.
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), Use Rope (Dex).
Part IV: Prestige Classes presents the bounty hunter
and the slayer; one ranger who hunts down his
quarry, and one who eliminates them.
1
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EXTRAORDINARY RANGERS
Skill Points at 1st Level : (6 + Int modifier) x 4.
The ranger can also use this ability to influence a
magical beast with an Intelligence score of 1 or 2, but
he takes a -4 penalty on the check.
Skill Points at Each Additional Level : 6 + Int
modifier.
Combat Style (Ex): At 2nd level, a ranger must
select one of two combat styles to pursue: archery or
two-weapon combat. This choice affects the
character’s class features but does not restrict his
selection of feats or special abilities in any way.
Weapon and Armour Proficiency : A ranger is
proficient with all simple and martial weapons, and
with light armour and shields (except tower shields).
Favoured Enemy (Ex): At 1st level, a ranger may
select a type of creature from among those given on
Table II: Ranger Favoured Enemies. 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.
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 the ranger selects two-weapon combat, he is
treated as having 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 armour. He loses all
benefits of his combat style when wearing medium
or heavy armour.
At 5th level and every five levels thereafter (10th,
15th, and 20th level), the ranger may select an
additional favoured enemy from those given on the
table. In addition, at each such interval, the bonus
against any one favoured enemy (including the one
just selected, if so desired) increases by 2.
Endurance : A ranger gains Endurance as a bonus
feat at 3rd level.
If the ranger chooses humanoids or outsiders as a
favoured enemy, he must also choose an associated
subtype, as indicated on the table. If a specific
creature falls into more than one category of
favoured enemy, the ranger’s bonuses do not stack;
he simply uses whichever bonus is higher.
Animal Companion (Ex): At 4th level, a ranger
gains an animal companion selected from the
following list: badger, camel, dire rat, dog, riding
dog, eagle, hawk, horse (light or heavy), owl, pony,
snake (Small or Medium viper), or wolf. If the
campaign takes place wholly or partly in an aquatic
environment, the following creatures may be added
to the ranger’s list of options: manta ray, porpoise,
Medium shark, and squid. This animal is a loyal
companion that accompanies the ranger on his
adventures as appropriate for its kind.
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.
A 4th-level ranger’s companion is completely
typical for its kind except as noted below. As a
ranger advances in level, the animal’s power
increases as shown on the table. If a ranger releases
his companion from service, he may gain a new one
by performing a ceremony requiring 24
uninterrupted hours of prayer. This ceremony can
also replace an animal companion that has perished.
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.
2
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EXTRAORDINARY RANGERS
Table I: The Ranger
Spells per Day
Base
Attack
Fort
Save
Ref
Save
Wil
Save
Level
Special
1st
2nd
3rd
4th
1st
+1
+2
+2
+0
1st favoured enemy, Track, wild
empathy
-
-
-
-
2nd
+2
+3
+3
+0
Combat style
-
-
-
-
3rd
+3
+3
+3
+1
Endurance
-
-
-
-
4th
+4
+4
+4
+1
Animal companion
0
-
-
-
+5
+4
+4
+1
2nd favoured enemy
0
-
-
-
5th
6th
+6/+1
+5
+5
+2
Improved combat style
1
-
-
-
7th
+7/+2
+5
+5
+2
Woodland stride
1
-
-
-
8th
+8/+3
+6
+6
+2
Swift tracker
1
0
-
-
9th
+9/+4
+6
+6
+3
Evasion
1
0
-
-
10th
+10/+5
+7
+7
+3
3rd favoured enemy
1
1
-
-
11th
+11/+6/+1
+7
+7
+3
Combat style mastery
1
1
0
-
+12/+7/+2
+8
+8
+4
1
1
1
-
12th
13th
+13/+8/+3
+8
+8
+4
Camouflage
1
1
1
-
14th
+14/+9/+4
+9
+9
+4
2
1
1
0
15th
+15/+10/+5
+9
+9
+5
4th favoured enemy
2
1
1
1
16th
+16/+11/+6/+1
+10
+10
+5
2
2
1
1
+17/+12/+7/+2
+10
+10
+5
Hide in plain sight
2
2
2
1
17th
18th
+18/+13/+8/+3
+11
+11
+6
3
2
2
1
+19/+14/+9/+4
+11
+11
+6
3
3
3
2
19th
20th
+20/+15/+10/+5
+12
+12
+6
5th favoured enemy
3
3
3
3
A ranger of 8th level or higher may select from
alternative lists of animals (see below). Should he
select an animal companion from one of these
alternative lists, the creature gains abilities as if the
character’s ranger level were lower than it actually
is. Subtract the value indicated in the appropriate list
header from the character’s ranger level and
compare the result with the ranger level entry on the
table to determine the animal companion’s powers.
If this adjustment would reduce the ranger’s
effective level to 0 or lower, she can’t have that
animal as a companion.
8th Level or Higher (Level - 6) : Ape, bear (black),
bison, boar, cheetah, crocodile, dire badger, dire bat,
dire weasel, leopard, lizard (monitor), shark (Large),
snake (contrictor or Large viper), wolverine.
14th Level or Higher (Level - 12) : Bear (brown),
crocodile (giant), dinosaur (deinonychus or
elasmosaurus), dire ape, dire boar, dire wolf, dire
3
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