Spirit Ranger
Posted: Tue Mar 25, 2008 5:47 am
SPIRIT RANGER
"These woods are dangerous for those who do not know the way. We're going to take a shortcut through this tree."
The word "ranger" always means a warrior who tramps around in the woods, but why he does and what he wears while doing it are subject to much debate. Those who think fo Rangers as champions of civilization charged to protect the frontiers should look to the "Ranger Lord."
Spirit rangers walk the woods because they love them, or at a bar eminimum dislike them less than humanoid society. They may begin as woodcutters, mercenaries, brigands, hunters, or adventurers, but whatever the reason, they find themselves spending longer and longer away from settled lands. And finally, after they've sojourned so long humanoid society is but a hazy memory, the forest talks to them. Some honor it as a god and appoint themselves its servants and defenders; some treasure it as a comrade, an ally and even a lover; others refuse to acknowledge it save as the voice of their own intuition, but all Rangers have heard the call of the Green Whisper.
From that point on, they are initiated into a deeper knowledge of woodcraft than is ordinarily possible. The voice leads them to hidden landmarks, helps them discover rare herbs, and protects them from wild beasts.
Alignment: Any. Rangers tend toward chaotic, as those who love order and social structure tend to approach the wilderness in more structured ways. The Green Whisper is generally benevolent, so rangers who follow its urging tend to become Good, but plenty of others simply use its power for thier own Neutral Ends. Evil Rangers may be convincd that the Whisper hates humanoidy, or they may simply be selfish bastards.
Races: Anyone who spends a lot of time in the wilds can become a ranger. Human and Half-elves frequently do so, while Elves are the only culture to have a deliberate tradition of creating Rangers. There are many Orc Rangers as well; the struggles between the two factions are as secretive as they are legendary.
HD: D8
BAB: Good
Fort: Bad
Ref: Good
Will: Bad
Skills: 6/level (Climb, Handle Animal, Hide, Jump, Knowledge (Arcana, Dungeoneering, Geography, Nature, The Planes), Listen, Move Silently, Ride, Spot, Survival, Swim)
Proficiencies: light armor, all simple and martial weapons, and bucklers
1 First Spirit, Woodland Stride, Trackless Step, Woodlore
2 Speak with Animals, Animal Trance
3 Woodland Grace, Animal Messenger
4 Sneak Attack +1d6
5 Second Spirit, Alarm
6 Herbalist
7 Evasion
8 Sneak Attack +2d6
9 Tree Stride
10 Third Spirit
First Spirit: (Su) The Ranger makes a pact with a spirit of the wilderness. At each ranger level, he learns one aspect; he may only have one aspect active at a time. Changing aspects is a standard action.
Woodland Stride: see PHB
Trackless Step: see PHB
Woodlore: The save DCs for a ranger's spell-like abilities are 10+1/2 character level + WIS mod; this applies to all such abilities, whether derived from the class, from aspects, or from other sources.
Speak with Animals (Sp) at will
Animal Tance: (Sp) At will
Woodland Grace: (Ex) At 3rd level, the ranger adds his wisdom bonus to
all saves.
Animal Messenger: (Sp) At will
Sneak Attack: See PHB
Second Spirit: A fifth level Ranger may have two aspects active at any one time.
Alarm: (Sp) at will
Herbalist: At 6th level, a ranger may create a potion in 8 hours from herbs available in any natural environment. These potions may duplicate Cure Serious Wounds, Lesser Restoration, Neutralize Poison, Remove Paralysis, Remove Disease. The Ranger may only have his wisdom bonus potions in existence at any one time; any further potions denature without his attention.
Evasion: See PHB
Tree Stride: (Sp) 3/day
Third Spirit: The Ranger may have three aspects active at once.
ASPECTS
Ally Aspect: (Su) As a Full-Round action, you may replicate the effects of Summon Monster I-IX, where the spell level is no greater than your ranger level or (Character Level+1)/2, whichever is lower. This effect only summons animals. Note that because this is a supernatural ability, it does not provoke. This is a summoning effect with an indefinite duration, ending when you use this ability again or deactivate this aspect. You may activate this effect even when you do not currently have the Ally Aspect active, activating it in place of one of your other aspects as part of the summoning action. If one or more of the summoned creatures dies, you cannot use this effect again for 1d4+1 rounds.
Swarm Aspect: (Su) As a full-round action, you may create a swarm, of small woodland creatures. This is a summoning effect with indefinite duration, ending when you use the ability again or deactivate the aspect. You may activate this ability even if you do not have this aspect active, activating it in place of another as part of the summoning action. The swarm's swarm damage is 1d3 per character level or 2d3 per class level, whichever is lower. Its HP are 5 X your character level. Its Distraction DC is 10+WIS. It moves 20 feet. It takes half damage from weapons. Level 3: Poison (1d3 dex) Level 5: Immune to slashing and piercing; Level 7: flies 60 feet; Level 9: Immune to weapon damage.
Binder Aspect: (Su) Areas of vegetation, within short range of you are difficult terrain for your enemies, and they must save (Reflex DC 10+1/2 Level+WIS) upon entering, and at the end of each of their turns, or be entangled. Level 5: Mud and sand are also effected. Level 7: Stone is also effected. Level 9: The Air around you is effected; a flying creature that fails its save is not entangled, but drops 60 feet; if it strikes the ground it then immediately saves against entanglement.
Stalker Aspect: You have Hide in Plain Sight, and enhancement an bonus to hide and move silently. You have scent, a natural bite (1d8 if medium) with an enhancement bonus, and pounce.
Feral Aspect: You have an enhancement bonus to strength and con, and two claws (1d6 if medium) with enhancement bonuses; your natural and weapon attacks count as silver. You may *Enlarge* yourself at will.
Watcher Aspect: Level 1: Darkvision, Low-light Vision, Spot/Listen Enhancement; Level 3, Scent, Detect Magic (Sp); Level 5, See Invisible; Level 7: Blindsense 60', Level 9: Arcane Sight, Ghost Touch attacks
Protector Aspect: You have a deflection bonus to AC, a resistance bonus to saves, Armored in Life, and energy resistance.
Travel Aspect: You have enhancement bonuses to DEX and speed, and the following movement abilities, by ranger level: 1, Spider climb; 3, Water Walk; 5, Jump; 7, Air Walk; 9, Freedom of Movement
Terror Aspect: You can use Slent Image at will. Level 3: three ranger levels, you can concentrate on it as a move action. Level 5: you can use Minor Image. Level 7: you can concentrate on it as a swift action. Level 9: you can cast it as a move action.
Vital Aspect: You have an enhancement bonus to Heal, Knowledge (Nature), and Survival, and fast healing.
ETA: The enhancement bonuses are the same as wearing a Book of Gears item.
Edit History:
Merged Stalker/Hunter; Buffed Feral. Tweaked Watcher
Added Woodlore; clarified spirit mechanics. Removed some redundant recharge times. Improved Travel Aspect. Removed level limit from Swarm Aspect; now probably overpowered at level 1, will fix later.
"These woods are dangerous for those who do not know the way. We're going to take a shortcut through this tree."
The word "ranger" always means a warrior who tramps around in the woods, but why he does and what he wears while doing it are subject to much debate. Those who think fo Rangers as champions of civilization charged to protect the frontiers should look to the "Ranger Lord."
Spirit rangers walk the woods because they love them, or at a bar eminimum dislike them less than humanoid society. They may begin as woodcutters, mercenaries, brigands, hunters, or adventurers, but whatever the reason, they find themselves spending longer and longer away from settled lands. And finally, after they've sojourned so long humanoid society is but a hazy memory, the forest talks to them. Some honor it as a god and appoint themselves its servants and defenders; some treasure it as a comrade, an ally and even a lover; others refuse to acknowledge it save as the voice of their own intuition, but all Rangers have heard the call of the Green Whisper.
From that point on, they are initiated into a deeper knowledge of woodcraft than is ordinarily possible. The voice leads them to hidden landmarks, helps them discover rare herbs, and protects them from wild beasts.
Alignment: Any. Rangers tend toward chaotic, as those who love order and social structure tend to approach the wilderness in more structured ways. The Green Whisper is generally benevolent, so rangers who follow its urging tend to become Good, but plenty of others simply use its power for thier own Neutral Ends. Evil Rangers may be convincd that the Whisper hates humanoidy, or they may simply be selfish bastards.
Races: Anyone who spends a lot of time in the wilds can become a ranger. Human and Half-elves frequently do so, while Elves are the only culture to have a deliberate tradition of creating Rangers. There are many Orc Rangers as well; the struggles between the two factions are as secretive as they are legendary.
HD: D8
BAB: Good
Fort: Bad
Ref: Good
Will: Bad
Skills: 6/level (Climb, Handle Animal, Hide, Jump, Knowledge (Arcana, Dungeoneering, Geography, Nature, The Planes), Listen, Move Silently, Ride, Spot, Survival, Swim)
Proficiencies: light armor, all simple and martial weapons, and bucklers
1 First Spirit, Woodland Stride, Trackless Step, Woodlore
2 Speak with Animals, Animal Trance
3 Woodland Grace, Animal Messenger
4 Sneak Attack +1d6
5 Second Spirit, Alarm
6 Herbalist
7 Evasion
8 Sneak Attack +2d6
9 Tree Stride
10 Third Spirit
First Spirit: (Su) The Ranger makes a pact with a spirit of the wilderness. At each ranger level, he learns one aspect; he may only have one aspect active at a time. Changing aspects is a standard action.
Woodland Stride: see PHB
Trackless Step: see PHB
Woodlore: The save DCs for a ranger's spell-like abilities are 10+1/2 character level + WIS mod; this applies to all such abilities, whether derived from the class, from aspects, or from other sources.
Speak with Animals (Sp) at will
Animal Tance: (Sp) At will
Woodland Grace: (Ex) At 3rd level, the ranger adds his wisdom bonus to
all saves.
Animal Messenger: (Sp) At will
Sneak Attack: See PHB
Second Spirit: A fifth level Ranger may have two aspects active at any one time.
Alarm: (Sp) at will
Herbalist: At 6th level, a ranger may create a potion in 8 hours from herbs available in any natural environment. These potions may duplicate Cure Serious Wounds, Lesser Restoration, Neutralize Poison, Remove Paralysis, Remove Disease. The Ranger may only have his wisdom bonus potions in existence at any one time; any further potions denature without his attention.
Evasion: See PHB
Tree Stride: (Sp) 3/day
Third Spirit: The Ranger may have three aspects active at once.
ASPECTS
Ally Aspect: (Su) As a Full-Round action, you may replicate the effects of Summon Monster I-IX, where the spell level is no greater than your ranger level or (Character Level+1)/2, whichever is lower. This effect only summons animals. Note that because this is a supernatural ability, it does not provoke. This is a summoning effect with an indefinite duration, ending when you use this ability again or deactivate this aspect. You may activate this effect even when you do not currently have the Ally Aspect active, activating it in place of one of your other aspects as part of the summoning action. If one or more of the summoned creatures dies, you cannot use this effect again for 1d4+1 rounds.
Swarm Aspect: (Su) As a full-round action, you may create a swarm, of small woodland creatures. This is a summoning effect with indefinite duration, ending when you use the ability again or deactivate the aspect. You may activate this ability even if you do not have this aspect active, activating it in place of another as part of the summoning action. The swarm's swarm damage is 1d3 per character level or 2d3 per class level, whichever is lower. Its HP are 5 X your character level. Its Distraction DC is 10+WIS. It moves 20 feet. It takes half damage from weapons. Level 3: Poison (1d3 dex) Level 5: Immune to slashing and piercing; Level 7: flies 60 feet; Level 9: Immune to weapon damage.
Binder Aspect: (Su) Areas of vegetation, within short range of you are difficult terrain for your enemies, and they must save (Reflex DC 10+1/2 Level+WIS) upon entering, and at the end of each of their turns, or be entangled. Level 5: Mud and sand are also effected. Level 7: Stone is also effected. Level 9: The Air around you is effected; a flying creature that fails its save is not entangled, but drops 60 feet; if it strikes the ground it then immediately saves against entanglement.
Stalker Aspect: You have Hide in Plain Sight, and enhancement an bonus to hide and move silently. You have scent, a natural bite (1d8 if medium) with an enhancement bonus, and pounce.
Feral Aspect: You have an enhancement bonus to strength and con, and two claws (1d6 if medium) with enhancement bonuses; your natural and weapon attacks count as silver. You may *Enlarge* yourself at will.
Watcher Aspect: Level 1: Darkvision, Low-light Vision, Spot/Listen Enhancement; Level 3, Scent, Detect Magic (Sp); Level 5, See Invisible; Level 7: Blindsense 60', Level 9: Arcane Sight, Ghost Touch attacks
Protector Aspect: You have a deflection bonus to AC, a resistance bonus to saves, Armored in Life, and energy resistance.
Travel Aspect: You have enhancement bonuses to DEX and speed, and the following movement abilities, by ranger level: 1, Spider climb; 3, Water Walk; 5, Jump; 7, Air Walk; 9, Freedom of Movement
Terror Aspect: You can use Slent Image at will. Level 3: three ranger levels, you can concentrate on it as a move action. Level 5: you can use Minor Image. Level 7: you can concentrate on it as a swift action. Level 9: you can cast it as a move action.
Vital Aspect: You have an enhancement bonus to Heal, Knowledge (Nature), and Survival, and fast healing.
ETA: The enhancement bonuses are the same as wearing a Book of Gears item.
Edit History:
Merged Stalker/Hunter; Buffed Feral. Tweaked Watcher
Added Woodlore; clarified spirit mechanics. Removed some redundant recharge times. Improved Travel Aspect. Removed level limit from Swarm Aspect; now probably overpowered at level 1, will fix later.