The Non-Hippie Ranger
Posted: Wed Jul 02, 2008 6:47 am
The ranger is a woodsman and master of unfair fighting. She uses poison, traps, and hit-and-run tactics to destroy her enemies.
Hit Die: d8
Class Skills: Athletics (Str), Craft (Int), Heal (Wis), Hide (Dex), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Cha), Sense Motive (Wis), Spot (Wis), Survival (Wis).
Skills/Level: 6 + Intelligence Bonus
BAB: Good (1/1), Saves: Fort: Good, Reflex: Good, Will: Good.
1: Wilderness Lore, Hunter
2: Camouflage, Subtle Cut
3: Apprentice herbalism
4: Apprentice incense
5: Bonus feat, Fletchery
6: Frogs and Mushrooms, Ensnare
7: Journeyman herbalism
8: Journeyman incense
9: ?
10: ?
11: ?
12: ?
13: ?
14: Master herbalism
15: Master Incense
Weapon and armor proficiency: Rangers are proficient with all Simple weapons as well as bows and martial axes. Rangers are proficient with light armor but not shields.
Wilderness Lore: A ranger can use her Survival skill in place of Search, Knowledge (dungeoneering), and Knowledge (nature).
Camouflage (Ex): A ranger can spend a full round action to hide all allies within 10', using the result of her Hide check in place of their own. This can be sustained as a move action, and otherwise expires when one of the protected creatures moves.
Bonus feats: Must be a combat or skill feat.
Herbalism (Ex): A ranger can attempt to gather herbs and natural substances with medicinal properties by spending 5 minutes and making a survival check. The DC for the survival check is ten plus twice the level of the herbs to be found. The herbs remain potent for one hour after being harvested.
Frogs and Mushrooms: A ranger is able to make 1d4 doses of any nonmagical poison in the DMG with a DC equal to or less than 10 + 1/2 level + Wis by spending 10 minutes and making a Survival check with a DC equal to that of the poison. The poison degrades to uselessness at the end of the day.
Ensnare: A ranger can spend a minute and make a DC 15 Survival check to craft a nonmagical CR 1 trap. The trap uses the ranger's attack bonus, and may be poisoned.
Obviously unfinished. Any ideas?
Hit Die: d8
Class Skills: Athletics (Str), Craft (Int), Heal (Wis), Hide (Dex), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Cha), Sense Motive (Wis), Spot (Wis), Survival (Wis).
Skills/Level: 6 + Intelligence Bonus
BAB: Good (1/1), Saves: Fort: Good, Reflex: Good, Will: Good.
1: Wilderness Lore, Hunter
2: Camouflage, Subtle Cut
3: Apprentice herbalism
4: Apprentice incense
5: Bonus feat, Fletchery
6: Frogs and Mushrooms, Ensnare
7: Journeyman herbalism
8: Journeyman incense
9: ?
10: ?
11: ?
12: ?
13: ?
14: Master herbalism
15: Master Incense
Weapon and armor proficiency: Rangers are proficient with all Simple weapons as well as bows and martial axes. Rangers are proficient with light armor but not shields.
Wilderness Lore: A ranger can use her Survival skill in place of Search, Knowledge (dungeoneering), and Knowledge (nature).
Camouflage (Ex): A ranger can spend a full round action to hide all allies within 10', using the result of her Hide check in place of their own. This can be sustained as a move action, and otherwise expires when one of the protected creatures moves.
Bonus feats: Must be a combat or skill feat.
Herbalism (Ex): A ranger can attempt to gather herbs and natural substances with medicinal properties by spending 5 minutes and making a survival check. The DC for the survival check is ten plus twice the level of the herbs to be found. The herbs remain potent for one hour after being harvested.
- Apprentice: bear's endurance, cure light wounds, delay poison, lesser restoration, owl's wisdom.
- Journeyman: cure serious wounds, neutralize poison, remove disease, restoration.
- Master: greater restoration, heal.
- Lesser incense: sleep, repel vermin.
- Moderate incense: deep slumber, confusion, stinking cloud.
- Greater incense: mass bear's endurance, mass owl's wisdom, mind fog, sympathy.
Frogs and Mushrooms: A ranger is able to make 1d4 doses of any nonmagical poison in the DMG with a DC equal to or less than 10 + 1/2 level + Wis by spending 10 minutes and making a Survival check with a DC equal to that of the poison. The poison degrades to uselessness at the end of the day.
Ensnare: A ranger can spend a minute and make a DC 15 Survival check to craft a nonmagical CR 1 trap. The trap uses the ranger's attack bonus, and may be poisoned.
Obviously unfinished. Any ideas?