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Ranger. The Ranger is a warrior and a woodsman. He is skilled
with weapons and knowledgeable in the ways of the forest.
The Ranger often protects and guides lost travelers and
honest peasant-folk. A Ranger needs to be strong and wise
to the ways of nature to live a full life.
Hit Dice: d10
Abilities for Dual-Classing: Srength, Dexterity, Wisdom
Alignment: Any Good
Features:
- Weapons and Armor. The Ranger may wear any armor (including
shields and helmets) and use any weapon.
- Specialization. The Ranger may achieve Specialization in any weapon,
and may place two proficiency points in any fighting style (three in Two
Weapon Style).
- Two Weapon Style. The Ranger begins with two free points in Two
Weapon Style.
- Racial Enemy. The Ranger chooses a single enemy type during character
creation, and thereafter receives a +4 bonus on all damage rolls for
attacks made against creatures of that type.
- Charm Animal. Once per day, plus an additional time for every two
levels in this class, the Ranger may cast Charm Animal, as an innate
ability. This ability functions like the spell Charm Person, except that it
can only target animals.
- Stealth. The Ranger gains skill points in Hide in Shadows and Move
Silently, and can use Stealth to hide from enemies.
- Spellcasting. Starting at level 8, the Ranger can cast a limited selection
of low-level spells from the Druid list.
Kits (EE)
Stalker. Stalkers serve as covert intelligence-gatherers, comfortable
in both wilderness and urban settings. They are the spies,
informants, and interrogators and their mastery of stealth
makes them deadly opponents.
Features:
- Armor. The Stalker may only wear Leather, Studded Leather, or
Hide Armor.
- Stealth Bonus. The Stalker gains a permanent +20% bonus to Move
Silently and Hide in Shadows.
- Wizard Spells. At 12th level, the Stalker learns the following wizard
spells: Haste, Protection From Normal Missiles, Minor Spell Deflection.
- Backstab. The Stalker gains the benefit of the Thief class's backstab
multiplier, which multiplies the weapon damage of any successful
attack the Stalker makes by two, if the Stalker is using Stealth and
standing behind their target. At 9th level, the multiplier increases to
x3. At 17th level, it increases to x4.
Archer. The Archer is the epitome of skill with the bow. He is the
ultimate marksman, able to make almost any shot, no
matter how difficult. To become so skilled with the bow,
the archer has had to sacrifice some of his proficiency with
melee weapons and armor.
Features:
Called Shot |
Level |
Effect |
4+ | +1 to target's THAC0 |
8+ | -1 to target's Saves vs. Spell |
12+ | -1 to target's Strength |
16+ | +2 damage |
- Armor. The Archer may only wear Leather, Studded Leather, or
Hide Armor.
- No Charm Animal. The Archer does not gain any uses of the Charm
Animal ability.
- Proficiency. The Archer may achieve only Proficiency with melee
weapons.
- Grand Mastery. The Archer may achieve Grand Mastery in Shortbows,
Longbows, and Crossbows.
- Marksmanship. The Archer gains a permanent +1 bonus to attack and
damage rolls with missile weapons for every three levels in this class.
- Called Shot. Once per day, plus an additional time for every four levels
in this class, the Archer can take careful aim to debilitate a single
target. For the next ten seconds once activated, all successful ranged
attacks made by the Archer bestow additional cumulative effects,
as shown in the table to the right.
Beast Master. This Ranger is a wanderer, not entirely at ease in civilized
lands. Her natural affinity for animals is so great that she
can communicate with them telepathically, albeit in a
limited fashion.
Features:
- Weapons. The Beast Master may not wield metal-based weapons such
as swords, halberds, war hammers, or morning stars.
- Armor. The Beast Master may not wear metal-based armor except for
Studded Leather Armor.
- Stealth Bonus. The Beast Master gains a permanent +15% bonus to
Hide in Shadows and Move Silently.
- Find Familiar. The Beast Master may cast Find Familiar, as the spell,
once per day.
- Animal Summoning. Starting at 8th level, the Beast Master may cast
Animal Summoning I as the spell once per day. At 10th level, the Beast
Master may cast Animal Summoning II once per day. At 12th level,
the Beast Master may cast Animal Summoning III once per day. These
abilities are cumulative.
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