Specialist_Ranger Magnificentophat - valzi/GLOG-classes GitHub Wiki
Basic changes: I modified the class a little bit to match up with the rest of my classes. I gave them a Danger Sense ability because it identifies creatures and it seemed fitting. Tracking is a mess, the important thing is that they get a tracking ability at first level. Survivalist is related to my "starving to death" system. It's based off of the rule of three. The rules are included at the bottom of this class. Improvisation was just a cool idea I thought of in the shower and this was the perfect class to give it to.
Ranger
Starting Equipment: longbow, 40 arrows, a large knife, and a buckler shield.
Starting Skill: see below. When you take your first Ranger template take the Navigator skill.
A: Tracking, Danger Sense
B: Advantageous Terrain, Hated Foe
C: Survivalist, Trophies
D: Opportunist, Dragon Slayer
E: Improvisation
F: Smite
You gain +1 to Stealth for every 2 Ranger templates you possess.
Tracking: Ordinarily, whenever the GM rolls for encounters, a 1 means monster and a 2 means trace of a monster, increase this to 3. You can track this creature down in 1d4 exploration turns rather than 1d4 exploding exploration turns. Additionally, you can try to avoid certain entries on the monster encounter table with a [number of Ranger templates]-in-6 chance of success.
Danger Sense: When surprised, you have a 50% chance to act on the surprise round anyway. If you encounter a creature no one in the group has seen before, you can roll under your Intelligence to remember a detail or weakness, provided it is not unique.
Advantageous Terrain: When rolling for random encounters outdoors, you can draw a map, showing where everyone is so long as it’s plausible. You can’t benefit from more than terrain advantage at a time. Increase your surprise threshold by 1, this usually means surprising enemies on a 3-in-6.
Hated Foe: You get +2 to your Attack stat when attacking the foe you hate most. You can only hate one thing at a time. You can change this, but only if your new foe has done something worth hating.
Survivalist: You don’t need to Save to halve Constitution damage from neglecting your hunger or thirst. Additionally, you can survive 4 days without water and 4 weeks without food.
Trophies: You can take trophies from corpses. These act like piecemeal armor, but additionally give you +1 against all the monster’s special abilities. This bonus stacks.
Opportunist: Whenever you get a situational bonus to an Attack roll (surprise, elevation, etc) you deal an additional +1d6 Damage.
Dragon Slayer: Once per day, you can cause one of your physical attacks to deal +X damage, where X is equal to the HD of the highest level monster your party has ever killed. You must keep track of this. If you miss, this ability is not expended.
Improvisation: You no longer take a -2 penalty when wielding improvised weapons. When using a weapon you are not proficient in, you only take a -2 penalty.
Smite: You gain another daily use of your Dragon Slayer ability.
Outdoor Survival: Humans can only survive 3 days without water and 3 weeks without food. After each of these periods, a character takes d6 Constitution damage with a Save for half damage. This cannot heal until the character eats or drinks. In addition, each time period adds a -1 penalty to hit. Thirst and Hunger also take up inventory slots. After these times have passed, characters must Save or die each day until they can eat or drink. You must eat or drink for three weeks or days to fully remove the negative effects.