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Ranger of Cerilia

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Class Varient: Ranger of Cerilia

[edit] Overview

Cerilian rangers must be devoted to a specific Chaotic deity, chosen at the start of their career as rangers. No ranger may serve just a cause, philosophy, or other abstract source of divine power. Only the gods Belinik, Cuiraécen, Laerme, and Elven gods accept rangers into their service. All rangers must serve one of these deities.

Rangers are not recognized as official clerical authorities throughout Cerilia.

[edit] Rangers of Cerilia

Rangers must possess the same alignment as their chosen deity.

[edit] Code of Conduct

Rangers hold their diety's code of conduct above any sponsored by local and regional authorities. They lose all class abilities if they willingly follows the laws of men when they conflict with their diety's code, but only in serious matters such as those involving life and death. Rangers fight for either Good, Evil, or their own personal gain depending on their alignment, but all rangers take particular pleasure in conflicts with authority figures of opposed alignment. The quintessential Chaotic Good ranger can be found ambushing an evil baron’s tax collectors and giving what spoils he can't carry to the needy. Chaotic Evil and Chaotic Neutral rangers are far less discriminating about whom they ambush and do so solely for fun or personal gain.

Rangers may freely multiclass without losing their ability to advance as a ranger.


[edit] Preferred Class Races/Cultures

Most rangers are Basarji, Vos, or Rjurik humans.

[edit] Variant: Ranger as a new class

As a variant, Cerilian rangers use the following class instead of the Player’s Handbook ranger.

[edit] Rangers of Cerilia

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Table 1-2A: Ranger of Cerilia
Base Fort Ref Will Spells per Day
Level Attack Bonus Save Save Save Special 1 st 2 nd 3 rd 4 th
1 st +1
+0
+2
+0
Animal Companion, Detect Animals or Plants
2 nd +2
+0
+3
+0
Nature's Grace, Thorn from Paw
3 rd +3
+1
+3
+1
Woodland Stride, Resist Nature's Lure (+4 vs fey spell)
4 th +4
+1
+4
+1
Turn Animals or Plants
0
5 th +5
+1
+4
+1
0
6 th +6/+1
+2
+5
+2
Remove poison 1/week
1
7 th +7/+2
+2
+5
+2
1
8 th +8/+3
+2
+6
+2
Evasion
1
0
9 th +9/+4
+3
+6
+3
Remove poison 2/week
1
0
10 th +10/+5
+3
+7
+3
1
0
11 th +11/+6/+1
+3
+7
+3
1
1
0
12 th +12/+7/+2
+4
+8
+4
Remove poison 3/week
1
1
1
13 th +13/+8/+3
+4
+8
+4
1
1
1
14 th +14/+9/+4
+4
+9
+4
2
1
1
0
15 th +15/+10/+5
+5
+9
+5
Remove poison 4/week
2
1
1
1
16 th +16/+11/+6/+1
+5
+10
+5
2
2
1
1
17 th +17/+12/+7/+2
+5
+10
+5
2
2
2
1
18 th +18/+13/+8/+3
+6
+11
+6
Remove poison 5/week
3
2
2
1
19 th +19/++14/+9/+4
+6
+11
+6
3
3
3
2
20 th +20/+15/+10/+5
+6
+12
+6
3
3
3
3
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[edit] Game Rule Information

Ranger of Cerilia have the following game statistics:

Alignment: Chaotic.

Hit Die: d8.

[edit] Class Skills

The Ranger of Cerilia's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex) Skill Points at 1st Level: (6 + Int bonus) x 4. Skill Points at Each Additional Level : 6 + Int bonus.

[edit] Class Features

The following are class features of the rangers of Cerilia.

Weapon and Armor Proficiency: Rangers of Cerilia are proficient with all simple and martial weapons, with light armor, and with shields (except tower shields).

Detect Animals and Plants (Sp): At 1st level the ranger of Cerilia can use detect animals and plants at will, as the spell.

Nature's Grace (Su): At 2nd level, a ranger gains a bonus equal to her Wisdom bonus (if any) on all saving throws.

Thorn from Paw (Su): Beginning at 2nd level, a ranger with a Wisdom score of 12 or higher can heal wounds of her Animal Companion by touch. Each day she can heal a total number of hit points of damage equal to her ranger level × her Wisdom bonus. For example, a 7th-level ranger with a 16 Wisdom(+3 bonus) can heal 21 points of damage on her Animal Companion per day. A ranger doesn’t have to use it all at once. Using Thorn from Paw is a standard action.

Woodland Stride (Ex): Starting at 3rd level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Resist Nature's Lure (Ex): Starting at 3rd level, a ranger gains a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies, sprites, etc.).

Turn Animals and Plants (Su): When a ranger of Cerilia reaches 4th level, she gains the supernatural ability to turn animals and plants. This ability functions exactly like the Player’s Handbook ability. She turns animals and plants as a cleric of three levels lower would turn undead.

Spells: Beginning at 4th level, a ranger of Cerilia gains the ability to cast a small number of divine spells just as does the Player’s Handbook ranger. At 1st level a ranger of Cerilia has no caster level. Starting at 4th level, a ranger of Cerilia's caster level is one-half her class level. The ranger of Cerilia's spell list is the same as the Player’s Handbook ranger.

Remove Poison (Sp): At 6th level, a ranger can produce a remove poison effect, similar to the remove disease spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

[edit] Game Balance Comparison: d20 Paladin vs Ranger of Cerilia

d10 > d8
2 skills <<< 6 skills
all armor >> light armor proficiency
Saves: total bonuses equal =
Special mount > Animal Companion even when given at 1st level
Spells: same quantity = (though many say PAL spells are better than RNG spells)
Detect Evil > Detect Animals or Plants
Aura of Good > no Aura
Smite Evil > nothing
Divine Grace < Nature's Grace (WIS bonus applied to all saves)
Lay on Hands >> Thorn from Paw (As LoH, but only Animal Companion affected)
Aura of Courage = Woodland Stride (normal speed in non-magical undergrowth)
Immunity all Disease = Resist Nature's Lure (+4sv vs fey spells)
Turn Undead = Turn Animal or Plant
Remove Disease (1/week) = Remove Poison (1/week)
nothing <<< Evasion (8th level)


TOTALS: Paladin (9>), Ranger (7>)... d20 Paladin still more powerful so it's balanced.


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