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Class Varient: Ranger of Cerilia











[top]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 and Laerme accept rangers into their service. All rangers must serve one of these deities.
Rangers are not recognized as official clerical authorities throughout Cerilia.

[top]Rangers of Cerilia

Rangers must possess the same alignment as their chosen deity. Most rangers are Basarji, Vos, or Rjurik humans. As a variant, Cerilian rangers use the following class instead of the Player?s Handbook ranger.

[top]Code of Conduct

Rangers hold their deity'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 deity'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.

[top]Rangers of Cerilia


Table 1-2A: Ranger of Cerilia
Base Fort Ref Will Spells per Day
Level Attack Bonus Save Save Save Special 1st 2nd 3rd 4th
1st+1
+0

+2

+0
Animal Companion, Detect Animals or Plants
2nd+2
+0

+3

+0
Nature's Grace, Thorn from Paw
3rd+3
+1

+3

+1
Woodland Stride, Resist Nature's Lure
4th+4
+1

+4

+1
Turn Animals or Plants
0
5th+5
+1

+4

+1

0
6th+6/+1
+2

+5

+2
Remove poison 1/week
1
7th+7/+2
+2

+5

+2

1
8th+8/+3
+2

+6

+2
Evasion
1

0
9th+9/+4
+3

+6

+3
Remove poison 2/week
1

0
10th+10/+5
+3

+7

+3

1

0
11th+11/+6/+1
+3

+7

+3

1

1

0
12th+12/+7/+2
+4

+8

+4
Remove poison 3/week
1

1

1
13th+13/+8/+3
+4

+8

+4

1

1

1
14th+14/+9/+4
+4

+9

+4

2

1

1

0
15th+15/+10/+5
+5

+9

+5
Remove poison 4/week
2

1

1

1
16th+16/+11/+6/+1
+5

+10

+5

2

2

1

1
17th+17/+12/+7/+2
+5

+10

+5

2

2

2

1
18th+18/+13/+8/+3
+6

+11

+6
Remove poison 5/week
3

2

2

1
19th+19/+14/+9/+4
+6

+11

+6

3

3

3

2
20th+20/+15/+10/+5
+6

+12

+6

3

3

3

3

[top]Game Rule Information

Ranger of Cerilia have the following game statistics:
Alignment: Any chaotic.
Hit Die: d8.

[top]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.

[top]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 creatures (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).

[top]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 not overpowered.

[top]Elven-only Rangers and alternate classes for non-Elves

Although there are many good ideas, it is still hard to explain the source of Ranger's supernatural and spell-casting abilities in Birthright setting. If the Ranger gets his spell-casting from directly manipulating the mebhaighl, why aren't his spells considered lesser Arcane magic? The main [[BRCS]] article on Ranger class offers an alternative non-magical Ranger, but the skill bonuses don't make up for the loss of spell-casting ability, and there are still the mystical class features left to explain.
As a variant rule, core Rangers could be allowed only for Elves who were always in touch with the mebhaighl and their magic could be considered Arcane but with the same spell list as before. For the non-Elves, a Hunter class from d20 A Game of Thrones ([1]) could be used for nature-oriented warriors and Scout class from Complete Adventurer ([2]) for military scouts and skirmishers.

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