Half-Ranger

Half-Ranger Class Traits
Exp Rating: 1.5
Base Hitpoints: DEX/3
Level Hitpoints: 3 per level
Primary Attributes: Strength, Dexterity, Wisdom
Stamina: 1
Resolve: 1
Philosophies
Primary Class Philosophy: Martial Philosophy
Philosophy Training:
  • Gain Rank 1 in Martial if you do not already have a rank in Martial
  • 1 additional rank to be spent in Martial, Physical, or Mental
Disciplines:
Skills Training
Class Favored Skills:
Starting Skill Points:
  • 20 points to be spent in the above Class Skills. These points cannot be used to raise a skill above Rank 3.
Weapon & Armor Proficiencies
Weapon Proficiency: All Rank 1 & Rank 2 Weapons. Rank 3 Blades and all Rank 3 Ranged Weapons.
Armor Proficiency: All Rank 1 armors and less.
Shield Proficiency: None.
"Hey. Relax, friend, them mountains aren't going anywhere. I know you're eager to wipe out those goblins, but there's other creatures that live there too, and I won't have you charging in and destroying their homes just so you can add to your own accolades."
——Perseus Clement, Ranger

Champions of the Wilds

Many great warriors are known for their extraordinary deeds in combat, but few are praised for their commitment to their ideals and way of life. It takes a great deal of strength, guile, and wisdom to be a Ranger, as they must not only master martial combat, but also become one with the land around them. Rangers master skills that allow them to understand the environment they protect and live in. They are known to be excellent trackers, survivalists, beast tamers, skilled users of bow and sword, and even students of a bit of elemental magic, all to aid in the defense of the lands they cherish.

Adventurers

Rangers are well suited to the adventuring life, as many are roamers and vagabonds by virtue of their profession alone. Many prefer not to stay in one place for too long, and their familiarity with nature as well as their ability to survive in it can make them invaluable to any adventuring party daring to embark on a long journey through hazardous environs. Much to the delight of other professional adventurers, rangers also tend to not be terribly greedy, as most live off the land anyways and don't have much use for material wealth.

They often serve as scouts and trackers, scouring the route ahead for others while remaining unseen to better inform their allies of the dangers that lie in wait. When it comes time to fight, the Ranger is usually the first to engage, either letting loose a deadly barrage of arrows to soften up an enemy, or charging headlong into battle with swords drawn or a trusty animal companion by their side.

History and Culture

Ironically, Rangers first came to prominence with the technological rise of civilization. When humanoids began to build and live in cities, slowly losing their affinity with the world that birthed them, some people found themselves stifled by the trappings of society and economy, rejecting man-made rules and constructions to forge their own path. Some Rangers were born of a need to reestablish the connection that had been lost once the races started to move away from their earthen roots. While not everyone is comfortable living off the land or among wild beasts, the invaluable knowledge of how to survive in such a fashion would still need to be retained throughout the generations.

Rangers vary as widely as the different lands they live in. They can be found in forests, mountains, deserts, plains and even oceans. Thus, it is difficult for these defenders of the natural world to have a culture of their own. They have no shared traditions, bonds or oaths, save that nature is their ally.

Alignment

Rangers can be of any alignment, but most tend to be chaotic, as the random and lethal neutrality of nature itself tends to attract those with a disdain or lack of understanding for order. Still, there are some that find harmony within the wilds, so lawful rangers are not unheard of.

Goodly folk with chaotic or neutral tendencies find themselves along the path of the ranger the most often, either seeking to protect the land and its inhabitants, or simply to explore and see what it has to offer a hero with an open mind.

Evil rangers are less common, the priorities and duties of such a profession often demanding a certain level of sacrifice and neutrality to something other than personal desires, which many evil individuals are loathe to commit to. Some evil rangers do exist despite their nature, usually having twisted the basic oath of the ranger to suite their own needs, such as the eradication of an encroaching group of humanoids without parlay or even much observation beforehand.

Class Features

♦ Martial Combatant1st Level
When making a Melee Basic Attack or Ranged Basic Attack, you may substitute your Martial Rank for Physical Rank for the purposes of using augments. Additionally, gain access to the Martial Practice skill.
♦ Bonus Basic Powers1st Level
You master one bonus Basic Martial Techniques from the Martial Discipline that you have access to. You must still meet all prerequisites of the chosen power.
♦ Animal Affinity1st Level
When making a Riding check or Charm check (when communicating with animals), you may substitute your Animal Care skill instead.
♦ Natural Rituals1st Level
You may acquire and cast rituals with an Elemental Rank equal to your [Martial Rank - 2].
♦ Dual Wielder1st Level (Requires Duelist)
If you chose the Duelist Discipline, you may wield One-Hand Weapons in your Off-hand.
♦ Ranged Specialist1st Level (Requires Marksman)
If you chose the Marksman Discipline, gain a +1 class bonus to Precision and a +0.5 class bonus to the Weapon Damage Multiplier for all Ranged Weapons that you are proficient with. Additionally, reduce the penalty suffered from Long Range attacks by 2.
♦ Animal Companion1st Level (Requires Hunter)
If you chose the Hunter Discipline, gain an Animal Companion from the standard list.
♦ Basic Training (Requires Duelist)5th Level
Decrease the Base Speed of any Melee Weapon you wield by 1. This is a Class bonus. You must be proficient with the weapon to gain this benefit.
♦ Basic Training (Requires Marksman)5th Level
Decrease the Base Speed of any Ranged Weapon you wield by 1. This is a Class bonus. You must be proficient with the weapon to gain this benefit.
♦ Magical Animal Companion5th Level (Requires Hunter)
If you chose the Hunter Discipline, your animal companion's natural attacks now count as magical.
♦ Bonus Stance8th Level (Requires Duelist or Marksman)
You gain a bonus Martial Stance for which you qualify. If you gain this feature from another Half-Class, you gain a second bonus Martial Stance at 16th level (instead of gaining two at 8th level).
♦ Advanced Training (Requires Duelist)13th Level
Decrease the Base Speed of any Melee Weapon you wield by 1. This is a class bonus that stacks with Basic Weapon Training. You must be proficient with the weapon to gain this benefit. If you gain Advanced Training from another Half-Class in Melee Weapons, at 21st Level you gain Legendary Training in those weapons, granting an additional 1 reduction in Base Speed.
♦ Advanced Training (Requires Marksman)13th Level
Decrease the Base Speed of any Ranged Weapon you wield by 1. This is a class bonus that stacks with Basic Weapon Training. You must be proficient with the weapon to gain this benefit. If you gain Advanced Training from another Half-Class in Ranged Weapons, at 21st Level you gain Legendary Training in those weapons, granting an additional 1 reduction in Base Speed.

Combat Training

Combat Training by Level
Type1st2nd3rd5th6th7th9th10th11th
Melee'?''?'
Ranged'?''?'
Parry'''''?''
Fort'?''?''
Reflex?''?'''
Will'?'''?'''
  • 1st level, ½ point in Melee Weapon Attacks, ½ point in Ranged Weapon Attacks, and ½ point in Reflex.
  • 2nd level, ½ point in Parry and ½ point in your choice of the following: Fortitude, Reflex, or Will.
  • 3rd level, ½ point in your choice of the following: Melee Weapon Attacks or Ranged Weapon Attacks.
  • 5th level, ½ point in Fortitude and ½ point in Reflex.
  • 6th level, ½ point in Melee Weapon Attacks and ½ point in Ranged Weapon Attacks.
  • 7th level, ½ point in your choice of the following: Fortitude, Reflex, or Will.
  • 9th level, ½ point in your choice of the following: Melee Weapon Attacks, Ranged Weapon Attacks, or Parry.
  • 10th level, ½ point in Fortitude.
  • 11th level, ½ point in Melee Weapon Attacks and ½ point in Ranged Weapon Attacks.

Ranger Specialties

When your character earns a Class Specialty, you may choose one from the following list.

♦ Consistent Strikes
When dealing weapon damage with a weapon you are proficient with, you may re-roll 1's on any damage dice until they do not show a 1.
♦ Dual Weapon Harrier
When you use a power to make one or more melee weapon attacks with your Main Hand and miss all targets of all attacks, you may use a Off-Hand Strike against one target as a Reactive Action. This does not prevent you from using Off-Hand Strike as your next action.
♦ Equipment Specialist
Reduce both your Stamina and Resolve allocations for any magical Armor, Weapons, or Shields that you wield by half (min 1, round up). You may use this ability on a number of items up to your Martial Rank.
♦ Hasty Withdrawal
Whenever you are attacked by a creature in melee, you may shift 5ft away from the creature as a Reactive Action.
♦ Martial Energy Reserve
You gain an extra reserve of energy that replenishes after each Short Rest without needing to burn energy for its restoration. You may spend this energy in place of Stamina or Resolve cost for Martial Techniques. The amount of Energy in your reserve is equal to your Martial Rank. This reserve cannot be used for Burn costs.
♦ Mobile Offense
Lunging with an attack does not increase your recovery time.
♦ Ranged Harrier
When you use a power to make one or more ranged weapon attacks and miss all targets of all attacks, you may make a Ranged Basic Attack against one target as a Reactive Action.
♦ Rending Blows
When wielding a melee weapon (one-hand or off-hand) you are proficient with, increase the damage you deal with the weapon by [1/3 x Martial Rank].
♦ Shot in a Crowd
When making a Ranged Weapon Attack on a target that is Flanked, you gain all advantages granted by that target due to the Flank.