Monday, June 7, 2021

GLOG: The Ranger

There's a fair few GLOG Rangers out there, but to be honest, I've never really liked any of them, although Squig's take, which is very much like his Sage, is pretty darn good, and I definitely took inspiration from Vayra's Ranger Made of Hooks. They both feel like they're missing something that I feel is essential to the Ranger, although I don't know if I could articulate it. Really, I've never been fully satisfied with any Ranger class in any game to date. So here's my go of it. Is it good? Probably not, but that's never stopped me before. And yes, it is basically Aragorn. So be it.
 
Starting Equipment: A waterproof cloak, good boots, a longbow and a quiver of 20 arrows, a shortsword, a fishing rod, a small knife, 100 feet of hemp rope, and a small relic of the tragically fallen civilization from whence your ancestors hailed.
 
Skills: Scouting and 1d3: 1. Horsemanship, 2. Medicine, 3. Sailing.
 
For every template of Ranger you have, gain +1 HP and +1 Stealth. Every second template, gain +1 skill.

A: Elfin Bushcraft, Hunter, Unerring Navigation
B: Ambusher, Folk Knowledge
C: Indomitable Endurance
D: Hands of a Healer, extra attack/round

Elfin Bushcraft: Anything you might reasonably hope to find in any given wilderness, you can - with some searching. Healing herbs, an appropriately sized walking stick, a nice fishing hole, a mountain lion, whatever. The rarer the object of your search, the longer it will take to find. You also have the skills to construct any sort of survival tool that might be made from natural materials. You automatically notice any creature moving within 300 feet of you while in the wilderness. You can see in moonlight as in sunlight, and in starlight as in moonlight.

Hunter: You have a 10-in-10 chance of tracking any creature that leaves a trail over any terrain where that might conceivably be possible (not blank stone, not water). For every day that's passed since the trail was laid or for anything that might disrupt or interrupt the trail (rain, crossing a stream, climbing a sheer face, a deliberate attempt to not leave any trace), this chance is reduced by 1-in-10. You gain +1 to-hit against a creature for each of the following:
  • You've been tracking the creature for at least an hour.
  • You've been tracking the creature for at least a week.
  • You've fought this exact creature before.
  • You've fought creatures of the same type before.
  • You have precise knowledge of the creature's strengths and weaknesses.

Unerring Navigation: If you can see the stars or any two landmarks you know the location of, you know your exact location. You only need to see a landmark once to remember it precisely, even if it's just an oddly shaped tree. When traveling, you know exactly how long you have been moving this day, exactly how far you have gone, and in precisely which direction you have been moving. You can always find a way around an obstacle in your path, although it may be difficult or time-consuming.

Ambusher: If you attack a foe from an advantageous situation (while concealed, from high ground, etc) you deal an additional 1d6 damage.
 
Folk Knowledge: You know the type of any creature, supernatural or otherwise, that you see, and have a 3-in-6 chance of knowing 2 facts - strengths, weaknesses, or anything else the DM sees fit to provide - about any type of creature (i.e. goblins, dragons, beholders, etc.) This chance increases by one per further template of Ranger you take. There's also a 2-in-6 chance you speak and understand a fragment of either that creature type's spoken language or writing (your choice) if they have any. You can predict the weather one day in advance.

Indomitable Endurance: You can walk, ride, and stay awake for thrice as long as an ordinary person without tiring, and can hold your breath for four times the usual duration. Whenever you are reduced to 0 HP or below, after you roll Death and Dismemberment (if necessary), roll a Constitution check. On a success, gain 1d6 HP.

Hands of a Healer: You know the nature of any ailment or injury you set eyes on and how to cure it. There's a 1-in-6 chance you can cure it with a touch, no supplies needed, and a further 3-in-6 chance you have can acquire the necessary supplies for the cure with no more than a day's foraging (1-in-6 for particularly rare and horrific ailments or in extremely sparse environments). This cure will not necessarily be immediately or completely effective.

No comments:

Post a Comment