Class 002: The Wood-Elf Ranger

 

The Wood-Elf Adventurer

A Wood-Elf adventurer is capable ranger who benefits from the divine magical connection they favor. She is a useful out-lander capable of covering big swats of wild territory and able to survive on what the land provides. She favors moving in the wilderness where she can use different tricks to gain the upper hand. She can communicate with non-predatory animals and feel the land. In combat scenarios, she can fight at long or close range using magically imbued weapons. Not to say, they are able to summon companions from the fey wild itself.

Adventuring Role: Tracker, Controller and Survivalist.

Hit Points: Constitution + 1d6 + Level.

Hit Die: 1d6 recovery per resting hour/healing use.

Martial Capability: Slashing light or martial weapons, and light armor.

Attack Damage: 1d4 unarmed / 1d6 armed.

Special Talent: Meditation of the Wild.

Sleeping is not necessary for your race, as you have achieved clarity and can channel energy from the land itself. In this state, you are partially aware of your surroundings; getting disadvantage on alertness related checks. You need only 4 hours for a complete long rest. After a complete meditation, you gain 1d4+2 points of mana to cast spells. You may accumulate half your Wisdom value. This mana is to be spent in the use of divine natural magic. However, you are required to be in a wild area, garden-like location or next to running water. If this is not accessible, you can't regain your mana and meditation takes 6 hours instead of 4. Obviously, you are immune to sleep effects.

Basic Spell: Feel the wild. Spend 1 mana. Take 10 minutes touching the ground with eyes closes. You can scan a 6 miles area detecting the presence of non-native denizens such as humanoids, foreign creatures, or magically imbued individuals; or places such as dungeons, underground accesses or portals. IF the GM is not sure about the information, the player may ask leading open question to get to kno w more of the area. You learn the most direct way to the location, not necessarily the safest. 

Equipment

One main weapon: Pick one martial weapon.

A secondary weapon: Pick any light weapon.

A range weapon: A long-bow, a short-bow or a crossbow; and 40 arrows/bolts.

A light armor (+1).

Food: 5 day rations.

Miscelleanous: a signaling mirror, a tent, a hatchet and 2d20 silver.

Leveling Up: As you level up you gain the following benefits.

- Better Maximum HP+1.

- +1 value in Dexterity, Constitution, and Wisdom on even levels only.

- One class talent.

Class Talents

  • Wood Elf's Ancestry: Gain the faculties of your blood.
    - Advance Meditation: When you meditate, you do not suffer any penalty to your alertness. You can take it again as "Advance Meditation". You are able to serve as a patrolling guard 200 feet around you while still in trance per 2 hours.
    - Elvish Magic Resistance:
    Magic does not affect you as much as others mortals. Gain resistance to body or mind altering effects.
    - Elvish Magic Sight:
    Your sight reveals its mystical properties. Gain the ability to see magical auras from items, spells, portals and enchantments if you concentrate for 1 minute.
    - Magic Talent: When you meditate, you gain 1d6+2 of mana instead of 1d4+2. You can choose this spell again as "Magic Talent II, III and IV" and upgrade your throw to 1d8+2, 1d10+2 and 1d12+2. These upgrades require levels 5, 10 and 15 respectively.
    - Nature's Disguise: When still for a minute in the wild or natural terrain, you become automatically hidden without the need of a stealth check. Allies see you take on the natural colors of the territory.
    - Nocturnal Eyes: As predatory beasts, gain the sight of night. Gain darkvision, but only in black and white. 

  • Nature Magic: Learn latent abilities otherwise dormant inside you.
    - Follow Track: Visualize an ample area and recite a litany. Spend 1 mana. You can see any tracks left behind by beasts, humanoids and other creatures. Nature divine magic users such as druids, rangers and shamans keep their track invisible.
    - Healing Touch: Touch an ally or self. Spend 1 mana. Heal 1 HD+your level. You can choose this spell again to gain Healing Touch II, III and IV. Each one increases the cost of the by 1 extra mana and the healing by 1 extra die. These upgrades require levels 5, 10 and 15 respectively.
    - Mark Prey: Signal dead to an enemy. Spend 1 mana. The enemy signaled is marked by you. Every effective hit you make against the enemy does extra weapon damage. When the enemy is fell, the marked can be switched to a new target as a part of an attack. This effect lasts 1 minute. You can take this as "Mark Prey II, III and IV". Each one increases the cost of the by 1 extra mana and the damage by 1 extra die. These upgrades require levels 5, 10 and 15 respectively.
    - Mediate with beasts: Make the sounds of the beast and create communication link. Spend 1 man. You are able to communicate to non-predatory beasts and roll social checks with them as if they were regular humanoids.Their intelligence is very limited. This effect lasts 10 minutes.
    - Invoke Companion Beast: Take the time to invoke a beast that goes as your companion. Spend 2 mana, this man a is not taken back until the invocation is freed or killed. You can have only one Companion Beast at a anytime. This spell takes 10 minutes and absorbs 10 gold pieces in beast materials such as skin, bones, teeth and others. Animals follow the invokers orders, but they always attack the same target of their caster, they do not attack alone. They do damage, as their masters attack effectively. Beast test are done with ranger's wisdom. You may invoke one of the beasts:
Wolf - Offensive Beast
Bear - Guardian Beast
Hawk - Offensive Bird
Owl - Supportive Bird

HP 1d8 X Ranger HD

Melee: 1d8 bites and claws.

Movement: 45 Feet

Can:

- Track enemies in the proper terrain.

- Serve as a vigilant with dark-vision.

- Hunt small game for food.

HP 1d8 X Ranger HD

Melee: 1d6 bites and claws.

Movement: 45 Feet

Can:
- Protect the ranger or ally taking damage if necessary, as long as it is adjacent to the protected.

- Serve as vigilant.

- Carry 10 spaces of weight.

HP 1d8 X Ranger HD

Melee: 1d6 peck.

Movement: Fly 80 feet.
Can:

- Send messages between known locations.

- Scout ahead for known enemies or dangers.

- Hunt small game for food.

HP 1d4 X Ranger HD

Melee: 1d4 peck.

Movement: Fly 45 feet.

Can:

- Serve as a vigilant with high dark-vision.

- Look for traps or magical auras.

- Can dispel a negative magical effect as an action. Once per day.


        
    - Seeking Arrow: As you shoot invoke the power of lightning and wind to accompany your shots. Spend X Mana. Every point of mana spend this 50 feet range to the effective range distance and +1 lightning damage. You may spend up to 5 points.
    - Sylvan Traps: Set ready old magic hunting tricks to diminish the enemy. Spend 2 mana. Set a location that covers 15X15 feet. Any creature that starts in that area, springs the magical trap. Making it trigger its effects. The ranger may choose between: ice trap, flare trap and poisoning trap. It lasts 1 hour. The caster may delay the activation of the trap until the end of the turn, to wait for more enemies to step on it. When activated, the ranger does a Wisdom check per unit. On a success:
    - Ice Trap: Freeze the enemy until the end of the next turn and receives 2d6 ice damage.
    - Flare Trap: Blind the enemy until the end of the next turn and lose guard.
    - Poison Trap: Slows the enemy until the end of the next turn and receives 3d6 poison damage.
You can take it again as "Sylvan Traps II, III and IV" expanding the range and duration per 5x5 and 1 hour per development.
    - Sylvan Weapon: Energize a weapon that wields. Spend 2 mana. Your melee weapon gains the magic quality being able to hit ethereal creatures and +2 force damage. This effect lasts 1 hour.
  • Skills: Get advantage on one of these tests.
    -Alertness:
    Advantage on keeping watch, detecting hiding creatures and traps.
    -Acrobatic:
    Advantage on balancing, tumbling, body coordination checks and saving throws against traps.
    -Handling Animals: Advantage on communicating, commanding, training and caring for animal checks.
    - Stealth: Advantage on keeping yourself out of sight, moving without being detected or becoming one with the environment as not to be discern.
    -Survival: Advantage on avoid getting lost in the wild, find tracks, survive in the wild and collect resources checks.

  • Wilderness Adaptation: Elf adapt to the environment through magical means.
    - One with Nature:
    When you are traveling in a wild area, you can avoid the first encounter with local beasts. And reduce the time that you or a company you take traveling in the wild by half.
    - Discern Surroundings:
    Superior awareness in to the wild. While you are in a wild area, you cannot be surprised and gain advantage on saving throws against natural hazard.
    - Rugged Child:
    Move as agile creatures do. Climbing and swimming does not limit your movement.
    - Wild Resistance:
    The blood of reptiles imbues you with special qualities. You gain advantage to resist both poison effects and damage.
    - Wilderness Provides: You are superior hunter, fisher and collector. If you take a couple of hours in will terrain, you can provide 1d4 rations in local food or water without the need of checking.  You can take this again as "Wilderness Provides II,III and IV" and gain 1d4 extra rations when doing it. You can also apply the 1d4 for local varieties of herbs or other collectable resources like mushrooms, animal skins, medicinal herbs and similar
    - Wild Step: Become faster in nature. Gain 5 feet speed. You ignore natural obstacles or the ones created by divine magic, and your traveling is not affected by terrain type.
 

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