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ranger [2020/10/09 09:02]
kyle
ranger [2020/11/19 12:25] (current)
kyle
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 //Stop whining and eat your baby scorpion porridge! If you don't want any that's more for me.// //Stop whining and eat your baby scorpion porridge! If you don't want any that's more for me.//
  
-A Ranger is a master of bushcraft, capable of living comfortably far away from civilization and possessing several tricks for overcoming the challenges of the wild. Animals are nearly universally rangers, but among "civilized" humans it's a somewhat rarer class. Note that an adventurer doesn't necessarily need to leave the city in order to take advantage of the Ranger class; scavenging can be done out of dumpsters as easily as from the bush.+A Ranger is a master of bushcraft, capable of living comfortably far away from civilization and possessing several tricks for overcoming the challenges of the wild. Animals are nearly universally rangers, but among "civilized" humans it's a somewhat rarer archetype. Note that an adventurer doesn't necessarily need to leave the city in order to take advantage of the Ranger archetype; scavenging can be done out of dumpsters as easily as from the bush.
  
 ^[[#Ranger]] ^^Survive in the wild. | ^[[#Ranger]] ^^Survive in the wild. |
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 ^ ^^^ ^ ^^^
 ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**This Is The Way:** You take no impairment to daily move speed when traveling overland through wilderness region hexes. This benefit also extends to any reasonably small group you are traveling with that you can act as a guide for. Combat movement is unaffected by Pathfinder. | ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**This Is The Way:** You take no impairment to daily move speed when traveling overland through wilderness region hexes. This benefit also extends to any reasonably small group you are traveling with that you can act as a guide for. Combat movement is unaffected by Pathfinder. |
 +^ ^^^
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Terrain Master:** If you get into a random encounter while traveling in the wilderness, you can add one feature to the battlemap of your choice (like a big tree, small chasm, mud hole, etc). \\ \\ {{fa>minus-circle?24&align=left}}**Law of Reasonable:** You can only use Pathfinder to add features that wouldn't be out of place in whatever sort of terrain you're traveling in. The referee can veto anything too outrageous. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Sniff Sniff:** You have a highly-developed sense of smell. You can identify the presence of unusual smells within 5 meters, and identify the precise location of their source with an action. You can recognize the smells of types of creature or specific individuals if you've encountered them before. \\ \\ {{fa>plus-circle?24&align=left}}**Scent Trail:** Smells linger in an area for a few hours even after their source has left, allowing you a limited form of tracking by smell. \\ \\ {{fa>minus-circle?24&align=left}}**Water-Ruined:** Your scent abilities don't work underwater, and anything that passes through water has its lingering scent ruined. \\ \\ {{fa>minus-circle?24&align=left}}**Windblown:**  If there is a powerful wind blowing, your ability to smell things is altered. You may only smell things within 2 meters downwind from your location, but out to 10 meters upwind of your location. \\ \\ {{ra>doubled?24&align=left}}**Shark Snout:** If you have the Mariner class, scents are no longer ruined in water. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Sniff Sniff:** You have a highly-developed sense of smell. You can identify the presence of unusual smells within 5 meters, and identify the precise location of their source with an action. You can recognize the smells of types of creature or specific individuals if you've encountered them before. \\ \\ {{fa>plus-circle?24&align=left}}**Scent Trail:** Smells linger in an area for a few hours even after their source has left, allowing you a limited form of tracking by smell. \\ \\ {{fa>minus-circle?24&align=left}}**Water-Ruined:** Your scent abilities don't work underwater, and anything that passes through water has its lingering scent ruined. \\ \\ {{fa>minus-circle?24&align=left}}**Windblown:**  If there is a powerful wind blowing, your ability to smell things is altered. You may only smell things within 2 meters downwind from your location, but out to 10 meters upwind of your location. \\ \\ {{ra>doubled?24&align=left}}**Shark Snout:** If you have the [[Mariner]] archetype, scents are no longer ruined in water. |
 |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Wide Smell:** You can choose to take note of any unusual smells within 50 meters of your position instead of the normal 5. This range is altered to 20 meters when downwind or 100 meters upwind. This effect lasts until the beginning of your next turn. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Momentarily extending your sense of smell to a wide range costs 1 Mojo. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Wide Smell:** You can choose to take note of any unusual smells within 50 meters of your position instead of the normal 5. This range is altered to 20 meters when downwind or 100 meters upwind. This effect lasts until the beginning of your next turn. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Momentarily extending your sense of smell to a wide range costs 1 Mojo. |
 |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Old Smell:** You can choose to carefully sniff out any very old, nearly imperceptible smells in your current area. You can smell traces of anything that's been through your area within the past few days instead of few hours. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Picking up old smells costs 1 Mojo. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Old Smell:** You can choose to carefully sniff out any very old, nearly imperceptible smells in your current area. You can smell traces of anything that's been through your area within the past few days instead of few hours. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Picking up old smells costs 1 Mojo. |
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 ^ ^^^ ^ ^^^
 ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Forecast:** You can predict the weather with perfect accuracy. If you ever want to know what the weather will be like in the next couple of game days, ask the referee and they'll tell you. If you get caught in adverse weather conditions (storms, fog, etc) you always have time to prepare. | ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Forecast:** You can predict the weather with perfect accuracy. If you ever want to know what the weather will be like in the next couple of game days, ask the referee and they'll tell you. If you get caught in adverse weather conditions (storms, fog, etc) you always have time to prepare. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Stormcaller:** If you wish, you can select exactly which kind of weather will appear the next day instead of merely predicting it. Cover your approach with heavy fog, bog down enemy armies in the snow, or whatever other uses you can come up with. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Controlling the weather costs Mojo. Typical weather patterns for the area cost 1 Mojo per day, whereas very unusual weather patterns for an area (snow in the desert type stuff) cost 5 Mojo per day. |+|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Stormcaller:** If you wish, you can select exactly which kind of weather will appear the next day instead of merely predicting it. Cover your approach with heavy fog, bog down enemy armies in the snow, or whatever other uses you can come up with. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Controlling the weather costs Mojo. Typical weather patterns for the area cost 1 Mojo per day, whereas very unusual weather patterns for an area (snow in the desert, raining blood, etc type stuff) cost 5 Mojo per day. |
 ^ ^^^ ^ ^^^
  
ranger.1602255736.txt.gz · Last modified: 2020/10/09 09:02 by kyle