SableWyvern
Mongoose
I realise that there is a Border Ranger due to appear in S&P some time in the not-too-distant future. However, for those of us without a subscription, here's my take:
As always, comments, criticisms, suggestions welcome.
Oh, and I should note that some of the abilities below assume that some more advanced d20 rules, such as Attacks of Opportunity, are in use; hence they will not be appropriate to the default Lone Wolf rules.
Sommlending Border Ranger
Endurance Die: d10
Skill Points per Level: 5 + Int Mod
Class Skills: Athletics (Dex), Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Wis), Knowledge (Nature) (Int), Knowledge (Warfare) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language, Stealth (Dex), Survival (Wis).
Armour and Weapon Proficiencies: Light armour, shields, all one handed weapons and bows.
SPECIAL FEATURES
Born to the Saddle*: Expert horsemanship is the first thing Border Rangers are taught, and keeping their mount alive is a key facet of this. Border Rangers can replace their mount's AC with the result of a Ride check, as per Sommlending Knights of the Realm.
Follow the Trail: As part of their scouting and border patrol duties, Border Rangers must be able to track their quarry. This ability is identical to Tier I Tracking.
Outdoorsman: As a Ranger progresses, he becomes adept at performing tasks in particular environments. At third level, a Border Ranger may select a particular terrain in which he has focused his skills. Available terrains are: Woodland, Plains, Mountains, Swamp, Underground. While in this chosen terrain, the Border Ranger gains a +3 bonus to Initiative, , Survival, Stealth*, Perception, Knowledge (Nature), Athletics*, Climb*, Ride*. Each time this feature is gained, the character may select another terrain in which these bonuses apply. Additionally, the Ranger may select an Advanced Outdoorsman Ability for each previously chosen terrain. These abilties only apply while the Ranger is in the terrain for which they are selected.
Advanced Outdoorsman Abilities:
Sneak Attack*: The Border Ranger gains an additional +1d6 sneak attack in the chosen terrain. This ability stacks with the Ranger's regular sneak attack damage, if any.
Nature's Empathy* The Border Ranger is at one with his surroundings while in this terrain, and can never be surprised or caught flat-footed.
Soft Step* Using a combination of skill and a deep, quasi-mystical connection with the land, the Border Ranger can move through his chosen terrain without leaving any sign of his passing. When employing this ability, any non-magical attempt to locate or follow the character's trail will automatically fail. This ability cost 1 End per minute. At a cost of 2 End per minute, the Ranger may employ this ability while mounted.
Nimble Step* An extension of Soft Step, Nimble Step allows a Ranger to employ his full base movment while in his chosen terrain, despite any natural or magical impediments, such as dense foliage or the Brotherhood spell Net. This ability can only be chosen if the Ranger has already learnt Soft Step for this terrain. It costs 2 End per minute, or 3 End per minute if mounted.
Animal Sense At a cost of 1 Endurance, the Ranger can reach out with his keen senses and detect the presence of any natural or magcial animal within 360' of his present location. The Ranger can identify the animal's number of Endurance dice, whether it is a normal or magical animal, and whether it is carnivorous, herbivorous or omnivorous.
Voice of Command With this ability, the Ranger can command any animal within 100' to halt. The target receives a Will Save, with a DC equal to the Ranger's Class Level, plus his Cha bonus. On a failed save, the target is stunned for 2d4 rounds. This effect works on both natural and magical beasts, costs 2 End per use, and can only be selected if the Ranger already has Animal Sense in the chosen terrain.
Combat Prowess* The Border Ranger gains +1 to hit and damage while in the chosen terrain.
Defensive Manoeuvring* The character gains a +2 to AC while in the chosen terrain.
Fleet Footed* While in the chosen terrain, the character's base move increases to 40'.
Mounted Mobility*: While mounted, the Border Ranger and his mount gain a +4 to AC vs Attacks of Opportunity caused by moving through threatened squares.
Quick Draw*: At 5th level, a Border Ranger can draw a one-handed weapon as part of a move action.
Herb Lore At 6th level, Border Rangers can automatically identify the healing or harming properties of plants. Further, while in one his chosen terrains, the Border Ranger can make a healing poultice from local flora with a successful Survival Check of DC 15. The poultice heals 2d4 End, and takes 2d6 minutes to prepare. Any character can only fully benefit from one such poultice per day; any further uses will heal only 1 Endurance point of damage.
Ride-by-Attack* A ride-by-attack is a full round action, which allows a mounted Border Ranger to make a standard attack at his primary CS versus one opponent. He may move both before and after the attack, and does not draw an attack of opportunity from his target.
Sneak Attack* At levels 9 and 18, a Border Ranger gains sneak attack dice, due to his training in stealth and ambush.
Combat Reflexes* From 10th level onwards, a Border Ranger can make as many attacks of opportunity per combat round as his Dex bonus (minimum of 1). The character is still limited to one AoO per target per round.
Trample* When attempting to overrun an opponent while mounted, the target cannot attempt to avoid the attack. Further, if the target is knocked down, the Border Ranger may make a free hoof attack.
Detoxify A Border Ranger's affinity with nature is such that he can render any natural poison within 1' benign. This costs the Ranger 3 End. Animal venoms cannot be detoxified while still in their original host. If the poison is in a plant, and has not been imbibed, ingested or otherwise affecting a target, this ability is automatically successful. If endeavouring to aid a character affected by poison, this ability will provide the victim with an addition Fort Save to resist the affects. A target can only gain one extra Save for each save that would normally be required. This ability can also be used to render rotten or otherwise tainted food or water safe for consumption. Magical or mineral based poisons are not affected by Detoxify.
Improved Critical* Fighting often alone, or deep behind enemy lines, Border Rangers need to be able to drop their foes as quickly as possible. At 14th level, a Ranger doubles the threat range of all one handed melee weapons and bows that he wields.
Spirited Charge* From 16th level, a mounted Border Ranger deals double damage in all charges, or triple damage when wielding a lance.
Natural Horseman* By 17th level, a Border Ranger is a true master horseman. He may take 10 on ride and handle animal checks relating to horses, gains +2 AC when mounted, +2 to hit and damage with his mount’s attacks, and can heal an amount of Endurance damage to horses equal to his Class Level each day. This healing is performed as a standard action, and may be split over several occasions, or applied all at once, up to the Endurance limit.
Master Outdoorsman At 20th level a Border Ranger is almost unsurpassed in his wilderness skills. He may choose four advanced outdoorsman abilities to add to his first selected terrain, three to add to his second terrain, two to add to his third terrain, and one to add to his fourth and fifth terrains.
*These abilites only function if the Border Ranger is wearing light or no armour.
Level....BCS.................Fort.....Ref.....Will....Special
1........+1......................+2.....+0......+0......Born to the Saddle
2........+2......................+3.....+0......+0......Follow the Trail
3........+3......................+3.....+1......+1......Outdoorsman
4........+4......................+4.....+1......+1......Mounted Mobility
5........+5......................+4.....+1......+1......Quick-draw
6........+6/+1.................+5.....+2......+2......Herb Lore
7........+7/+2.................+5.....+2......+2......Outdoorsman
8........+8/+3.................+6.....+2......+2......Ride-by-Attack
9........+9/+4.................+6.....+3......+3......Sneak Attack 1d6
10.......+10/+5...............+7.....+3......+3......Combat Reflexes
11.......+11/+6/+1..........+7.....+3......+3......Outdoorsman
12.......+12/+7/+2..........+8.....+4......+4......Trample
13.......+13/+8/+3..........+8.....+4......+4......Detoxify
14.......+14/+9/+4...........+9.....+4......+4......Improved Critical
15.......+15/+10/+5.........+9.....+5......+5......Outdoorsman
16.......+16/+11/+6/+1...+10....+5......+5......Spirited Charge
17.......+17/+12/+7/+2...+10....+5......+5......Natural Horseman
18.......+18/+13/+8/+3...+11....+6......+6......Sneak Attack 2d6
19.......+19/+14/+19/+4..+11....+6......+6......Outdoorsman
20.......+20/+15/+10/+5..+12....+6......+6......Master Outdoorsman
As always, comments, criticisms, suggestions welcome.
Oh, and I should note that some of the abilities below assume that some more advanced d20 rules, such as Attacks of Opportunity, are in use; hence they will not be appropriate to the default Lone Wolf rules.
Sommlending Border Ranger
Endurance Die: d10
Skill Points per Level: 5 + Int Mod
Class Skills: Athletics (Dex), Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Wis), Knowledge (Nature) (Int), Knowledge (Warfare) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language, Stealth (Dex), Survival (Wis).
Armour and Weapon Proficiencies: Light armour, shields, all one handed weapons and bows.
SPECIAL FEATURES
Born to the Saddle*: Expert horsemanship is the first thing Border Rangers are taught, and keeping their mount alive is a key facet of this. Border Rangers can replace their mount's AC with the result of a Ride check, as per Sommlending Knights of the Realm.
Follow the Trail: As part of their scouting and border patrol duties, Border Rangers must be able to track their quarry. This ability is identical to Tier I Tracking.
Outdoorsman: As a Ranger progresses, he becomes adept at performing tasks in particular environments. At third level, a Border Ranger may select a particular terrain in which he has focused his skills. Available terrains are: Woodland, Plains, Mountains, Swamp, Underground. While in this chosen terrain, the Border Ranger gains a +3 bonus to Initiative, , Survival, Stealth*, Perception, Knowledge (Nature), Athletics*, Climb*, Ride*. Each time this feature is gained, the character may select another terrain in which these bonuses apply. Additionally, the Ranger may select an Advanced Outdoorsman Ability for each previously chosen terrain. These abilties only apply while the Ranger is in the terrain for which they are selected.
Advanced Outdoorsman Abilities:
Sneak Attack*: The Border Ranger gains an additional +1d6 sneak attack in the chosen terrain. This ability stacks with the Ranger's regular sneak attack damage, if any.
Nature's Empathy* The Border Ranger is at one with his surroundings while in this terrain, and can never be surprised or caught flat-footed.
Soft Step* Using a combination of skill and a deep, quasi-mystical connection with the land, the Border Ranger can move through his chosen terrain without leaving any sign of his passing. When employing this ability, any non-magical attempt to locate or follow the character's trail will automatically fail. This ability cost 1 End per minute. At a cost of 2 End per minute, the Ranger may employ this ability while mounted.
Nimble Step* An extension of Soft Step, Nimble Step allows a Ranger to employ his full base movment while in his chosen terrain, despite any natural or magical impediments, such as dense foliage or the Brotherhood spell Net. This ability can only be chosen if the Ranger has already learnt Soft Step for this terrain. It costs 2 End per minute, or 3 End per minute if mounted.
Animal Sense At a cost of 1 Endurance, the Ranger can reach out with his keen senses and detect the presence of any natural or magcial animal within 360' of his present location. The Ranger can identify the animal's number of Endurance dice, whether it is a normal or magical animal, and whether it is carnivorous, herbivorous or omnivorous.
Voice of Command With this ability, the Ranger can command any animal within 100' to halt. The target receives a Will Save, with a DC equal to the Ranger's Class Level, plus his Cha bonus. On a failed save, the target is stunned for 2d4 rounds. This effect works on both natural and magical beasts, costs 2 End per use, and can only be selected if the Ranger already has Animal Sense in the chosen terrain.
Combat Prowess* The Border Ranger gains +1 to hit and damage while in the chosen terrain.
Defensive Manoeuvring* The character gains a +2 to AC while in the chosen terrain.
Fleet Footed* While in the chosen terrain, the character's base move increases to 40'.
Mounted Mobility*: While mounted, the Border Ranger and his mount gain a +4 to AC vs Attacks of Opportunity caused by moving through threatened squares.
Quick Draw*: At 5th level, a Border Ranger can draw a one-handed weapon as part of a move action.
Herb Lore At 6th level, Border Rangers can automatically identify the healing or harming properties of plants. Further, while in one his chosen terrains, the Border Ranger can make a healing poultice from local flora with a successful Survival Check of DC 15. The poultice heals 2d4 End, and takes 2d6 minutes to prepare. Any character can only fully benefit from one such poultice per day; any further uses will heal only 1 Endurance point of damage.
Ride-by-Attack* A ride-by-attack is a full round action, which allows a mounted Border Ranger to make a standard attack at his primary CS versus one opponent. He may move both before and after the attack, and does not draw an attack of opportunity from his target.
Sneak Attack* At levels 9 and 18, a Border Ranger gains sneak attack dice, due to his training in stealth and ambush.
Combat Reflexes* From 10th level onwards, a Border Ranger can make as many attacks of opportunity per combat round as his Dex bonus (minimum of 1). The character is still limited to one AoO per target per round.
Trample* When attempting to overrun an opponent while mounted, the target cannot attempt to avoid the attack. Further, if the target is knocked down, the Border Ranger may make a free hoof attack.
Detoxify A Border Ranger's affinity with nature is such that he can render any natural poison within 1' benign. This costs the Ranger 3 End. Animal venoms cannot be detoxified while still in their original host. If the poison is in a plant, and has not been imbibed, ingested or otherwise affecting a target, this ability is automatically successful. If endeavouring to aid a character affected by poison, this ability will provide the victim with an addition Fort Save to resist the affects. A target can only gain one extra Save for each save that would normally be required. This ability can also be used to render rotten or otherwise tainted food or water safe for consumption. Magical or mineral based poisons are not affected by Detoxify.
Improved Critical* Fighting often alone, or deep behind enemy lines, Border Rangers need to be able to drop their foes as quickly as possible. At 14th level, a Ranger doubles the threat range of all one handed melee weapons and bows that he wields.
Spirited Charge* From 16th level, a mounted Border Ranger deals double damage in all charges, or triple damage when wielding a lance.
Natural Horseman* By 17th level, a Border Ranger is a true master horseman. He may take 10 on ride and handle animal checks relating to horses, gains +2 AC when mounted, +2 to hit and damage with his mount’s attacks, and can heal an amount of Endurance damage to horses equal to his Class Level each day. This healing is performed as a standard action, and may be split over several occasions, or applied all at once, up to the Endurance limit.
Master Outdoorsman At 20th level a Border Ranger is almost unsurpassed in his wilderness skills. He may choose four advanced outdoorsman abilities to add to his first selected terrain, three to add to his second terrain, two to add to his third terrain, and one to add to his fourth and fifth terrains.
*These abilites only function if the Border Ranger is wearing light or no armour.
Level....BCS.................Fort.....Ref.....Will....Special
1........+1......................+2.....+0......+0......Born to the Saddle
2........+2......................+3.....+0......+0......Follow the Trail
3........+3......................+3.....+1......+1......Outdoorsman
4........+4......................+4.....+1......+1......Mounted Mobility
5........+5......................+4.....+1......+1......Quick-draw
6........+6/+1.................+5.....+2......+2......Herb Lore
7........+7/+2.................+5.....+2......+2......Outdoorsman
8........+8/+3.................+6.....+2......+2......Ride-by-Attack
9........+9/+4.................+6.....+3......+3......Sneak Attack 1d6
10.......+10/+5...............+7.....+3......+3......Combat Reflexes
11.......+11/+6/+1..........+7.....+3......+3......Outdoorsman
12.......+12/+7/+2..........+8.....+4......+4......Trample
13.......+13/+8/+3..........+8.....+4......+4......Detoxify
14.......+14/+9/+4...........+9.....+4......+4......Improved Critical
15.......+15/+10/+5.........+9.....+5......+5......Outdoorsman
16.......+16/+11/+6/+1...+10....+5......+5......Spirited Charge
17.......+17/+12/+7/+2...+10....+5......+5......Natural Horseman
18.......+18/+13/+8/+3...+11....+6......+6......Sneak Attack 2d6
19.......+19/+14/+19/+4..+11....+6......+6......Outdoorsman
20.......+20/+15/+10/+5..+12....+6......+6......Master Outdoorsman