Especially in 3.5 and Pathfinder, rangers are sort of misshapen. Now they share a class with paladins and knights-- each a guardian of a certain range, whether its a town or a spot of wilderness. "Favored enemy"is rolled into the more flavorful smite ability.
ERRANT (knight, ranger, steward, samurai)
ERRANT (knight, ranger, steward, samurai)
1
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Bodyguard 1/day, Privileged position
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0 slot per day
|
2
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Smite, attack +1
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0 slots per day
|
3
|
Spells, inspiration
|
1 slots per day
|
4
|
Bodyguard 2/day, attack +1
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2 slots per day
|
5
|
Second Magnitude
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4 slots per day
|
6
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Legendary, attack +1
|
7 slots per day
|
7
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Third Magnitude
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10 slots per day
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8
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Bodyguard 3/day, attack +1
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15 slots per day
|
9
|
Fourth Magnitude
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20 slots per day
|
10
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Rally, attack +1
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27 slots per day
|
Starting Skills: Expertise (surveying) or (heraldry) and any two.
Bodyguard: You may parry an incoming attack aimed at an adjacent ally, reducing the damage by 1d12.
Privileged position:
You get a new skill, “pull rank,” which you can use in circumstances where another character respects your social role as an errant, knight, noble, or other steward
Pull Rank (cha)
- compel: If you succeed by less than five, pick one. If you succeed by 5+, pick three: convince them it’s appropriate for you to be here, convince them you’re more important than them, convince them to report their orders.
Smite: Pick a favored enemy from the list below, or roll randomly. When attacking such people, get +2 damage.
Table 14: Those Set out for Smiting
1. The truly wicked
2. The truly pure
3. Criminals
4. Animals
5. The undead
6. Lawkeepers
7. Nobles
8. Peasants
9. Soldiers
10. Sorcerers and binders
11. Priests and Loresages
12. Wizards and other scholars
Spells:
As you develop your skills, you learn a handful of spells. At third level and every level after, select two spells to learn. All spells you know are recorded in writing, which you consult each day. When you consult your spellbook, you decide which spells you will be able to cast that day and how many times you can cast each one. For each casting of a starting-level spell, you must commit one spell slot. Later magnitudes cost a number of slots equal to their magnitude.
Magnitudes: Errants cannot learn spells of a higher magnitude than their level allows.
Inspiration: The errant can make a charisma test to allow an ally to ignore most debilitating physical conditions for at least a minute. This cannot be used on the same condition twice.
Legendary: Your skills are known far and wide. Rumor rolls about you need test 5 lower than usual. You will be periodically approached by wanderers asking for you to teach them. Most governments will pay you a commission to oversee a region. If you are ever asked (or forced) into an army, you will be given an officer’s title.
Rally: Once per day, an errant can attempt to inspire all allies at once. Additionally, all nearby allies may test constitution to regain 10 hp.
ERRANT SPELL LIST
There are no special restrictions on which spells from the errant spell list errants are allowed to cast.
Spell Name
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Domains
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Magnitude
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Effect
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Ancestral Army
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Spirit, leadership, shadow
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Fourth
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You are surrounded by the ghostly hosts of the honored dead. Each round, you may make two extra attacks and have a free use of the parry and bodyguard ability. Also, they wreck up the place. Lasts five minutes. This spell requires concentration.
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Antipodes
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tactics
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First
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Each circumstantial bonus you get for combat increases by one. Lasts five minutes.
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Attuned Weapon
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Strike, fire, cold, metal, weapon
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First
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Your weapon glows with potent energy. The next time you hit an opponent, it deals an additional d6 of damage.
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Charm Animal
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Charm, animal
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First
|
One animal target treats you like their friend. You can cast this spell at third magnitude to affect a group of people.
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Cut Down
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Strike
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Fourth
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You gain the cut down fighter class feature for the next ten minutes. This spell requires concentration.
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Dancing Blade
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Enchantment, weapon, wind
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Second
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Your weapon floats around you and attacks with a bonus equal to your highest magnitude attained, dealing the weapon’s base damage. Lasts five minutes.
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Dispel Transformation
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dispel
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Third
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All transformation spells before you end. If they were cast by a higher-level caster, you must make a spellcraft test, modified by their level, to succeed. This spell requires concentration.
|
Fell the Beast!
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leadership
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Second
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Your allies gain your smite ability for the next hour.
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Flyting Weapon
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Strike, tactics, weapon, speech
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Third
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Your weapon sings with crass disses. Each hit inflicts a point of fatigue, and your opponent must test wisdom to flee or use any clever tricks.
|
Fool Me Once
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tactics
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Second
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Ignore a combat maneuver or trick that an opponent already successfully pulled off on you.
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Hate
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Emotion, strike
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First
|
For the next hour, you get +2 to hit and damage targets of your smite, but with each hit you inflict you take 2 damage.
|
Hospitality
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Curse, emotion, ritual, item, enchantment
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Second
|
You place a talisman as a centerpiece of your dining table. As long as it physically stays there, no treachery may be performed there.
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Mano a Mano
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Curse, tactics
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Second
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Target foe gets a -1 penalty to hit for each ally fighting against you, to a maximum penalty of your level.
|
Mystery (natural)
|
Ritual, nature
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First
|
The target gets a random loresage natural mystery. This lasts for 12 hours.
|
Oath of Peace
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Charm, curse, ritual
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Third
|
A defeated foe must agree to follow the law and be non-aggressive.
|
Parley
|
Charm
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First
|
The target tests wisdom or becomes willing to hear you out for at least a minute. Fails if they are threatened. This spell requires concentration.
|
Parsimonious strike
|
Strike
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Second
|
Strike an enemy who has not acted yet in this combat. If you hit, deal double damage but skip your next turn. This spell requires concentration.
|
Pathfinding
|
Nature
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First
|
Reroll a survivalism, expertise (nature), or expertise (surveying) test and take the better result.
|
Puissant Parry
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Tactics
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Second
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The next time you are attacked, you may reduce the damage taken by 1d12. Lasts five minutes.
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Radioactive Weapon
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Radiation, strike, light, disease, weapon
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Fourth
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Your weapon glows with potent energy, brighter than a torch. For the next ten minutes, it deals an additional d6 of damage and forces the target to test constitution or become terminally ill. This spell requires concentration.
|
Seance
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Necromancy, spirit, ritual
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Third
|
You channel the departed spirits of those who have died in the area, or who otherwise have a connection to your location. Through you, they may converse and can answer questions, thought they may require bargaining for the juiciest information.
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Sincerity
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emotion
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First
|
Become proficient in a skill to convince someone when you are being honest.
|
Speak with Trees
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Nature, speech
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First
|
You may use use expertise (surveying) to bargain and gossip with trees, as per the implicature and rumor skills. This spell requires concentration.
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Speak with Weapons
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Metal, speech, weapon
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First
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You may use use craft or expertise (heraldry) to bargain and gossip with weapons, as per the implicature and rumor skills. This spell requires concentration.
|
Tenacity
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Emotion, tactics
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First
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+2 to a skill
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Torque
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Emotion, tactics, transformation
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Third
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Act last in the initiative, but get +2 AC, attack, and strength and constitution tests.
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True North
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Divination, metal
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First (cantrip)
|
You know the direction of magnetic north.
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Unblockable Strike
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Strike, ooze
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Third
|
Make an attack that automatically hits.
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William Tell
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Strike
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Third
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Make a free ranged attack, and it lands precisely where you intend it. You automatically hit any enemy, etc. This spell requires concentration.
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Wyrding Weapon
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Strike, divination, weapon
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Fourth
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Each time you hit a foe, ask a question about them and receive some kind of answer from the DM. This must be an attack at full strength, or else trivia will result. This spell requires concentration.
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