Reworking Ranger as a Quasi-Class (the Guardian)
Posted: Tue Oct 16, 2012 12:08 pm
Reworking Ranger as a Quasi-Class (the Guardian)
So a comment in another thread got me thinking about this sort of offering. The idea is to make a Ranger-esque sort of character type, except applicable to any of the standard base-classes. Much like the Holy Quasi-Class is a sort of Paladin ability package that can be applied to base classes, whether Fighter, MU, Thief, or Cleric. The basic idea is that a Quasi-Class offering like this eliminates the need for separate sub-classes for each such combination of classes. There is no need for a separate Ranger (fighter sub-class), Scout (thief sub-class), Wilderness Mage (if such a sub-class existed)... though I do think the Druid as an archetype is necessary. One cannot just slap on rangerish skills on a cleric and call it a druid, as there is a difference in such ideas there.
So, here is my first swing at the abilities for the Guardian (though I am not sure the name/term is universally the best choice... I am certainly open to feedback/suggestions on that). Most of this is lifted right off my version of Ranger located in the workshop thread "Additional Fighting Sub-Classes".
Guardian (quasi-class)
[table inserted here with Hide, Move Silently, Track]
Guardians live by tracking, hunting, acting as scouts, or as guides through dangerous regions. Often living on the fringes of society, they are often civilization's first line of defense against the horrors of the borderlands and the wilderness beyond. Guardians protect against (or hunt) their chosen enemy (or prey) with stealth and cunning.
In addition to any requirements of their base-class, Guardian characters must have a minimum Wisdom score of 13, and a Dexterity score of 11. Guardians must pay an additional +10% experience in order to advance levels in their base class.
While unarmored or wearing light armor (leather), Guardians have the ability to Move Silently or Hide as a Thief, although in non-wilderness areas such as indoors, underground (dungeons), or in urban areas, they suffer a -20% penalty to their chance to succeed. If the Guardian's base-class already has such abilities (such as a Guardian-Thief), they receive a +20% bonus to those abilities while in wilderness settings. Guardians Track quite effectively with a base chance of 40%, but the GM must generally modify the chance of success based upon conditions such as weather, terrain, age of tracks, or similar factors. These abilities may be modified by Race, Ability Score, or Armor. See the Thief-Like Ability Adjustments table when necessary.
Guardians are skilled outdoors-men and should be able to accomplish most mundane tasks associated with 'roughing it'. When necessary, the Game Master may apply a +2 (or more) bonus to such skill or ability checks as the situation dictates.
A Guardian must declare a Chosen Enemy. Against this chosen enemy, the Guardian adds his or her level as a bonus to attempts to track, any stealth rolls (moving silently or hiding amongst the enemy). A Guardian adds half his level (rounded down) to damage rolls in combat against his chosen enemy. This enemy should be a specific race or somewhat narrow category of creature such as Giants or Dragons. With the Game Master's permission, the list might include rival organizations, religions, nations, or similar agencies. For most of the mundane hunters of the world, the usual enemy is typically “normal game animals” to maximize their hunting efficiency. Guardians of the humanoid races such as goblins or orcs will often take humans, elves, dwarves, and the like for their chosen enemy.
The Guardian Quasi-Class makes the archetype of a 'ranger' easily when applied to a warrior class such as Fighter. In addition, when applied to a Thief class, one could call the combination a Scout, Bandit, or similar outdoorsy rogue idea. For Magic-Users, the idea is rather new, but one might call such a combination a Hedge Wizard, Wilderness Mage, Hermit Mage or something similar. Clerics can utilize such members of their clergy as Missionary Guardians, Heretic Hunters or similar ideas. Druids, being an especially good fit, might see such individuals as more militant members of the druid circle, actively going out to hunt down offenders of nature, called Paramander or Paramandyr, depending on specific outlook.
So a comment in another thread got me thinking about this sort of offering. The idea is to make a Ranger-esque sort of character type, except applicable to any of the standard base-classes. Much like the Holy Quasi-Class is a sort of Paladin ability package that can be applied to base classes, whether Fighter, MU, Thief, or Cleric. The basic idea is that a Quasi-Class offering like this eliminates the need for separate sub-classes for each such combination of classes. There is no need for a separate Ranger (fighter sub-class), Scout (thief sub-class), Wilderness Mage (if such a sub-class existed)... though I do think the Druid as an archetype is necessary. One cannot just slap on rangerish skills on a cleric and call it a druid, as there is a difference in such ideas there.
So, here is my first swing at the abilities for the Guardian (though I am not sure the name/term is universally the best choice... I am certainly open to feedback/suggestions on that). Most of this is lifted right off my version of Ranger located in the workshop thread "Additional Fighting Sub-Classes".
Guardian (quasi-class)
[table inserted here with Hide, Move Silently, Track]
Guardians live by tracking, hunting, acting as scouts, or as guides through dangerous regions. Often living on the fringes of society, they are often civilization's first line of defense against the horrors of the borderlands and the wilderness beyond. Guardians protect against (or hunt) their chosen enemy (or prey) with stealth and cunning.
In addition to any requirements of their base-class, Guardian characters must have a minimum Wisdom score of 13, and a Dexterity score of 11. Guardians must pay an additional +10% experience in order to advance levels in their base class.
While unarmored or wearing light armor (leather), Guardians have the ability to Move Silently or Hide as a Thief, although in non-wilderness areas such as indoors, underground (dungeons), or in urban areas, they suffer a -20% penalty to their chance to succeed. If the Guardian's base-class already has such abilities (such as a Guardian-Thief), they receive a +20% bonus to those abilities while in wilderness settings. Guardians Track quite effectively with a base chance of 40%, but the GM must generally modify the chance of success based upon conditions such as weather, terrain, age of tracks, or similar factors. These abilities may be modified by Race, Ability Score, or Armor. See the Thief-Like Ability Adjustments table when necessary.
Guardians are skilled outdoors-men and should be able to accomplish most mundane tasks associated with 'roughing it'. When necessary, the Game Master may apply a +2 (or more) bonus to such skill or ability checks as the situation dictates.
A Guardian must declare a Chosen Enemy. Against this chosen enemy, the Guardian adds his or her level as a bonus to attempts to track, any stealth rolls (moving silently or hiding amongst the enemy). A Guardian adds half his level (rounded down) to damage rolls in combat against his chosen enemy. This enemy should be a specific race or somewhat narrow category of creature such as Giants or Dragons. With the Game Master's permission, the list might include rival organizations, religions, nations, or similar agencies. For most of the mundane hunters of the world, the usual enemy is typically “normal game animals” to maximize their hunting efficiency. Guardians of the humanoid races such as goblins or orcs will often take humans, elves, dwarves, and the like for their chosen enemy.
The Guardian Quasi-Class makes the archetype of a 'ranger' easily when applied to a warrior class such as Fighter. In addition, when applied to a Thief class, one could call the combination a Scout, Bandit, or similar outdoorsy rogue idea. For Magic-Users, the idea is rather new, but one might call such a combination a Hedge Wizard, Wilderness Mage, Hermit Mage or something similar. Clerics can utilize such members of their clergy as Missionary Guardians, Heretic Hunters or similar ideas. Druids, being an especially good fit, might see such individuals as more militant members of the druid circle, actively going out to hunt down offenders of nature, called Paramander or Paramandyr, depending on specific outlook.