Scout

Ranger - by T.A. Saunders ©2013 v1.0

Summary A keeper of the wild, the Ranger is the only Scout path that uses magic derived from a divine source. While the Hunter and the Marauder utilize the bounty of the wild, a ranger is in true harmony with it, being able to summon animal allies to act as protectors and spies. Rangers specialize in silence, speed and stealth and can kill even the most imposing enemies with a single shot from their bow. Modernization is uncomfortable to them, but they are not opposed to it so long as the wildlands they protect are not endangered for it. Rangers favor medium grade armor and will only use bows and crossbows, as opposed to firearms. Additionally, Rangers cannot pursue a dual-class into any arcane class, such as technomancer, or war-mage, but could pursue mystic or divine dual-classing.

Class Skills Blessing of the Wild

Rangers are able to beseech their chosen deity for aid in much the same way priests do. This magic is minor and centers around the natural sphere and minor elemental evocation. This allows Rangers to gain holy or elemental blessings to their arrows, elemental protection and the ability to heal in a pinch. Because of this, rangers are the only scout path that also gains spell hit a base 65% (this is not in addition to any other spell hit a character may have due to dual-classing, etc). The Blessing of the Wild also grants Rangers a +20% to hit with a bow type weapon and three attacks per round. This includes crossbows and Witchfire crossbows. This part of the blessing is passive and is not subject to exhaustion. (Minor Natural/Elemental magic, base 65% spell hit).

Animal Companion

Because of their harmony with nature, Rangers are able to acquire an animal companion. This creature must be found in the wild, not created or altered by magic or technology and cannot be undead. This animal can be up to large size, will be of unusual strength and intelligence and be 100% loyal to the Ranger. Complex commands can be given, providing they are spoken in Wildspeak (A special language known originally by the Sivanoshei and taught to other Rangers by Tallis-Kah Elves). A Ranger can have up to three animal companions but they must be able to feed the animals and take care of them, or risk abandonment. There is no specific roll for abandonment, but rather is left to GM discretion on how the animal(s) are being treated through the course of game play. (Must be a natural creature of up to large size, three companions are allowed).

Called Shot

By way of superior focus a Ranger is able to select exactly where they want to hit somebody or something and almost always land the shot. Considered part divine grace and part skill, the Called Shot ability has a 95% chance of hitting its target and a 65% chance on impact to cause the target to be stunned for 1d4 rounds with divine force. This skill can be used once per combat scenario. (Base 95% of success, 65% chance to cause a critical wound, usable once per combat scenario).