Rangers are skilled at living
in and protecting natural environments, typically woodlands. They leaven
their combat ability with skill at existing in harmony with and using their
environment to best advantage. Some Rangers also venerate Nature and develop
the ability to work Natural Magic. |
Rangers are fun to play because
they have more character and flavor than generic swordswingers. |
Cost |
Ability |
55 |
Light Foot Package (Select Weapon
of Choice) |
21 |
Animi
Dedicated Package |
10 |
Forest Fighting Skills (minus Tracking only in Forests) |
6 |
Ambidexterity:
Reduce Off Hand Penalty to -1 |
10 |
Two Weapon Fighting: HtH |
2 |
AK: Any 1 Forest |
5 |
Tracking +1 |
109 |
Total Cost of Abilities |
Value |
Disadvantages |
0 |
None |
+109 |
Total Cost of Package |
Cost |
Options |
+10 |
Reliably
Precise: Find Weakness to 13- |
+8 |
Combat Archery (+5 OCV with Bows, Only to
Prevent Hitting Non-Enemies When Firing Into Melees (-2)) |
+4 |
Penalty Skill Levels: +2 vs
Range Modifier with Any Bow |
+2 |
Keen of Eye: Telescopic
Sight +2 with Normal Sight only to Offset Range Penalties |
+5 |
Rapid Attack: Ranged |
+4 |
Rapid Archery (+2 with
Rapid Fire for Any Bow) |
+7 |
Animal
Friendship (Animal Handler [All Categories], PRE +3); 1
Charge (-2) |
+12 |
Forest Awareness: Danger
Sense (Area: Immediate Vicinity, Function as a Sense, Intuitional,
Sensitivity: Out of Combat) 14-; Only in Natural Settings
(-1) |
var |
Nature Magic: Buy Nature
Magic VPP; See Druid for details |
var |
Not a Forest-bound Ranger:
Drop Forest Fighting Package Deal and replace with some other
environment-oriented Packaged Deal; change AK: Any 1 Forest to appropriate
land feature. |
-5 |
Social Limitation: Wood
Warden (Honor-bound to defend a particular woodland area from depredation;
Occasionally, Minor) |
-15 |
Green Man: Enraged when
Woodlands destroyed/damaged (go 11-, recover 11-, Uncommon) |
As the name would indicate Light Foot typically fight on foot. They generally wear
lighter armor and wield lighter weapons.
|
Light Foot concentrate on speed, manueverability, skill, and technique over brute
force and strength. Reflexes and adroitness are their bread and butter, and they
often make use of easily carried thrown weapons which they can hurl at an opponent.
|
Adept skirmishers, Light Foot are much more dangerous than their lightly armored
fast moving nature would suggest, and what they lack in striking power they make
up for with accuracy and finesse.
|
Cost
|
Ability
|
6
|
Quick: +2 DEX
|
10
|
Nimble: +1 SPD
|
4
|
Fleet: +2" Run
|
10
|
Precision: Find Weakness 11-: One Attack (choose)
|
2
|
AF: Light Armor Proficiency
|
5
|
WF: Common Melee, Common Missile, Slings
|
10
|
Choose One:
|
|
- Combat Skill Levels: +1 All Combat and
+1 OCV with Weapon of Choice
- Combat Skill Levels: +1 HtH and
+1 DCV
- Combat Skill Levels: +1 Ranged and
+1 DCV
- Combat Skill Levels: +5 OCV with Weapon of Choice
- Skill Levels: +1 Overall Level
- Penalty Skill Levels: +4 vs. Range Modifier and
+2 OCV with Weapon of Choice
- Penalty Skill Levels: +2 vs. Range Modifier and
+2 OCV with a Tight Group of Attacks
- Penalty Skill Levels: +2 vs. Range Modifier with All Attacks and
Telescopic Sight: +4 with Normal Sight only to Offset Range Penalties and
Enhanced Perception: +2 PER with Normal Sight
|
1
|
FAM: Acrobatics
|
3
|
Breakfall
|
3
|
Fast Draw
|
1
|
Warrior Elite: Right to Bear Arms or Equivalent For Culture
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
4
|
Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima
of Bows (-1)
|
10
|
Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
|
7.5
|
Light Lethality: Deadly Blow: +1d6 Killing, any circumstance, any light weapon
|
+10
|
More Precise: Increase Find Weakness to Tight Group
|
+20
|
Incredibly Precise: Increase Find Weakness to All Attacks
|
+10
|
Reliably Precise: Increase Find Weakness to 13-
|
+40
|
Always Precise: Increase Find Weakness to 17-
|
6
|
Shifty: Combat Luck (3 PD/3 ED)
|
4
|
Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing
Armor (-1/2)
|
4
|
Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing
Light Armor (-1/2)
|
5
|
Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)
|
-5
|
Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
|
-5
|
Psychological Limitation: Warriors Code (Uncommon, Moderate)
|
-10
|
Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
|
-10
|
Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
|
The Animine Magic System is
detailed
here. |
This Package Deal is for Animine using
the Prepared Model |
Some Animine split their focus between mastering the
mystical powers they gain from their faith and learning useful temporal
skills that aid them in their efforts to maintain natural balance. |
This package
is useful for making a number of "multiclass" concepts, and also serves as an entry point for a
character wishing to become a Animi during a campaign. |
NOTE:
This Package is ideal for "Rangers" and similar concepts. |
Cost |
Ability |
17 |
Prepared VPP (15 Pool) |
3 |
Power Skill:
Natural Faith (EGO) |
1 |
Literacy w/ Native Language |
Value |
Disadvantages |
0 |
None |
+21 |
Total Cost of Package |