Sunday, October 4, 2020

GLOG Class: Ranger

So I don't have a cool name for the Ranger. They're just a Ranger. I dunno, it works enough. Maybe it makes people think they only do "ranged" attacks, but eh screw those people. Aragorn, son of Arathorn, here we go.

It's supposed to be a broken sword.
Am I killing it with these pixel arts or what?
(The answer is, "or what")

Class: Ranger

Rangers start with leather armor (+2 Defense), a medium weapon (1d6 one-handed, 1d8 two-handed), a bow and 20 arrows (1d6 damage, -1 Attack for every 40'), animal friend.

Starting Skill:
1=Poacher (start with bear trap and dark, patchwork clothing)
2=Bounty Hunter (start with small telescope and dark, utilitarian clothing)
3=Nature Cultist (start with alcoholic, nauseatingly fermented tea and coarse, handwoven clothing)

A: Animal Friend, Wood Man
B: Tracker, Opportunist, +1 Stealth
C: Trophies
D: Focused Knowledge, +1 Stealth

Animal Friend
You have an animal friend, of a species of your choice. You control the animal's actions, but they get their own turn in combat. If it dies, ask your GL for a new one. Intended viable options are things like a falcon, or a dog, or maybe a wolf. Interesting alternatives that your GL might allow are things like a bear, or a friar, or a beaver. In any case, the animal friend starts statted appropriately for that animal, but uh here's some example statblocks.

Falcon
6 STR, 16 DEX, 6 MIND,  11 ATTACK, 12 INITIATIVE
1 CARRY WEIGHT, 14 STEALTH, 18 MOVE
16 DEFENSE, 3 HP
Can fly.

Dog
13 STR, 10 DEX, 6 MIND, 12 ATTACK, 12 INITIATIVE
4 CARRY WEIGHT, 8 STEALTH, 14 MOVE
13 DEFENSE, 5 HP
Good nose.

Friar
6 STR, 10 DEX, 14 MIND, 8 ATTACK, 10 INITIATIVE
10 CARRY WEIGHT, 4 STEALTH, 10 MOVE
9 DEFENSE, 4 HP
Can hold weddings.

Wood Man
You're perfectly at home away from "civilized" lands. So long as there are edible plants or animals in the area, you don't need a ration to have lunch (note that this is often not the case in "dungeons"). Further, you have a +4 to saves against natural phenomena (frostbite in the cold, exhaustion in the desert, malaria in a terrible campaign).

Tracker
You always have at least a 10-in-20 (50% for all you numbnuts out there) chance of successfully tracking someone (On the first try. You can't just keep trying again and again until you succeed. I mean you can, but the GL should throw some consequences your way if you're just trying the same check over and over.)

Opportunist
Whenever you get a situational bonus on an attack roll including such situations as but not limited to: surprise, having the high ground (don't try it), the target being wrapped up by your pet boa constrictor; you may deal an additional 1d6 damage on a hit.

Trophies
You can take trophies of your kills, such as ears, teeth, horns. Each takes up at least an inventory slot. Mark what kind of creature you took the trophy from. You get +1 to Damage rolls against a creature for each trophy of that creature's type you wear.

Focused Knowledge
Choose one type of creature. You have an abnormal focus on this creature. You know most there is to know about it, and if there's any hint of a trail then you can track it. You further have +2 to Attack and Stealth while hunting this creature, and a +1 to Damage. Evaluation of what's a valid creature type is up to the GL for the most part, but as a guideline, something like "canines" to encompass dogs and wolves and werewolves is valid. Something like "werewolves" is also valid. "Monsters" is a bit broad maybe, but depends on the game. I could talk more on this but it's already getting kinda long. Anyways, main thing is "murderers" is totally a valid creature type.

1 comment:

  1. Perhaps having your Focused Knowledge be more Focused grants a bigger bonus? Like "Werewolves" gives you +4 Attack and Stealth and +2 Damage, while "Canines" is +2/+1. Do you have any examples of invalid creatures types? You could probably cut down on the text of the last ability by giving six valid and six invalid types (at least, the ones that you would allow).

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