Visualizzazione post con etichetta Ranger. Mostra tutti i post
Visualizzazione post con etichetta Ranger. Mostra tutti i post

sabato 10 maggio 2025

Archetype: Totemic Ranger

Soon on The Bardess’ Library #8! The original Shapeshifter ranger archetype was created much before the Shifter class was out, so it’s time for an update!

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Totemic Ranger

Some rangers feel a special affinity with one kind of animal, and take on some of its characteristics. In time, they can learn to transform into their totemic animal’s shape. Totemic rangers sometimes form secluded orders dedicated to their animal patron.

Combat Style Feat (Ex): At 2nd level, a totemic ranger must choose the natural weapon combat style.

Totemic Aspect (Su): At 3rd level, a totemic ranger selects one shifter aspect. He gains a shifter’s aspect power, but can only shift into his chosen totemic animal’s minor form. He never gains other aspects with level increase. This replaces the first favored terrain.

Wild Shape (Su): At 8th level, a totemic ranger gains the shifter’s wild shape ability, but can only use it to assume the major form of his totemic animal. This replaces the second favored terrain.

Totemic Fury (Ex): At 13th level, a totemic ranger gains the shifter’s fury shifter ability. This replaces the third favored terrain.

Hybrid Aspect (Su): At 18th level, a totemic ranger can use his totemic aspect power to manifest all his totemic animal’s natural weapons or his totemic animal’s movement while maintaining his humanoid form; he could, for example, manifest a falcon’s wings and gain the falcon’s fly speed, or a lion’s bite and claws to attack. The totemic ranger’s natural attacks deal damage as per his size when in hybrid aspect. This replaces the fourth favored terrain.

True Shifter (Su): At 20th level, a totemic ranger can always move at full speed while using Survival to follow tracks without penalty. In addition, he can now use wild shape to assume his totemic animal’s form at will. This replaces master hunter.

sabato 30 novembre 2024

Killit for Gestalt, Level 1

Fighter/rogue in Ad&d, swashbuckler/rogue in PF1E, and now ranger/rogue… I could revise this character in time when more classes become available for Gestalt.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Character Name

Level

Lineage

Culture

Class (Primary)

Class (Secondary)

Killit Goldburrow

1

Halfkin

Halfish

Ranger

Rogue

Keywords: Humanoid, Halfkin, Ranger, Rogue, Martial, Talented, Support

Oaths

  1. I value my friends, my family, and a peaceful life.
  2. Life should be fun. To mock and rob nasty people is fun and is not a bad thing.

Ability Modifiers

STR

+1

DEX

+2

CON

+1

INT

+1

WIS

+2

CHA

+2


Hero Dice Pool

8 / 10

Defenses

HP: 30 (20+ [10 x 1])

AC: 18 (10 + 4 Prof + 2 Dex + 2 Armor)

Speed: 20 ft.

Size: Small; Reach: 5 ft

Saves:

  • Fort: +5
  • Ref: +6
  • Will: +3

Initiative: +6

Senses

Detect (hunted)


Defenses

Ability Score

Proficiency

Bonus

Defense Prof.

DEX

Prof

+6

Fortitude Save

CON

Prof

+6

Reflex Save

DEX

Prof

+6

 Will Save

WIS

Sk

+3

Trained Armor: Light, Medium

Defensive Abilities/Qualities:

  • Threshold 10 (vs feet damage)

Offense

Attack

To Hit

Damage

Special

Melee

Dagger

+6

1d4+1 S or P

Finesse, Thrown (15 ft.)

Hunt Dagger

+9

1d4+1 S or P

Finesse, Thrown (15 ft.)

Ranged

Sling

+9

1d4 B

Ranged (300 feet), Ammo (Sling Stones), Slow Reload, Critical (19-20)

Hunt Sling

+12

1d4 B

Ranged (300 feet), Ammo (Sling Stones), Slow Reload, Critical (19-20)

Dagger

+9

1d4 S or P

Finesse, Thrown (15 ft.)

Hunt Dagger

+12

1d4 S or P

Finesse, Thrown (15 ft.)


Other Proficiencies

(Weapons, Spellcasting)

Ability Score

Proficiency

Bonus

All Simple Weapons

Str/Dex

Prof

+5/+6

All Martial Weapons

Str/Dex

Prof

+5/+6

All Ranged Weapons

Dex

Excep

+9


Special Actions

Action Cost

Effect

Hunt

1

Select a creature you can see. Gain +3 to attack rolls and skill checks targeting that creature for 1 hour.

Sneak Attack

N/A

Whenever you successfully make an attack roll against a target who is at a disadvantage you add any 1 exploit you know to the attack.







Skills

Skills

Ability Score

Proficiency

Bonus

Academia

INT

Un

+1

Acrobatics

STR/DEX

Prof

+5/+6

Animal Husbandry

DEX/WIS

Un

+2/+2

Aquatic

DEX/INT

Un

+2/+1

Arcane Lore

INT

Un

+1

Athletics

STR/CON

Prof

+5/+5

Bluff

CHA

Prof

+6

Fieldcraft

WIS

Excep

+9

Intimidate

STR/CHA

Un

+1/+1

Investigation

INT/WIS

Sk

+2/+3

Medicine

INT/WIS

Un

+1/+2

Merchant Lore

INT/CHA

Un

+1/+2

Military Lore

INT

Un

+1

Perception

WIS

Prof

+6

Perform

INT/CHA

Un

+1/+2

Profession

INT/WIS/CHA

Un

+1/+2/+2

Politique

INT/CHA

Prof

+5/+6

Religion

INT/WIS

Un

+1/+2

Stealth

DEX

Excep

+9

Tech. Lore

DEX/INT

Prof

+6/+5





Primary Class Features

Signature- Determined Hunter: Spend 1 Hero Dice to grant yourself 1 additional action this turn. This can only be done once per turn and this action must exclusively target an enemy creature you’re hunting.

  • Hunt: As a single action you can select a creature you can see and make it the target of your hunt. You get a +3 on attack rolls and skill checks directly targeting (or pertaining to) the target of your hunt. You cannot hunt another target until your current target is dead, flees (i.e., is no longer relevant), or 1 hour passes.
  • Track: You gain Detect (hunted).

Boost: You can spend a Hero Dice to gain an Absolute bonus on a check to track the target of your hunt.

Secondary Class Features

  • Sneak Attack: Whenever you successfully make an attack roll against a target who is at your mercy you can take advantage of them in various ways. Add any 1 Exploit you know to the attack.

You start with the following 3 Exploits:

Vicious: You gain a bonus on this damage roll equal to 1/2 your level (round up).

Slick: Inflict the Impaired 2 condition for 1 minute.

Crafty: Make a free Disarm, Steal, or Trip combat maneuver.

Feats



Honors


Lineage Traits

  • Lucky: You add 3 Hero Dice to your personal Hero Dice pool at the start of each session and recover up to 5 Hero Dice with a short rest (if you were below that number).
  • Marching on Your Stomach: So long as you have had a meal within the last hour you reduce any Tired and Impaired effects by 1, to a minimum of Tired or Impaired 1.
  • Thick Feet: You  gain threshold 10 against caltrops, dangerous terrain, and other things that cause damage to the feet. At 10th level this improves to threshold 20.

Cultural Traits

  • Eternally Hopeful: When making a save vs. a spell or fear effect, you add 1 Free Hero Dice.

Languages

Common, Halfish, Far-Call, Thief Cant

Gear

Weapon

Dmg Dice

Dmg Type

Crit

Qualities

Bulk

Group

Dagger

d4

S or P

None

Finesse, Thrown (15 ft.)

L

Blade

Sling

d4

B

None

Ranged (300 feet), Ammo (Sling Stones), Slow Reload, Critical (19-20)

L

Other


Armor

AC

Max Dex

Qualities

Threshold

Boiled Leather

+2

+6

None


Other Gear

Bulk





Gold:

Bulk: x/6

Sundries Allotment: 50/50

Biography

Killit lost both her parents to an epidemic disease when she was still very little. She was raised by her maternal grandmother, an energetic old lady who soon after also adopted a human orphan entrusted to the halfkin’s care (Gunnar). The two grew up together as siblings, but Gunnar became an adolescent much sooner than Killit and was restless. When Gunnar escaped home to search his way in the world and the man who betrayed his parents, Killit followed him in secret and so came to know the other members of the party. She soon became Anton’s pupil, but thieving is more like a sport for her. Returned to her grandmother, Killit waited to grow up enough to follow her brother and friends in their travels and adventures.