A few changes to the Ranger class.
Since Orcs do not exist on Titan, the race is not part of the Giant Class creatures that Rangers gain bonuses in fighting.
Only Rangers from the Order of the Oak (see below) will gain Druidic spell ability at 8th level HOWEVER, any Ranger may gain Magic User spell ability at 9th level.
Rangers may be True Neutral in alignment. They may never be evil in alignment.
Native Territory
A Ranger’s native territory is the region, or biome where they were raised and trained by other rangers. In this campaign, PC rangers are starting on the continent of Solista and the player should select one of the following areas or biome as their native territory. A Ranger operating outside of their native area does so at a disadvantage in matters of survival, sound imitation, track identification and similar.
Breccia (Snowy conifer forest, rocky, rough terrain starting at the coast and extending inland. Lots of snow, usually cold always cool except in sheltered valleys.)
Ice Lands (Tundra. Snow covered scrub lands. Always freezing.)
North Slopes of Barrier Mountains (Extremely snowy and icy with conifer forest, rocky, rough terrain. Always cold.)
Barrier Mountains proper (Steep, rocky highlands, cliffs, almost constant ice & snow. Think Himalayas. Except the central valley of ShanTah, the Elvish kingdom, which is more like the Southern slopes.)
Southern Slopes of Barrier Mountains (Rocky highlands, deciduous trees turning to conifers, some scrub land. Usually cool.)
Southlands, Southern Solista foothills of Barrier Mountains down to the coast. (Deciduous trees, hilly, some open areas, temperate.)
NOTE: Other biome areas exist on Titan; Tropics, jungle, desert, plains, etc. But they are not found on Solista.
Origin of Rangers
It is recorded by sages that the first Rangers were trained by the Elves to assist in the Goblin Wars. Since those distant days the skills of Rangers have been passed on and spread through most of Titan. Most Rangers are trained by other Rangers, it is largely (but not exclusively) a ‘parent to child’ career path. Rangers can be of any religion, however, only Druidic trained Rangers, who are part of the Order of the Oak, will be able to learn Druid spells at 8th level.
The Order of the Oak
This ancient Order has long been the Guardians of Druids, the Druidic Faithful and the Sacred Groves. Like non order Rangers, most members learn their craft from family, but also with the supervision and guidance of a Druid. Rangers of the Order are mostly free to pursue their own activities, but are always on call from the Druids and are bound by Oath to protect the Faithful with their skills and further the Cause of maintaining the Balance of Life.
A Ranger of the Order has a duty to answer a call from a Druid or pleas from the Faithful, and to protect a Grove as well as intervene (or seek Druidic aid) in matters that seem to be a despoiling of the natural balance.
Rangers of the Order donate their excess wealth to a Grove or Groves.
When serving the Order and the Cause, Rangers may ignore the restrictions on how many may operate together. (For the duration of the task or mission.)
Rangers of the Order may be True Neutral or of Good alignment.
Rangers of the Order may expect (reasonable) aid from Druids and members of the Faithful in times of need or when serving the Cause.
TRACKING
It is possible for anyone to learn the basics of tracking. Characters with Hunting or Trapping or Woodsman as a Secondary Skill are able to track. But Rangers excel at the skill.
Base Chance to Tracking
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Tracker |
Base Chance |
Adjustment per Level |
|
Ranger |
30% |
+15% |
|
Woodsman/Hunter/Trapper |
15% |
+10% |
|
Everyone else |
10% |
+5% |
Tracking is principally used in outdoor situations, although there are conditions underground (“indoors”) which will enable a ranger to track a creature. NOTE: Only rangers have a chance to track indoors.
The base chance can rise as high as 110% but can never exceed that figure. Note that, even in such a case, the adjusted chance can drop below 100% if negative modifiers are taken into account. An adjusted chance of greater than 100% is treated as 100%; that is, the trail can be followed for as long as the current conditions (terrain, number of creatures being tracked, etc.) apply.
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TRACKING MODIFIERS |
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Outdoor Tracking |
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Terrain is soft enough to hold impressions (footprints, pawprints, etc.) of creature being tracked. . . . . . . . . . . . . . . . . . .+ 25% |
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Terrain allows occasional marks or obvious signs of passage (broken twigs, bent grass, etc.) . +10% |
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Terrain allows only infrequent signs of passage due to rock, water, wind, other creatures crossing or over tracking, etc… . . . . . .0% |
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Terrain prevents all but the minutest traces of passage . . . . . . . . . .-50% |
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For each creature beyond the first in the group being tracked . … . .+2% |
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For every 12 hours elapsed since the trail was made. . . . . .-5% |
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For every hour of precipitation that has fallen on the trail between tracker and quarry .. . . . . ..-25% |
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If intelligent efforts are made to hide the trail, consider the terrain modifier to be of the next lower category (e.g., down from + 20% to + 10%). If the terrain modifier was already of the -50% category, then tracking is impossible. |
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Indoor Tracking: Rangers ONLY |
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Tracking indoors is impossible if the ranger has never observed some distinguishing feature about the tracks of the creature to be tracked, or if the ranger does not observe the quarry making the trail and then follow the tracks within a reasonable period of time, typically 10-30 minutes. |
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Base chance is the same as that for outdoor tracking. |
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Surface condition modifiers: |
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Dirt floor, or unused and dusty area . . . . . . . . . . . . . . . . . .+ 20% |
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Wooden floor, or area which allows some occasional indication of passage ………0% |
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Stone floor which prevents all but the minutest traces of passage .. . . . -50% |
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For each creature beyond the first in the group being tracked. ……………+2% |
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For passing over an area where other creatures cross or over track trail .-50% |
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If intelligent efforts are made to hide the trail, including passing through a secret door, consider the surface condition modifier to be of the next lower category. If the surface condition modifier was already of the -50% category, then tracking is impossible. |
Light condition, outdoors or indoors: All tracking is assumed to be done under conditions of good illumination -daylight or the equivalent (a continual light spell, for instance). The movement rate of a tracker while tracking is somewhat slowed even under optimum conditions; in even poorer conditions (of light, or of the quality of the trail, or both), the tracker’s movement rate may be reduced drastically.
NOTE: Unless the tracker is working alone or with others of similar movement rates, the ‘normal’ is that of the slowest member of the party.
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Movement rate while tracking: |
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Obvious tracks, good illumination . . . . . . . . . . . . . ..3/4 of normal |
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Obvious tracks, poor illumination. . . . . . . . . . . . . . ..2/3 of normal |
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Occasional tracks, good illumination . . . . . . . . . . . ..1/2 of normal |
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Occasional tracks, poor illumination . . . . . . . . . . . . .1/2 of normal |
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Faint tracks, good illumination. . . . . . . . . . . . . . . . ..1/2 of normal |
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Faint tracks, poor illumination . . . . . . . . . . . . . . . . ..1/2 of normal |
Definitions:
Obvious = 71% or better chance to track.
Occasional = 31% to 70% chance to track.
Faint = 30% or less chance to track.
Poor illumination = anything less than daylight and NOT yet total darkness. Torches, lantern, etc. Tracking is not possible in total darkness unless some non-visual evidence is available (scent, etc.).
Good illumination = Daylight or a Continual Light source at hand.
Track Identification
Generally speaking, when the tracks are those of Common woodland creatures or creatures of the area that the Ranger/Hunter/Trapper or Woodsman is familiar with, as well as human foot prints, identification is automatic. The same is true with regards to number and direction of travel. For anyone else who has, or is, learning to track then identification of tracks can only occur if the attempt to track is successful and the chance for successful identification is the same as for tracking.
ONLY a Ranger can identify uncommon, rare and very rare woodland creatures and humanoid/demi human or monster tracks, and that can only occur if the attempt to track is successful and the chance for successful identification is the same as for tracking.
ONLY a Ranger/Hunter/Trapper or Woodsman has the ability to determine the general size and weight of humans.
ONLY a Ranger has the ability to determine the size and numbers of mounted creatures (or for instance, if a horse is carrying more than one rider) The chance for successful determination is the same as for tracking.
ONLY a Ranger/Hunter/Trapper or Woodsman can determine time of passage and that can only occur if the attempt to track is successful and the chance for successful determination is the same as for tracking.
ADDITIONAL ABILITIES
Climb cliffs and trees:
The ranger can climb trees and natural cliffs (or ledges, mountains, etc.) as a thief of the same level would climb walls.
Hide in natural surroundings:
Rangers can hide in natural surroundings that are familiar to the ranger as a thief of three
levels higher would hide in shadows. A ranger can hide in unfamiliar natural surroundings as a thief of the same level would hide in shadows.
Survival:
The ranger has the necessary skills for survival in the wild, including hunting, small animal trapping, food gathering, shelter building, body covering, and fire building.
Snare building:
This skill allows the ranger to construct dead-falls, pits, and other traps for large and even very large animals and like creatures.
Sound imitation:
The ranger can mimic various sounds,of his native territory, including bird or animal calls, either for the purpose of luring those creatures or for signaling.