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===Table: Ranger Favored Enemies=== Type (Subtype) Type (Subtype) Aberration Monstrous humanoid Animal Ooze Construct Outsider (air) Dragon Outsider (chaotic) Elemental Outsider (earth) Fey Outsider (evil) Giant Outsider (fire) Humanoid (aquatic) Outsider (good) Humanoid (by Clan) Outsider (lawful) Humanoid (goblinoid) Outsider (native) Humanoid (Naga) Outsider (Shadowlands) Humanoid (Nezumi) Outsider (water) Humanoid (by organization) Plant Humanoid (Ronin) Spirit subtype Humanoid (Shadowlands) Undead Magical beast Vermin '''Track:''' A ranger gains Track as a bonus feat.<br> '''Wild Empathy''' (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.<br> To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.<br> The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.<br> '''Combat Style''' (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.<br> If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.<br> If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.<Br> The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. In Rokugan, the majority of rangers choose the archery combat style, but exceptions can be found in nearly every clan.<br> '''Endurance:''' A ranger gains Endurance as a bonus feat at 3rd level.<br> '''Nature’s Blessing''' (Ex): At 4th level, a ranger gains the blessing of nature, either on himself or in the form of an animal companion. The ranger may choose with form the blessing takes.<br> If he chooses an animal companion, he chooses an animal selected from the following list: badger, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), war horse (light or heavy) or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.<br> If he chooses to place the blessing on himself, he gains the ability to add a +2 enhancement bonus to his Dexterity, Constitution or Wisdom score. This bonus lasts for a number of minutes equal to his class level. This ability is a free action and may only be taken once per turn. The ranger may use this ability once per day at 4th level, and an additional time per day for every four levels afterward (twice per day at 8th, three times per day at 12th, etc.).<br> '''Improved Combat Style''' (Ex): At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.<br> If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.<br> As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.<br> '''Fast Movement''' (Ex): At 6th level, the ranger’s base land speed increases by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load.<br> '''Woodland Stride''' (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.<br> However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.<br> '''Swift Tracker''' (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.<br> '''Evasion''' (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.<br> '''Combat Style Mastery''' (Ex): At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.<br> If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.<br> As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.<br> '''Improved Nature’s Blessing''' (Su): At 11th level and higher, the ranger’s blessing of nature is enhanced. If he has an animal companion, he can use a standard action to add a +4 bonus to his Constitution, Dexterity or Wisdom score. This ability may be used once per day, and its effect lasts for one minute per class level.<br> If he chose to place the blessing on himself, the enhancement bonus from nature’s blessing becomes +4.<br> '''Camouflage''' (Ex): A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.<br> '''Healing Touch''' (Sp): Once per day, a ranger of 13th level or higher can use ''neutralize poison'' or ''remove disease'' as a caster whose level is equal to one-half the ranger’s class level.<br> '''Freedom of Movement''' (Sp): A ranger of 16th level or higher can use ''freedom of movement'' on himself once per day, as a caster whose level is equal to one-half the ranger’s class level.<br> '''Hide in Plain Sight''' (Ex): While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.<br>
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