The
Half-Elf Arcane Ranger
Level
|
Base
Attack Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Spell
Level
|
1st
|
+1
|
+0
|
+2
|
+2
|
1
|
2nd
|
+2
|
+0
|
+3
|
+3
|
1
|
3rd
|
+3
|
+1
|
+3
|
+3
|
1
|
4th
|
+4
|
+1
|
+4
|
+4
|
2
|
5th
|
+5
|
+1
|
+4
|
+4
|
2
|
6th
|
+6
|
+2
|
+5
|
+5
|
2
|
7th
|
+7
|
+2
|
+5
|
+5
|
3
|
8th
|
+8
|
+2
|
+6
|
+6
|
3
|
9th
|
+9
|
+3
|
+6
|
+6
|
3
|
10th
|
+10
|
+3
|
+7
|
+7
|
4
|
Description: A Half-Elf, or Changeling, is the
offspring of a human and an Elf. (Elves are no longer able to have children by
themselves and are too magical to live in the mortal world.) They are born with
an Arcane magical ability and abilities that apply well to the Ranger class.
Half-Elves may be male or female. Any offspring of a Half-Elf will be human.
Hit
Die: d6
Prime
Abilities:
Dex, Cha, Int
Sub-Prime
Abilities:
Con, Str, Wis
Weapon
and Armor Proficiency: An Arcane Ranger is proficient with light one-handed melee weapons
(short sword, rapier, mace, etc), any ranged weapon (except longbow and heavy
crossbows), and with light armor, but not shields. Magical Elven chain mail, Elven longswords,
and Elven longbows are the preferred for Half-Elves, as they have no ability
qualifications.
Standard Starting Gear: 5+1d10
GP, pack, 3 days rations, waterskin, 2 useful items, Elvish longbow, 20 arrow
quiver, short sword.
Crack
Shot: Arcane
Rangers add ½ level to their bow damage. An Arcane Ranger may make a
successful bow attack into a melee fight without making a Called Shot.
Mounted Archery: A mounted Arcane Ranger may make
a ranged bow attack with their full BAB.
Detection: An Arcane Ranger may detect
ambushes and traps adding (Int + Wis
bonuses)/2 + ½ level to the attempt. This does not apply to trapped items.
Stealth: An Arcane Ranger may sneak and
hide adding (Dex + Int bonuses)/2 + ½
level to attempts.
Track: An Arcane Ranger adds (Int + Wis bonuses)/2 + ½ level to the
attempt.
First
Aid: An Arcane
Ranger may apply first aid to heal the wounded.
Infravision: Has the ability to see in the
dark.
Immunities: Sleep, charm, and paralysis
effects. They may also move freely between the Otherworld and the mortal world,
without suffering any adverse effects.
Elvish
Contacts: The
Half-Elf has access to purchasing magic weapons and armor from the elves. Elves
will not sell magic items to other races, but might give them to those
designated as "Elf Friends," those who have done an extraordinary
favor for the Elves. Elvish chain mail, longswords, and longbows do not have
ability qualifications (though other restrictions may still apply).
Spells
An Arcane
Ranger begins play with a spellbook containing all 0-level Wizard spells plus one
1st-level spell of the player's choice. For each point of Int bonus the Arcane Ranger has, the
spellbook holds one additional 1st-level
spell of their choice. With each new level, Arcane Rangers gain one new spell of their choice, up to
the highest level they can cast, from their mentor or the Wizard Council (or
some similar organization). New spells
(including ones bought, bartered, found, and stolen) must be copied into their
spellbook and practiced before being used in the field. Assume a day per spell.
Spellcasting
Arcane
Rangers may cast any spell they know by making a Spellcheck: Int bonus + ½ level vs. DC 12 + Spell Level. (Cantrips are DC 10.) With 2
cumulative failures in a turn/encounter, all magic use is suspended pending
1 turn of rest. The Spell Level Limit
is the highest spell level that they can cast.
A spellcaster must roll to activate a spell, even if their Spell Check
is greater than the spell’s DC. A Natural 1 is a Botch, meaning all
spellcasting is immediately suspended until the caster has had 1 turn of rest.
A Saving Throw against a spell has a DC
of 12 + ½ caster level.
Spellcasting
Restrictions (Optional Rule)
Half-Elves
are trained by the Wizard Council, but never reach their full potential as
Wizards. Doing so inevitably pushes their Elf side into prominence and they can
no longer live in the mortal world.
Alternately, their Ranger training prevents the Half-Elf from attaining
their full Wizard potential. Either way,
at 10th level, they are not able to covert XP to improving their
Spell Check and are unable to cast higher than 4th level
spells.
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