Deep Ranger

Shepherds of the lakes and seas, Deep Rangers guard ecosystems ranging from shallows streams to deep ocean trenches, ministering to their residents and communing with the tides.
 

Step 1: Attributes
Roll attributes as normal but an INT of at least 15 and CON 14 is necessary. Hit points = CON +10, +10 per level.
Step 2: Skills
Choose skills in the normal manner but also gain the following free ones;
Acute Hearing
Knowledge Fauna (underwater)
Knowledge Flora (underwater)
Knowledge Magic
Orienteering
1 Weapon Group Specialty
Step 3: Abilities
Rangers start with the following ability free;

Chosen Enemy - Choose one enemy from among the following; Demons, Dragons, Undead (includes spirits), Monsters, or a specific supernatural race. The Ranger has been tasked with destroying them all wherever and whenever he encounters them. As a result he receives +4 to all combat rolls against this type of enemy (Thaco and AC). This increases by +1 per level.

Rangers start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Familiar Ally 5 Rangers can establish telepathic communication with any small or normal aquatic animal within line of sight if he does nothing else in the round. The animal must have a minimum INT of 1. This has the following benefits:
He can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked. It will answer any of his questions.

Further he can then recruit this animal as an ally. Once he does so he permanently psionically links with the animal turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.

Healing Hands 5 This can either be used to totally cleanse the body of any poison or venom, heal any internal fatal injuries or restore the character to 1 HP regardless of how many hit points were lost. It can only be used once every 24 hours per 3 WIS.
Intimidating 5 This character has greater presence, +1 CHA
Natural Chameleon 5 Using this ability the Ranger can blend into and render himself nearly invisible in coral areas, kelp forests, clumps of seaweed, or any other area with dark or shaded terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled area and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 

He may also move with a minimum of sound, almost as if he's walking on air. Even creatures with the sharpest ears are no more likely to detect his presence than they are to hear a feather drop.

Nature Heal 5 Only ocean terrain maybe selected for healing at phenomenal rates. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.
Ranged Weapons Undersea 5 +1 Thac0 and an additional +1 every 3 levels.
Spellcast 10 The cost is for each sphere of magic the Ranger wants to learn from. The first sphere must be from Faerie. He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 3 spells +3 per level. The spells can come from Faerie, Dreamspeak, Geomantic, Common and Elemental Water.

Rangers can tap into the world’s natural mana at a rate of INT + WIS x2. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep.

Strafe 5 Each time bought the character can hit one additional foe in range if using a ranged weapon.
True Sight 5 Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic.
Underwater Survival 5 Due to a Ranger's extensive experience and training in the ocean they gain +1 to any physical, combat and survival rolls made while within that environment. Each time this ability is rebought he may take an additional +1.
Step 4: Careers
Natural Healer, Gameskeeper, Animal Breeder, Coral Keeper, Plant Breeder, Tracker, Hunter, Fighter, Scout.

 

 

Ancient Classes