Alternate Elf, the RangerThe Ranger
You are a warrior of the wild, a spelunker who hunts the dark things that threaten the world, the will of nature manifest. With bow and blade you cleave your way through the enemies of the great untamed wilds.
Hit Points: A ranger gains 1d8 hit points at each level.
Weapon Training: A ranger is trained in a variety of weapons: battleaxe, club, dagger, dart, handaxe, javelin, longbow, longsword, shortbow, shortsword, spear, and staff. Rangers can wear up to mithril chainmail, and may use shields if they desire.
Alignment: Ranger's follow a variety of different paths. A lawful ranger seeks the dark and twisted abberations, un-dead and demons that desecrate the wild places by their very presence. Neutral rangers patrol the borders of the wild places, keeping it safe from all threats, man or malice. Chaotic rangers are the hungry spirits of the wild, seeking the blood of civilized people to feed the trees and beasts of the wild to balance the scales of progress.
Attack Modifiers: Unlike other classes, rangers do not receive a fixed attack modifier per level. Instead they receive a randomized modifier known as a deed die. At first level this is a d3. He rolls this d3 and adds the rolled number to all of his attack and damage rolls for the round. He only rolls this deed die once per round, and it applies to all of the attacks he makes in that round and can be used for mighty deeds, see below.
Mighty Deed of Arms: Rangers protect the wild places with their expert skill in battle. They may perform disarms, knock backs and other impressive feats with their skill. Prior to attacking, a ranger can declare a mighty deed of arms. Successes requires a 3 or higher on their deed die, and requires that the attack hits the defender's armor class. For more information of Mighty Deeds and combat feats, see page 88 of the DCC RPG.
Pathfinder: Rangers add their level as a bonus to move silently and hide in shadows checks. These skills function for a ranger as if they were a thief. In natural settings they receive a +2 bonus to these rolls. A ranger may use their move silently check to avoid leaving behind tracks or any other sign of their passage. A ranger also adds their level in checks to identify poisonous plants, natural snares and pits, tracking rolls and wilderness checks to navigate and avoid becoming lost.
Infravision: As elves, rangers can see 60' in the dark.
Heightened Senses: Elves are astute and observant. All elves receive a +4 bonus to perception checks. In addition, when passing within 10 feet of a secret or concealed door an elf may automatically roll to detect it.
Vulnerability: Elves are extremely sensitive to the touch of iron. Direct contact causes burning sensations and even exposure at close distances makes them uncomfortable. Prolonged contact with iron causes the loss of one hp at the end of the day.
Favored Enemies: At first level, fourth level, and seventh level a ranger may select a favored enemy among those that bring harm to nature. The most common enemies include: aberrations, deep dwarves, demons, goblins, humans, orcs, and un-dead, but can include others at the judges discretion. When fighting against their favored enemies, a ranger's deed die is increased by one step and all skill checks to hunt or track their favored enemy receive a bonus equal to the ranger's level (this is in addition to the bonuses from pathfinder).
Level Attack (deed die) Crit Die/Table Pathfinder Bonus Action Die Reflex Fortitude Will Special
1 +d3 1d10/III +1 1d20 +1 +1 +1 First favored enemy
2 +d4 1d12/III +2 1d20 +1 +1 +1
3 +d5 1d14/III +3 1d20 +2 +1 +1
4 +d6 1d16/IV +4 1d20 +2 +2 +2 Second favored enemy
5 +d7 1d20/IV +5 1d20+1d14 +3 +2 +2
6 +d8 1d24/V +6 1d20+1d16 +4 +2 +2
7 +d10+1 1d30/V +7 1d20+1d20 +4 +3 +3 Third favored enemy
8 +d10+2 1d30/V +8 1d20+1d20 +5 +3 +3
9 +d10+3 2d20/V +9 1d20+1d20 +5 +3 +3
10 +d10+4 2d20/V +10 1d20+1d20+1d14 +6 +4 +4
*crosses fingers that table comes out properly aligned*
I could use some assistance with titles for the various alignments. Feedback is welcome.
I basically gutted the warrior and mashed bits of the thief in there. Is it too unbalanced? We haven'y playtested it yet.