The Colleges of the Old Lore are an order of bards
appended to the druidic society of the Old Faith. Very few of these archetypal bards are left, as their traditions
are primarily those of the ancient Flan.
Bards of the Old Lore are distinguished from today’s common bards and
minstrels by their noble origins, tradition of scholarship, and their use of
druidic magic. The prospective Old Lore
bard must be of human descent and noble birth, although half-elves are
permitted, as well. Tradition demands
that each candidate have proven skill in warmaking and stealth, in addition to
surpassing grace, in order to receive druidic training. The Old Lore legacy also includes a small
number of magical, stringed instruments specifically for each of the seven
colleges of the Old Lore. Recovery of
any such instrument is of prime concern to the remaining members of these
colleges, and the true enchantments worked by the ancient craftsmen come alive
only at the touch of a bard of the Old Lore.
Table 1: Bard of the Old Lore |
|||||||||||||
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
College |
Spells per
level |
||||||
0 |
1 |
2 |
3 |
4 |
5 |
6 |
|||||||
1 |
+0 |
+2 |
+2 |
+2 |
Bardic lore, bardic music, druid, nature
sense |
(Probationer) |
3 |
0 |
|
|
|
|
|
2 |
+1 |
+3 |
+3 |
+3 |
Bonus language, woodland stride |
Fochlucan |
3 |
1 |
0 |
|
|
|
|
3 |
+2 |
+3 |
+3 |
+3 |
Bonus language, trackless step, uncanny
dodge |
Fochlucan |
3 |
2 |
1 |
0 |
|
|
|
4 |
+3 |
+4 |
+4 |
+4 |
Bonus language |
Mac Fuirmidh |
3 |
3 |
2 |
1 |
|
|
|
5 |
+3 |
+4 |
+4 |
+4 |
Bonus language, resist nature’s lure |
Mac Fuirmidh |
3 |
3 |
3 |
2 |
0 |
|
|
6 |
+4 |
+5 |
+5 |
+5 |
Bonus language |
Doss |
3 |
3 |
3 |
3 |
1 |
0 |
|
7 |
+5 |
+5 |
+5 |
+5 |
Bonus language, slippery mind |
Canaith |
4 |
3 |
3 |
3 |
2 |
1 |
0 |
8 |
+6 |
+6 |
+6 |
+6 |
Bonus language |
Cli |
4 |
4 |
4 |
3 |
3 |
2 |
1 |
9 |
+6 |
+6 |
+6 |
+6 |
Bonus language, venom immunity |
Anstruth |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
10 |
+7 |
+7 |
+7 |
+7 |
Bonus language, improved evasion |
Ollamh |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
-from
the Living Greyhawk Gazetteer, © Wizards of the Coast, 2000
Far more than simple
performers or historians, Bards of the Old Lore are the living repositories of
the legends, histories, and accumulated knowledge of the Flan peoples. It is their destiny to travel the Oerth
seeking the deeds of heroes and lore that should not be forgotten.
Bards of the Old Lore are
often drawn from those adventurous enough to be worthy of song themselves. The order knows that the path it walks is a
dangerous one. It would not allow those
unprepared to walk it. To this end, probationers to the Colleges of the Old
Lore must demonstrate their skills in defending themselves both by knowing the
blade and when not to use it.
Note: In the following class
description, the term bard refers specifically to Bards of the Old Lore and not
to the bard class of the PHB.
Hit Die: d8
To qualify to become a bard of the Old Lore, a character must fulfill the following criteria.
Alignment: any neutral combination;
lawful neutral, neutral good, etc.
Race: Human or half-elf
Base Attack Bonus: +8
Hide: 8 ranks
Move Silently: 8 ranks
Climb: 4 ranks
Perform: 4 ranks (must include a
stringed instrument)
Innuendo: 4 ranks
Speak Language: Must speak at least 3
languages besides automatic languages
Knowledge (Religion): 2 ranks
Feats: any four from the list
available to fighters as bonus. These feats need not have been earned as a
fighter, but they must appear on that list.
Special: Evasion and Uncanny Dodge
class abilities. Must be accepted for
training. Must own a stringed
instrument.
The bard’s class skills (and the key ability for
each skill) are Alchemy (Int), Animal Empathy (Cha, Exclusive), Appraise (Int),
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int),
Decipher Script (Int, Exclusive), Diplomacy (Cha), Disguise (Cha), Escape
Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide
(Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all skills taken
separately, Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket
(Dex), Profession (Wis), Scry (Int, Exclusive), Sense Motive (Wis), Speak
Language (Int), Spellcraft (Int), Swim (Str), Tumble (Dex), Use Magic Device (Cha),
Wilderness Lore (Wis). See chapter four
of the Player’s Handbook for skill descriptions.
Skill
points at additional levels: 4 + Int modifier
Weapon and Armor Proficiency: Bards are proficient with
all types (including exotic) of the following weapons: club, dagger, dart,
javelin, scimitar, sling, spear, and staff.
They are also proficient with the bastard sword, long sword and short
sword. Bards are proficient with light
armor but not with shields. Note that
armor check penalties for armor heavier than leather apply to the skills
Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and
Tumble. Also, Swim checks suffer a –1
penalty for every 5 pounds of armor and equipment carried.
Spells: Bards cast divine spells according to Table 1: The
Bard of the Old Lore. Bards may prepare
and cast any spell on the Old Lore spell list (in the Magic
section, below) provided they can cast spells of that level. They prepare and cast spells the way a cleric
does (though they cannot lose a prepared spell to cast a cure spell in
its place.) Their caster level is equal to their class level. The bard must have a Wisdom score of at
least 10 + the spell’s level to prepare and cast it. The save DC is 10 + the spell’s level + the bard’s Charisma
modifier. Bonus spells are based on
Wisdom (table 1-1, pg 8, PHB.)
College: College is an important distinction to bards; they
will not willingly associate with a bard of a lesser college. The exceptions are the Magna Alumnae, who
will happily aid (by advice and suggestion) any bard of any level.
Lawful, chaotic, good and evil spells: Bards cannot cast spells of
an alignment opposed to their own.
Bonus Languages: Bards speak Druidic. This secret language is known only to the
druidic cults and their members are forbidden to teach it to outsiders. Druidic has its own alphabet. Bards also learn a new language at every
level after first. Bards normally have
no restrictions when choosing languages though the DM may prohibit them from
learning exceptionally obscure languages until they have heard it once.
Bardic Lore: Bards pick up a lot of stray knowledge while
wandering the land and learning stories from other bards. A bard may make a special bardic lore check
with a bonus equal to twice the bard’s level
+ Intelligence modifier to see if some relevant information is known about
local notable people, legendary items, or noteworthy places. This check will
not reveal the powers of a magical item but may give a hint as to its general
function. The bard may not take 10 or
20 on this check; this sort of knowledge is essentially random. The DM will determine the Difficulty Class
of the check by referring to the table below.
Table 2:
Bardic Lore |
||
DC |
Type of Knowledge |
Examples |
10 |
Common, known by at least
a substantial minority of the local people |
A local mayor’s reputation
for drinking, common legends about a powerful place of magic |
20 |
Uncommon but available,
known only by a few people in the area |
A local priest’s shady
past, legends about a powerful magic item |
25 |
Obscure, Known by few,
hard to come by |
A knight’s family history,
legends about a minor place of mystery or magic item |
30 |
Extremely obscure, known
by very few, possibly known only by those who do not know the significance of
the knowledge |
A mighty wizard’s
childhood nickname, the history of a petty magic item. |
Once per item as a spell-like ability, a bard may make this
check and also receive information as if casting an identify spell (page
216, PHB).
Bards may also, once per day
as a spell-like ability, make a bardic lore check and receive information as if
casting a legend lore spell (page 219, PHB). The bardic lore check will treat rumors as detailed information
for the purposes of determining the completeness of the lore gained as outlined
in the spell description.
Bardic Music: Once per day per rank in Perform, bards can use
their song or poetics to produce magical effects on those around them. Depending on ranks possessed in the Perform
skill, they can inspire courage in allies, sing a countersong to protect those
around them from sound-based magic, fascinate a creature, make a magical
suggestion to a fascinated creature, help others perform skills
better, or inspire greatness. While
these abilities fall under the category of bardic music, they can include
reciting poetry, chanting, singing lyrical songs, singing melodies, whistling,
or playing an instrument in combination with some spoken performance. As with casting a spell with verbal
components (see Components, page 151, PHB,) a deaf bard suffers a 20% chance to
fail with bardic music. If failed, the
attempt still counts against the daily limit.
Inspire Courage: Bards can use song or
poetics to inspire courage in allies, bolstering them against fear and
improving their combat abilities. To be
affected, an ally must hear the bard sing for a full round. The effect lasts as long as the bard sings
and for 5 rounds after the bard stops singing (or 5 rounds after an ally can no
longer hear the bard.) While singing,
the bard can fight but cannot cast spells, activate items by spell completion
(such as scrolls or activate magic items by magic word (such as wands.) Affected allies receive a +2 morale bonus to
saving throws against charm and fear effects and a +1 morale bonus to attack
and weapon damage rolls. Inspire
courage is a supernatural, mind-affecting ability.
Countersong: Bards can use their music
or poetics to counter magical effects that depend on sound (but not spells that
simply have verbal components.) As with
inspire courage, a bard may sing, play or recite a countersong while taking
other mundane actions, but not magical actions. Each round of the countersong requires a Perform check. Any creature within 30 feet of the bard
(including the bard) who is affected by a sonic or language-dependent magical
attack (such as sound burst or command) may use the bard’s
Perform check result in place of their own saving throw if, after rolling the
saving throw, the Perform check result proves to be better. The bard may keep up a countersong for 10
rounds. Countersong is a supernatural
ability.
Fascinate: Bards can use their music
or poetics to cause a single creature to become fascinated with
them. The creature to be fascinated
must be able to see and hear the bard and must be within 90 feet. The bard must also see the creature. The creature must be able to pay attention
to the bard. The distraction of nearby
combat or other dangers prevents this ability from working. The bard makes a Perform check, and the
target can negate the effect with a Will saving throw equal to or greater than
the bard’s check result. If the saving
throw succeeds, the bard cannot attempt to fascinate that creature again
for 24 hours. If the saving throw
fails, the creature sits quietly and listens to the bard for up to 1 round per
level of the bard. While fascinated,
the target’s Spot and Listen checks suffer a –4 penalty. Any potential threat (such as an ally of the
bard moving behind the fascinated creature) allows the fascinated
creature a second saving throw against a new Perform check result. Any obvious threat, such as casting a spell,
drawing a weapon, or aiming, automatically breaks the effect.
While fascinating (or
attempting to fascinate) a creature, the bard must concentrate, as if
casting or maintaining a spell. Fascinate
is a spell-like, mind-affecting charm ability.
Inspire Competence: Bards with 6 or more ranks
in Perform can use music or poetics to help an ally succeed at a task. The ally must be able to see and hear the
bard and must be within 30 feet. The
bard must also see the creature.
Depending on the task that the ally has at hand, the bard may use bardic
music to lift the ally’s spirits, to help the ally focus mentally, or in some
other way. The ally gets a +2
competence bonus on all skill checks as long the bard’s music is heard. The DM may rule that certain uses of this
ability are infeasible- chanting to make a rogue move more quietly, for
example, is self-defeating. The bard
can maintain the effect for 2 minutes (long enough for an ally to take
20.) Inspire confidence is a
supernatural, mind-affecting ability.
Suggestion: Bards with 9 or more ranks
in Perform can make a suggestion (as the spell) to a creature already
fascinated (see above.) The suggestion
does not count against the bard’s daily limit on bardic music performances
(once per day per character level,) but the fascination does. A Will saving throw (DC 13 + the bard’s
Charisma modifier) negates the effect.
Suggestion is a spell-like, mind-affecting ability.
Inspire Greatness: Bards
with 12 or more ranks in Perform can use song or poetics to inspire greatness
in another creature, granting extra fighting capability. For every three levels the bard has, the
bard can inspire greatness in one additional creature. To inspire greatness, the bard must sing and
the creature must hear the bard sing for a full round, as with inspire
courage. The creature must also be
within 30 feet. A creature inspired
with greatness gains temporary Hit Dice, attack bonuses, and saving throw
bonuses as long as it can hear the bard continue to sing and for 5 rounds
thereafter. (All these bonuses are
competence bonuses.) The target gains
the following boosts:
· +2 Hit Dice (d10’s that
grant temporary hit points)
· +2 competence bonus on
attacks
· +1 competence bonus on
Fortitude saves
Apply the target’s
Constitution modifier, if any, to each bonus Hit Die. These Hit Dice count as regular Hit Dice for determining effects
such as sleep spell. Inspire
greatness is a supernatural, mind-affecting enchantment ability.
Additionally, some magic
items have increased efficacy when used by the bard:
· Drums of Panic (add half the
bard’s level to the DC to save)
· Horn of Blasting (blasts do
150% damage)
· Lyre of Building (effects
are doubled)
· Pipes of the Sewers (twice
the rats are summoned in half the usual time)
Druid: Bards of the Old Lore are considered druids of their
class level whenever the distinction is called for.
Nature Sense:
Bards
can identify plants and animals (their species and special traits) with perfect
accuracy. He can tell whether water is
safe to drink or dangerous (polluted, poisoned, or otherwise unfit for
consumption.)
Woodland Stride: At 2nd level, bards may move
through natural thorns, briars, overgrown areas, and similar terrain at normal
speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas
that are enchanted or magically manipulated to impede motion still affect the
bard.
Trackless Step: At 3rd level, bards leave no
trail in natural surroundings and cannot be tracked.
Uncanny Dodge: At 3rd level and above, bards retain their Dexterity bonus to AC (if
any) if caught flat-footed or struck by an invisible attacker.
Add together the all the
class levels of the classes that grant uncanny dodge and determine the
character’s uncanny dodge ability on that basis.
Resist Nature’s Lure: At 4th level,
bards gain a +4 bonus on saving throws against the spell-like abilities of
feys.
Slippery
Mind: At 7th level, if a
bard is affected by an enchantment and fails the saving throw, 1 round later
the bard can attempt the saving throw again. The bard only gets this one extra
chance to succeed. This is an extraordinary ability.
Venom Immunity: At ninth level, the bard gains immunity to
all organic poisons, including monster venoms but not mineral poisons or poison
gas.
Improved Evasion: This extraordinary ability, gained at 10th
level, works like evasion (see PHB p48). The bard takes no damage at all on
successful saving throws against attacks that allow a Reflex saving throw for
half damage (breath weapon, fireball, and so on). What’s more, the bard takes
only half damage on a failed saving throw, since the bard’s reflexes allow the
character to get out of harm’s way with incredible speed.
Code of Conduct: A bard of the Old Lore will never serve as a
cohort for longer than one to four months.
As their people’s historians and keepers of knowledge they must continue
seeking new songs and stories of heroics.
They are also unable to employ cohorts other than humans, elves and
half-elves with druid, fighter or rogue levels. Only bards of 16th level, the Magna Alumnae, may
settle down and construct a stronghold of any sort.
Bards of the Old Lore
chose their spells from the following list:
0 level - dancing lights,
daze, detect magic, flare, ghost sound, light, mage hand, mending, open/close,
prestidigitation, read magic, resistance.
1st
level – alarm, animal friendship, cause
fear, charm person, cure light wounds, delay poison, detect animals and plants,
detect secret doors, detect snares and pits, entangle, erase, expeditious
retreat, feather fall, grease, hypnotism, identify, magic fang, magic weapon,
message, pass without trace, protection from chaos/evil/good/law, resist
elements, silent image, sleep, speak with animals, summon nature’s ally I,
unseen servant, ventriloquism.
2nd
level – animal messenger, animal trance,
blindness/deafness, blur, bull’s strength, cat’s grace, cure moderate wounds,
darkness, daylight, delay poison, detect chaos/evil/good/law, detect thoughts,
enthrall, glitterdust, hold animal, hold person, hypnotic pattern,
invisibility, levitate, locate object, magic mouth, minor image, mirror image,
misdirection, obscure object, protection from elements, pyrotechnics, scare,
see invisibility, shatter, silence, snare, sound burst, speak with plants,
suggestion, summon nature’s ally II, summon swarm, Tasha’s hideous laughter,
toungues, undetectable alignment, whispering wind.
3rd
level –bestow curse, blink, charm
monster, clairaudience/clairvoyance, confusion, control plants, cure serious
wounds, diminish plants, dispel magic, displacement, emotion, fear, gaseous
form, greater magic fang, greater magic weapon, gust of wind, haste, illusory
script, illusory sphere, keen edge, lesser geas, magic circle against
chaos/evil/good/law, major image, neutralize poison, phantom steed, plant
growth, remove curse, remove disease, scrying, sculpt sound, sepia snake sigil,
slow, summon nature’s ally III, tiny hut, tree shape, water walk, wind wall.
4th level – break
enchantment, cure critical wounds, detect scrying, dimension door, dismissal,
dominate person, freedom of movement, hallucinatory terrain, hold monster,
improved invisibility, legend lore, locate creature, modify memory, neutralize
poison, nondetection, polymorph self, rainbow pattern, secure shelter, shout,
summon nature’s ally IV, tree stride.
5th level – contact other plane, control water, dream, false
vision, greater dispelling, healing circle, mind fog, mirage arcana, mislead,
nightmare, persistent image, summon nature’s ally V.
6th level – control
weather, eyebite, geas/quest, greater scrying, mass haste, mass suggestion,
permanent image, plane shift, programmed image, project image, repulsion,
summon nature’s ally VI, veil.
Those
adventurous enough to ascend to the rank of Grand Druid are often dissatisfied
with the position given that it is primarily a political achievement. Others recognize the post of Grand Druid for
what it is and avoid it altogether.
These elder druids seek knowledge and experience elsewhere, abandoning
their post and wandering the world as a hierophant, becoming more and more a living
force of nature.
Note: In the following class
description, the term hierophant refers specifically to Hierophants of the Old Faith and not to the hierophant prestige
class of the FRCS and D&D3.5 DMG.
Hit
Die: d8
To qualify to become a Hierophant of the Old Faith, a character
must fulfill all the following criteria.
Alignment: True neutral
Race: Human, half-elf, elf
Spells: Ability to cast 7th level divine spells
including ice storm, control weather, fire storm, and wind
walk.
Knowledge (Nature): 15 ranks
Wilderness Lore: 15 ranks
Concentration: 10 ranks
Knowledge (Religion): 8 ranks
Speak Language: Must speak the following languages: Draconic,
Druidic, Elven, Giant, Gnome, Sylvan, and Treant
Special: Nature Sense and Woodland Stride class abilities. Must contact the Druids of the Old Lore and
pass through their “Nine Circles of Initiation.”
Table 1: Hierophant of the Old Faith |
||||||
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Spells |
1 |
+0 |
+2 |
+0 |
+2 |
Druid, Prime of Life, A Thousand Faces, Venom Immunity |
+1 level of druid |
2 |
+1 |
+3 |
+0 |
+3 |
Conjure Elemental (1/day), Enter Elemental Plane of Earth, Hibernate |
+1 level of druid |
3 |
+2 |
+3 |
+1 |
+3 |
Conjure Elemental (2/day), Enter Elemental Plane of Fire |
+1 level of druid |
4 |
+3 |
+4 |
+1 |
+4 |
Conjure Elemental (3/day), Enter Elemental Plane of Water |
+1 level of druid |
5 |
+3 |
+4 |
+1 |
+4 |
Conjure Elemental (4/day), Enter Elemental Plane of Air |
+1 level of druid |
6 |
+4 |
+5 |
+2 |
+5 |
Enter Para-Elemental Planes |
+1 level of druid |
7 |
+5 |
+5 |
+2 |
+5 |
Enter Plane of Shadow |
+1 level of druid |
8 |
+6 |
+6 |
+2 |
+6 |
Enter Plane of Concordant Opposition |
+1 level of druid |
9 |
+6 |
+6 |
+3 |
+6 |
Enter Inner Planes |
+1 level of druid |
10 |
+7 |
+7 |
+3 |
+7 |
Enter Inner Probability Planes |
+1 level of druid |
The
class skills of the Hierophant of the Old Faith (and the key ability for each
skill) are Animal Empathy (Cha, Exclusive,) Climb (Str,) Concentration (Con,)
Craft (Int,) Diplomacy (Cha,) Handle Animal (Cha,) Heal (Wis,) Hide (Dex,)
Intuit Direction (Wis,) Jump (Str,) Knowledge (all skills, taken individually)
(Int,) Listen (Wis,) Move Silently (Dex,) Scry (Int, Exclusive,) Search (Int,)
Spellcraft (Int,) Spot (Wis,) Swim (Str,) Use Rope (Dex,) and Wilderness Lore
(Wis.) See chapter 4 of the Player’s
Handbook for skill descriptions.
Skill Points at Each Level: 4 + Intelligence modifier.
The following are class feature of the Hierophant of
the Old Faith.
Weapon
and Armor Proficiency: Hierophants
are proficient with club, dagger, dart, halfspear, quarterstaff, scimitar,
sickle, shortspear, sling and longspear.
Their spiritual oaths prohibit them from using weapons other than
these. They are proficient with light
and medium armors but are prohibited from wearing metal armor (thus they may
wear only padded, leather and hide armor).
They are skilled with shields but may not use metal ones. Note that armor check penalties for armor
heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide,
Jump, Move Silently, Pick Pocket, and Tumble.
Also, Swim checks suffer a –1 penalty for every 5 pounds of armor and
equipment carried.
A hierophant who wears prohibited armor or wields a
prohibited weapon is unable to use any magical powers while doing so and for 24
hours thereafter. (Note: A hierophant
may use wooden items that have been altered by the ironwood spell so
that they function as though they were steel.
See the spell description, page 218, PHB.)
Spells: At each level, hierophants gain a level of
spell-casting ability in the druid class.
This stacks with any levels of druid the hierophant already has.
Druid: Hierophants of the Old Faith are considered druids of
their level in this class whenever the distinction is called for. Any levels they have in another druid class
stack for these purposes.
Hierophants
also continue their druidic studies throughout their careers. Their effective druid caster level
determines the level of druidic abilities they gain from Table 3-8: The Druid,
page 34, PHB.
Prime of Life: Hierophants gain extra longevity expressed as a
number of decades equal to character level.
The hierophant no longer suffers penalties due to aging (this includes
penalties already assessed, they are now ignored) and cannot be magically
aged. Bonuses still accrue and
hierophants still die of old age when their time is up.
A Thousand Faces: Hierophants can change appearance at will, as if
using the spell alter self (p 172, PHB.) Note, however, that this alteration is non-magical and so cannot
be detected short of true seeing or the like.
Venom Immunity: Hierophants gain immunity to all organic poisons,
including monster venoms but not mineral poisons or poison gas.
Conjure Elemental: As a spell-like ability, the hierophant can summon an
elemental as if a casting a summon nature’s ally spell (page 260, PHB)
of the highest level the hierophant could normally cast.
Enter Elemental Plane: As a supernatural ability, hierophants can enter the
appropriate plane, survive there and return.
The plane is treated as the hierophant’s native plane and there is no
limit to the amount of time the hierophant may remain there. The transfer takes one round and is usable
at will.
Hibernate: Hierophants can hibernate, suspending animation for
the same amount of time as their increased longevity from the Prime of Life
ability. While hibernating, hierophants
do not age.
Ex-Hierophants of the Old
Faith
A
Hierophant of the Old Faith who ceases to revere nature or who changes to a
prohibited alignment loses all spells and Hierophant of the Old Faith abilities
and cannot gain levels as a Hierophant of the Old Faith until he atones (see
the atonement spell, PHB, page 176.)
The
following prestige class is an adaptation of a warrior kit from the 2nd
edition AD&D product Greyhawk Player’s Guide. It is an example of a custom prestige class
a player may submit for approval.
Ranger of the Gnarley
Forest
Description
Hit Die: d10
Requirements
Base
Attack Bonus: +5
Alignment:
any good
The Gnarley ranger |
||||||
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Spells |
1 |
+1 |
+2 |
+0 |
+2 |
Favored enemy, nature sense |
+1 level of existing class |
2 |
+2 |
+3 |
+0 |
+3 |
Woodland stride |
+1 level of existing class |
3 |
+3 |
+3 |
+1 |
+3 |
Trackless step |
+1 level of existing class |
4 |
+4 |
+4 |
+1 |
+4 |
|
+1 level of existing class |
5 |
+5 |
+4 |
+1 |
+4 |
Favored enemy |
+1 level of existing class |
Innuendo: 3 ranks
Knowledge
(Nature): 5 ranks
Wilderness
Lore: 8 ranks
Feats:
Track, Weapon Focus (any bow except a crossbow)
Class Skills
The Gnarley ranger’s class skills (and the key ability for each
skill) are Animal Empathy (Cha, exclusive
skill), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha),
Heal (Wis), Hide (Dex), Innuendo (Wis), Intuit Direction (Wis), Knowledge
(Nature) (Int), Move Silently (Dex), Profession (Wis), Scry (Int, exclusive
skill), Spellcraft (Int), Swim (Str), and Wilderness Lore (Wis).
Skill Points at Each Level: 4 + Int
modifier
Class Features
All
of the following are class features of the Gnarley Ranger.
Weapon
and Armor Proficiency: A Ranger of
the Gnarley Forest is proficient with all simple and martial weapons, light
armor, medium armor, and shields. Note
that armor check penalties for armor heavier than leather apply to the skills
Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and
Tumble. Also, Swim checks suffer a -1
penalty for every 5 pounds of armor or equipment carried.
Favored
Enemy: At 1st level, a
Ranger of the Gnarley Forest may select a type of creature (usually giants,
humanoids [goblin or orc] or monstrous humanoids) as a favored enemy. Due to the extensive study of these foes and
training in the proper techniques for combating them, the ranger gains a +2
bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when
using these skills against this type of creature. Likewise, the ranger adds +2
to damage rolls against creatures of this type. A ranger also gets this damage bonus with ranged weapons, but
only against targets within 30 feet (the ranger cannot strike with deadly
accuracy beyond that range). The ranger
must also be able to see the target well enough to pick out a vital spot and
must be able to reach a vital spot. A
ranger does not gain this damage bonus when striking a target with concealment
(see Table 8-10: Concealment, p133, PHB) or striking the limbs of creatures
whose vitals are beyond reach.
At 5th level , the ranger may select a new
favored enemy, and the bonuses associated with each favored enemy increase by
+2.
If the Gnarley Ranger already has favored enemy as a
class skill, these bonuses are added to any the character already has.
Refer to Table 3-14: Ranger Favored Enemies, p45, PHB,
for a list of possible favored enemies.
Bonus
Languages: Rangers of the Gnarley
Forest speak some Druidic in addition to any other languages. This secret language is normally known only
to druids, but through their dealings with them, the Gnarley Rangers have
managed to decipher part of it. When
attempting to communicate in Druidic, a Gnarley Ranger must make an Innuendo
check with his Gnarley Ranger level as a bonus to the check. Druidic has its own alphabet.
Nature
Sense: A Gnarley Ranger can identify
plants and animals (their species and special traits) with perfect accuracy.
The Gnarley Ranger can determine whether water is safe to drink or dangerous.
Woodland
Stride: Starting at 2nd level, a
Gnarley Ranger may move through natural thorns, briars, overgrown areas, and
similar terrain at his or her normal speed and without suffering damage or
other impairment. However, thorns, briars, and overgrown areas that are
enchanted or magically manipulated to impede motion still affect the ranger.
Trackless
Step: Starting at 3rd level, a
Gnarley Ranger leaves no trail in natural surroundings and cannot be tracked.