Hubris Player Classes- Ranger

In an post I described the playable races of Hubris.  I also laid out the themes I was using in developing the world.  The most important of these being: Sword and Sorcery, Weird, and Grim.  I also wanted this to extend into the classes as well.

The available classes are going to be: FighterRogueRangerBarbarianSorcererWarrior PriestDruid, and Witch.

My ruleset is a hack of Trent B’s Old School-style rules, which is where my heart lies.

I wanted to keep the elegant simplicity of Trent’s system, but add a few abilities, etc that could make each class slightly more “varied.”  All of these abilities are gained or chosen at level one.

Ranger

Huntress

Info- HD- d6, Base Attack Bonus +1 per 2 levels, Weapon Damage d6

Survivalist- Start with 1 point in Survival Skill

Favored Enemy- The Rogue has studied one enemy that has hounded them in the past.  Gain +2 to AC, Attack, and Damage against the enemy.  Also when making an Int check about the enemy gain +2 to roll.

Choose One

Archer- Can make two attacks with a bow in a single round.  Each attack must be resolved separately.

Animal Companion- You start with a cool faithful companion that is more epic than the normal version.

Also Choose One

Imp Aim- Aiming grants a +4 bonus to shots, instead of the normal +2.

Quick Reload- Reloading a Crossbow takes ½ round instead of a full round and loading a wheellock weapon takes one round instead of two.

Every Third Level- +1 to an Attribute, +1 Damage, +1 Reaction/Morale (for followers) or +1 ‘Skill’.

Fighting in Rain

Aside: Based on discussion with my players I may end up having Ranger become varying options as either Rogue or Fighter

Here is the rough of what I’m looking at currently.

Rogue

Info- HD- d6, Base Attack Bonus +1 per 2 levels, Weapon Damage d6

Skills Package (choose 4+ Int Modifier): 1. Stealth; 2. Tinkering; 3. Murder; 4. Survival;  5. Lore/Occult; 6. Perception/Investigation; 7. Symbology/Cryptology; 8. Engineering/Stonework; 9. Therapy/Medicine; 10. Exploration/Spelunking

Improved Back Attack- A Rogue that is successful in sneaking up on a target unawares is able to make an attack at a +4 (instead of the normal +2).  If the attack is successful it does double damage.  At 5th level the damage is tripled and at 9th level it is quadrupled.

Choose Two-

Imp Stealth- Move at full movement instead of normal ½ movement.

Rogue Luck- Gain an additional reroll per session.

Cantrips- Gain the ability to cast any level 0 Sorcerer spells.  Can use this ability equal to Int modifier +1.

Spry- Allocate one target that you are focusing on.  Gain an additional +1 bonus to AC.

Silver Tongued- Anytime you make an opposing charisma roll against a target, they must roll twice and take the lower of the two rolls.

Favored Enemy- The Rogue has studied one enemy type that has hounded them in the past.  Gain +2 to AC and Damage against the enemy.  Also when making an Int check about the enemy gain +2 to roll.

Archer- Can make two attacks with a bow in a single round.  Each attack must be resolved separately and the second attack suffers -5 to roll.

Animal Companion- You start with a cool faithful companion that is more epic than the normal version.

 

Also Choose One

Imp Aim- Aiming grants a +4 bonus to shots, instead of the normal +2.

Quick Reload- Reloading a Crossbow takes ½ round instead of a full round and loading a wheellock weapon takes one round instead of two.
Poisoner- You don’t need to roll when putting poison on your blade.  Can’t poison yourself by accident.

Quick Draw- Rogues can draw small weapons without the need of making a successful Dexterity check.

Every Third Level- +1 to an Attribute, +1 Damage, +1 Reaction/Morale (for followers) or +1 ‘Skill’.

OR

Fighter-

Info- HD- d8, Base Attack Bonus +1 per level, weapon damage d8

Thrill of the Kill- Kill an enemy and get a second attack with melee or bow against a new target (5ft range for melee, 50 ft for bow)  This can happen only once per round.

Martial Prowess: Choose Two-

Rapid Attack- Get a second attack, even with movement, at a -5 to roll, with bow or melee.

Unarmed Fighting- Treat hands as a deadly weapon and do Class damage instead of pansy slapping of everyone else.

Blind Fighting- Don’t suffer the embarrassing -4 to swinging when you can’t see.

Adept Fighter- Increase Class damage to d10.

Improved Critical- Score criticals on 19-20 instead of just natural 20.

Shielded Knight- Use shield as weapon.  Do ½ Fighter weapon dmg and enemy must make Con SV or -1 rolls next rnd.

Favored Enemy- The Rogue has studied one enemy that has hounded them in the past.  Gain +2 to AC, Attack, and Damage against the enemy.  Also when making an Int check about the enemy gain +2 to roll.

Animal Companion- You start with a cool faithful companion that is more epic than the normal version.

Also Choose One-

Fleet Footed- Increase movement by 10ft.

Armor Training- Reduce Dex skill roll penalties by 1.

Bravery- +2 to Saves VS fear effects.

Imp Shield Use- Increase bonus AC from shield by +1

Pit Fighter- No longer suffer -2 to attack with Improvised Weapons.

Imp Aim- Aiming grants a +4 bonus to shots, instead of the normal +2.

Quick Reload- Reloading a Crossbow takes ½ round instead of a full round and loading a wheellock weapon takes one round instead of two.

 

Every Third Level- +1 to an Attribute, +1 Damage, +1 Reaction/Morale (for followers) or +1 ‘Skill’

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About wrathofzombie

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles). My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn. View all posts by wrathofzombie

8 responses to “Hubris Player Classes- Ranger

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