I Plot The Course of Life [Flats Ranger] (v.1)
This class is largely a conglomeration of the following classes:
- https://as-they-must.blogspot.com/2020/10/the-ranger-of-tomb-or-gipsys-prophecy.html
- https://xenophonsramblings.blogspot.com/2021/06/glog-ranger.html
- https://occultronics.blogspot.com/2024/12/deep-roots-are-not-reached-by-frost.html
...recommended to me by Phlox of https://whosemeasure.blogspot.com/
This is version 1. I hope to produce a few more iterations as the rest of the ideas (and maybe some playtesting) fall into place around it.
Flats Ranger
Starting Equipment: Standard kit; composite bow; quiver with 20 blunt-tip arrows; small, hidden quiver with 1d6+1 broadhead arrows; 1d3 daggers; two hand-held flags; 1d3 water rations in as many skins; map with all major and minor havens marked; charcoal pencil; one of the following:
- Crustcrab shield (+2 to armor)
- Jar of mud-eel slime (protects metal from corrosion)
- Brine drake-tooth necklace
- Skin of hopeberry juice (heals any injury, 1 use)
- 4-ft palm wood walking stick
- Fist-sized chunk of haliofulgurite (if broken, casts a lightning bolt in the direction it was pointing)
Skills: Diplomacy, Flatlore, Signaling
Core
- Two days and a night may pass before you need to sleep or eat.
- You suffer no banes from natural phenomena. You can move as quickly on natural walls as you can walking.
- While traveling, you leave no trace unless you wish. You cannot lose your way, provided a celestial body is visible or there are two or more landmarks in view. You can discern the weather for the following day as well as the tracks of any creature which has passed through in the last two days.
- You are able to forage enough to produce one of the following per day from the surrounding area:
- 1d6 rations worth of game/food
- 1d3 uses of medicine or poison
- 1d3 rations of brackish water
- 1 basic tool
- You can make two attacks in a round if at least one attack is made with your bow and arrows. When attacking creatures of a race/species you have killed before, you gain a boon; when attacking a creature you haven't fought before, you learn one of its weaknesses if you survive the encounter. If a creature moves while in your line of sight or periphery, you always notice it.
- You know the nature of any illness or injury you examine and how to provide enough care to keep the victim alive for at least 1d3 more days. There's a 2-in-6 chance you have what you need on hand to tend to it; if not, you can procure what you need from the area, unless it is incredibly rare or terrible.
- You can always gain an audience with at least a minor official of a kingdom when you enter it, provided it is a human or human-adjacent kingdom. You know the basics of their culture and etiquette, and are conversant in their native language.