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ranger [2020/01/07 16:13] maitregobranger [2025/12/11 15:20] (current) – external edit 127.0.0.1
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 +{{tag>classes}}
  
 + Ranger
 +A Survey of Wild Warfare. In this
 +course, students will study the principles
 +of wilderness survival and the history
 +of the untamed lands of Khorvaire. The
 +indominable Professor Tolaoi and I,
 +Professor Thornlong, will lead expeditions
 +into the King’s Forest, the Frontières de l'Ombre,
 +and the Les Désolations Démoniaques. Survival not
 +guaranteed.
 +
 +—angel Thornlong
 +Professor of Natural Evolution
 +&
 +Talaen Tolaoi
 +Professor of Military Studies
 +
 +MA1106: Warfare in the Wild
 +The classic image of the Ranger is a warden of
 +the wilds, a cunning skirmisher with a touch
 +of Druidique magic, but the Ranger can fill many
 +roles. A typical Ranger is perceptive and stealthy,
 +familiar with the wilds and a subject matter
 +expert on the habits and tactics of a variety of
 +enemies.
 +
 +A Wild Life
 +A survivalist’s experience in the wild rarely
 +comes quick or easy. Failure, repetition,
 +study, are all parts of dealing with the various
 +obstacles of a given environment, but a Ranger
 +has a knack for picking up on the hints that
 +nature leaves behind in the mud, rock, or
 +underbrush. Whether kin of an outlander tribe,
 +the troupe of entertainers traveling off the
 +beaten path, or the noble family who values time
 +in the outdoors, those with this attention for
 +detail have typically spent a significant amount
 +of time in the wilds.
 +When choosing a terrain, remember that
 +someone who understands the intricacies of
 +the swamp or Underdark has likely spent years
 +exploring in the darkest reaches of L'Ombre
 +
 +Marches or Khyber, respectively. Consider
 +what that intimacy means. Those with an acute
 +understanding of the Les Désolations Démoniaques, might
 +have been born into the Tribus des Charognes only to
 +escape and adopt the ways of the Cinq Nations
 +or could have functioned as a Brelon scout left
 +alone in that hostile land after an expedition
 +was slaughtered by its hellish denizens. The
 +experiences behind a deep territorial knowledge
 +is usually anything but natural and tends to
 +differ from person to person, ranging from
 +summers of cherished vacations to events of
 +great tragedy, loss, or seclusion best forgotten
 +to the past.
 +In exploring Eberron, many races deemed
 +“monsters” call Droaam home, including some
 +Géants and other monstrosities, while a soldier
 +who fought on the Droaam border could have
 +participated in many engagements with gnolls
 +and Gobelins. Rangers familiar with grassland or
 +forest environs probably roamed the farmlands
 +of Aundair or the Plaines de Talenta but could be
 +an Eldeen warden, a settler from Q’barra, or
 +a poacher from the King’s Forest of Breland.
 +The Wilderness Experience table presents
 +some of the most inhospitable environments
 +of Khorvaire and suggests options for Favored
 +Enemy and Natural Explorer tied to the region,
 +as a source of inspiration, but the table is
 +only a partial list and there is always room for
 +expansion.
 +
 +Expanded Natural
 +Explorer Options
 +For those who want to draw special attention
 +to Eberron or distinction between multiple
 +Rangers in a party, the favored terrain options
 +for the Natural Explorer feature have been
 +expanded to include unnatural and urban
 +environments. Unnatural environments are
 +twisted by magic or populated with alien flora
 +and fauna, like the Les Désolations Démoniaques and the
 +Les Terres des Lamentations, while massive cities, such as
 +the mile-high towers of Sharn or the fortress
 +metropolis of Korth characterize sprawling
 +urban environments. A Ranger can add these
 +environments as a type of favored terrain at
 +1st, 6th, or 10th level instead of choosing
 +from the options in the Player’s Handbook.
 +
 +Chapter 1 | CLASSES IN EBERRON
 +
 +55
 +
 + If ya don’t know where you came from, it
 +
 +Connection to the Wilderness
 +The Ranger is often depicted as a champion of
 +the natural world and shares many spells with
 +the druid. While it’s easy to present this magic
 +as a form of Druidique spellcasting, and a Ranger
 +could be familiar with wild environments, this
 +doesn’t have to translate to respect for nature
 +or any connection to druids. A bounty hunter
 +may have learned to hunt Humains in Dévastation
 +environments but prefers to spend the gold
 +earned for the bounties in a gambling den in
 +Sharn. In creating a Ranger, leave no approach
 +without consideration.
 +
 +Martial
 +On the edge of the Les Terres des Lamentations, a Cyran Hunter
 +warns the salvage team of the dangelrs that lie on
 +the other side of the dead-grey mists. In the wild
 +frontier between Brelandeand Droaam, a Field
 +Marshal guides allies as they ambush marauding
 +Minotaures. A Monster Hunter tracks an elite
 +team of templars to a haunted crypt in Xen’drik.
 +If a Ranger is a martial specialist who operates
 +as an expert navigator in the most unsettling
 +environments, their class features might
 +represent military training instead of a primal
 +connection to the natural world. Primeval
 +Awareness is a ritual that lets the Ranger track
 +
 +doesn’t much matter where you’re going.
 +
 +enemy movements. Hunter’s mark is an arcane
 +targeting implementation that focuses martial
 +prowess. The fog cloud and entangle spells
 +manipulate natural environments but one might
 +describe them as a smoke screen or sprung vine
 +trap, using the wild as a tool, not working in
 +harmony with it. The magic of a martial Ranger
 +has more in Commun with a wizard than a druid,
 +and with the DM’s approval, the character might
 +use an arcane focus as a spellcasting focus for
 +Ranger spells.
 +When creating a martial Ranger, consider how
 +and where you learned your skills. What nation
 +did you serve? Were you part of a larger army,
 +or attached to a small strike force? The soldier
 +background conveys a continuous positive
 +connection with your former comrades, while
 +criminals and folk heroes work as deserters. You
 +have the skills you need to survive in the wild but
 +prefer the comforts of civilization any day of the
 +week. It isn’t in your nature to be sentimental
 +about mud and shrubs, and you have no
 +compunctions about weaving a trail of scorched
 +earth in your wake.
 +
 +Wilderness Experience
 +
 +56
 +
 +d8
 +
 +Experience
 +
 +Favored Enemy
 +
 +Favored
 +Terrain
 +
 +1
 +
 +The border of Droaam, where the Les Murailles Grises rise up from the
 +plains. You’ve dealt with all manner of monsters, whether as enemies or
 +merely neighbors: ogres and trolls, harpies and gnolls.
 +
 +Géants or
 +monstrosities
 +
 +Mountain or
 +grassland
 +
 +2
 +
 +The Forêt Imposantes of the Confins d'Eldeen. There are depths of the forest
 +never even seen by Humain eyes, home to Fée spirits and dire animals.
 +
 +Beasts or Fée
 +
 +Forest
 +
 +3
 +
 +The depths of the Frontières de l'Ombre. Foul creatures and aberrations dwell in
 +these fetid swamps.
 +
 +Aberrations or
 +monstrosities
 +
 +Swamp
 +
 +4
 +
 +The Plaines de Talenta, home to hobbit tribes and wild Dinosaurees.
 +
 +Beasts
 +
 +Grasslands
 +
 +5
 +
 +The Les Désolations Démoniaques are infused with infernal energies, resulting in strangel
 +plants and horrifying creatures. What brought you to this nightmare realm?
 +
 +Fiends
 +
 +Unnatural
 +
 +6
 +
 +The Désert des Lames. Did you fight alongside the Valénar Elfes, or did you
 +oppose their conquest of the region?
 +
 +Humains and Elfes
 +
 +Desert
 +
 +7
 +
 +The towers of Sharn, from the dismal lower districts to the fortified heights of Humains and
 +the spires.
 +Gobelins
 +
 +Urban
 +
 +8
 +
 +The Les Terres des Lamentations has only existed for four years, but there’s a high demand for
 +salvagers and scouts willing to brave this twisted realm.
 +
 +Unnatural
 +
 +Chapter 1 | CLASSES IN EBERRON
 +
 +Monstrosities or
 +oozes
 +
 + Natural
 +
 +Unnatural
 +
 +A Talenta Beast Master whispers calming words
 +to her razorclaw mount, then calls on the spirits
 +to guide her to her journey. A Horizon Walker
 +patrols the ancient Gatekeeper seals that hold
 +the powers of Xoriat at bay. A Féral Hunter
 +prepares for a hunt by channeling predatory
 +instincts. All of these are natural Rangers,
 +following the traditional model of the warrior
 +bound to the wild. A natural Ranger with the
 +aspirant background was trained by a Druidique
 +sect. An outlander could be a Talenta hobbit,
 +a Féral from deep in the Forêt Imposantes, or
 +a Demi-orc hunter from the Frontières de l'Ombre
 +more cunning than a barbarian, but still tied to a
 +primitive culture. Even a hermit or scholar could
 +have sought isolation to commune with the Fée.
 +Consider why your Ranger has chosen to
 +abandon the wild for the life of an adventurer,
 +and how you feel about the civilized world. Are
 +you driven by revenge, searching for villains who
 +massacred your tribe, or poachers who slew your
 +animal companions? Have you been directed by
 +your Druidique mentor to hunt out an artifact? Have
 +you sworn to protect a fellow adventurer who
 +saved your life or are you simply curious about
 +the vast cities and their unnatural wonders?
 +
 +Deep within the sewers of Sharn, a bounty
 +hunter deploys the fibrous cords of a modified
 +tanglefoot bag to ensnare a fugitive, as a
 +Morgrave professor leads and expedition deeper
 +into ancient Gobelin ruins, and a rat poacher
 +catches supper with a makeshift bow and arrow.
 +These citizens don’t have a primal connection
 +to the less civilized natural world and aren’t
 +trained to deal with it, but each has made their
 +own path in their environment and picked up an
 +assortment of tools and tricks along the way.
 +With the DM’s permissions, an unnatural
 +Ranger can cover a wide variety of concepts and
 +can cosmetically flavor spells and class features
 +to fit a multitude of avenues. You could cast
 +hunter’s mark by whispering the target’s true
 +name to the arrow, or by making an adjustment
 +on a set of magical targeting goggles, while fog
 +cloud could be an alchemical gas bomb. The
 +important thing is that the rules remain the
 +same; even if you describe your fog cloud as
 +a smoke bomb, you follow all the usual rules
 +and restrictions for casting a spell, and it won’t
 +function in an antimagic field.
 +
 +Chapter 1 | CLASSES IN EBERRON
 +
 +57
 +
 + serve as Arcanum irregulars. Gloom stalkers
 +and Wasteland Wanders (Xanathar’s Perdu
 +Notes) tend to take the lead in guiding these
 +groups through uncertain environs.
 +
 +Ranger Units
 +A lone wolf, or one that functions within a pack
 +or unit, Rangers can be found across Khorvaire,
 +and might train, share resources and intel, or
 +even blaze a trail together from time to time.
 +All of the armies of the Cinq Nations have
 +elite Ranger cells, and each might have their
 +own specialized unites, which the mercenary
 +background could establish such a tie to these
 +forces.
 +
 +The Église de la Flamme d'Argent
 +The Église de la Flamme d'Argent is devoted to
 +protecting the innocent from supernatural evil.
 +Many threats are easily dealt with using the
 +subtle talents of the Ranger as opposed to the
 +radiant hammer of the paladin. The templars of
 +the Flamme d'Argent are a military force, and there’s
 +always a call for skilled unites of scout led by a
 +Field Marshal on the battlefield. In addition to
 +these standardized forces, there are also several
 +specialized units.
 +
 +
 +58
 +
 +The Arcanum is tasked to recover and
 +destroy cursed artifacts and demonic
 +treasures. These sorts of expeditions might
 +require an entire party of adventurers,
 +requiring Rangers to work alongside rogues,
 +bards, and other specialists recruited to
 +
 +Chapter 1 | CLASSES IN EBERRON
 +
 +
 +
 +Kloijner’s Edge is an elite unit of Monster
 +Slayers whose agents hunt down vampires,
 +lycanthropes, and other predators that hide
 +in plain sight.
 +
 +
 +
 +Miron’s Tears are an urban legend. Stories
 +say that this group was founded by Tira
 +Miron before her final sacrifice, charged
 +to protect the Church from heresy and
 +corruption. According to rumor, it has
 +lain dormant for centuries but now, those
 +within the church believe splinter cells of
 +Miron’s Tears are preparing to strike against
 +the darkness that has spread throughout
 +the church, cleansing the Flame itself.
 +Originally, Miron’s Tears were comprised of
 +Burghal Explorers (Xanathar’s Perdu Notes),
 +Gloom Stalkers, Hunters, and specialize in
 +observation and assassination.
 +
 +The longbow is a devotional practice of
 +the church, and a Ranger with the acolyte
 +background might flavor spellcasting as a
 +form of divine magic for a character with an
 +ongoing relationship to one of these orders,
 +although the soldier background is just as
 +sound for a templar.
 +
 + The Eldeen Sects
 +The druid orders of the Confins d'Eldeen are the
 +source of the most iconic Rangers of Eberron.
 +The Protecteurs des Bois roam the borders
 +of the Forêt Imposante, battling brigands and
 +poachers and ensuring that the dangelrs of
 +the forest don’t spill out to harm farmers. The
 +Eldeen Sects are described in detail in the Druid
 +section of this chapter, and the role of a Ranger is
 +specific to each sect.
 +
 +
 +The Peuple du Frêne are nature’s avengers. While
 +barbarians are Commun among Peuple du Frêne
 +raiders, Beast Masters and Hunters are both
 +found among Peuple du Frêne raiders.
 +
 +
 +
 +The Enfants de l'Hiver embrace the dark
 +side of the natural world. Few glean the
 +insights necessary of a Gloom Stalker,
 +and most elite Winter Rangers train to be
 +Monster Hunters or Wasteland Wanderers.
 +The sect despises Mort-vivant as a particular
 +violation of the natural order, and
 +Winter Rangers are charged to lay these
 +abominations to rest.
 +
 +
 +
 +The Gardiens protect Eberron from
 +extraplanar forces. While best known
 +for fighting aberrations and the forces of
 +Xoriat, they are equally concerned with the
 +depredations of fiends and other outsiders.
 +The sect trains both Horizon Walkers and
 +Monster Hunters to prevent planar breaches
 +and to destroy those creatures that have
 +made it through.
 +
 +
 +
 +The Chanteurs Écolo embrace the Fée as part of
 +the natural world and the Domaine du Crépuscule
 +is a massive Thelanian Zone De Manifestation in the
 +Confins d'Eldeen. Greensinger Rangers roam
 +these mystical forests and dance with the
 +Fée. Beast Masters and Hunters are both
 +found among the Chanteurs Écolo, along with
 +a few Horizon Walkers who maintain the
 +portals and work directly with the Archifée.
 +
 +
 +
 +The Protecteurs des Bois are the largest
 +and best organized of the sects and serve as
 +the military of the Confins d'Eldeen, with Field
 +Marshals, Hunters, and Beast Masters all
 +serving important roles among the Wardens.
 +A Ranger who follows this path might be an
 +active member of the Wardens reporting
 +back to the Great Druid Oalian, or a retired
 +warden following their own path.
 +
 +The aspirant and outlander backgrounds call
 +to any character who wants to have an ongoing
 +connection to one of these sects, but the soldier
 +background could be adapted to reflect a tie
 +to one of these as well. Rangers comprise the
 +furthest frontline warriors of the Reaches. If
 +the DM approves, a Ranger from one of the
 +Eldeen sects might trade a language choice for
 +Druidique or learn it during their adventures in the
 +Reaches.
 +
 +The Valénar Elfes
 +Like those in the Confins d'Eldeen, Rangers make
 +up a large portion of the fighting forces of the
 +Valénar Elfes. Elfique cavalry often incorporates
 +Beast Masters with a close spiritual bond to their
 +remarkable mounts. Like all Valénar, Rangers
 +usually trace their lineage to a particular patron
 +ancestor and are duty-bound to emulate their
 +hero from the past. This champion might have
 +been a legendary Hunter, a Beast Master with
 +a remarkable bond to a legendary warhorse, or
 +an impeccable strategist, a Field Marshal who
 +provided tactical support to allies in a crucial
 +conflict that brought honor to the entire warclan.
 +As an adventurer, consider why a Valénar Ranger
 +isn’t riding with a warband. The reversal of the
 +honor-bound archetype might be an exile driven
 +from the Elfique people or set on a lone quest to
 +reclaim an ancestral relic who lives in disgrace
 +until it can be returned to the warband.
 +{{url>http://vps265505.vps.ovh.ca/5eTools/classes.html#Ranger_phb,hideclassfs:true,showfluff:true 100%,800 noborder}}