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The Zodiac
  Geomancy Maneuvers
Level Special Flux Die Stress Limit Max Gift Grade Suites Gifts Known Max Maneuver Grade Schools Maneuvers Known
1 Combat Style, Shift d2 2 Small 1 2 Basic 1 2
2 Morph d2 3 Small 1 3 Basic 1 3
3   d3 3 Small 1 4 Basic 1 4
4 Morph d3 4 Small 1 5 Basic 1 5
5   d3 4 Modest 2 6 Lesser 1 6
6 Morph d3 5 Modest 2 6 Lesser 1 6
7   d4 5 Modest 2 7 Lesser 1 7
8 Morph d4 6 Modest 2 8 Lesser 1 8
9   d4 6 Modest 2 9 Lesser 2 9
10 Zodiac Talent d4 7 Modest 2 10 Lesser 2 10
11   d6 7 Modest 3 11 Lesser 2 11
12 Zodiac Talent d6 8 Fair 3 11 Expert 2 11
13   d6 8 Fair 3 12 Expert 2 12
14 Zodiac Talent d6 9 Fair 3 13 Expert 2 13
15   d8 9 Fair 3 14 Expert 2 14
16 Zodiac Talent d8 10 Fair 3 15 Expert 2 15
17   d8 10 Fair 4 16 Expert 2 16
18 Zodiac Talent d8 11 Fair 4 16 Expert 2 16
19   d10 11 Generous 4 17 Greater 2 17
20 Zodiac Talent d10 12 Generous 4 18 Greater 2 18

 

Zodiac

Zara, iconic zodiac
"I channel not just the elements, but the stars above."

Men and women of the wilderness, rangers come to know the world better than most others. Over time, their understanding of the world transcends its material boundaries, and they glean the ability to channel the elemental forces at work behind the mountains and valleys they call home.

Able combatants, rangers combine the powers of geomancy with martial skill into a seamless whole, using their gifts to augment their martial skills and to enhance their ability to hunt their quarries. Rangers come from a variety of martial backgrounds, though archers and dual-wielders are among the most common sorts of rangers encountered.

Rangers excel at hunting particular creatures, and as they glean knowledge of the natural world with experience, their ability to combat particular types of foes also improves. Since the Omega was defeated, more and more vilekin have resurfaced throughout the world, and now - more than ever - are the skills of rangers called for.

Game Rule Information

Rangers have the following game statistics.

Force Alignment: Nature.

Force Resistances: DI 5 + level, VI 5 + level.

Abilities: Depending upon their combat style, rangers can make good use of a physical attribute. As a geomancer, rangers also rely heavily upon Wisdom.

Hit Die: d10.

Class Skills: The ranger's class skills are Climb (Str), Craft (Int), Giftcraft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Move Silently (Dex), Notice (Per), Profession (Wis), Ride (Dex), Search (Per), Spot (Per), Survival (Wis), and Swim (Str).

Skill Points at Each Level: 6 + Int modifier.

Ethos: Any.

Starting Age: Simple.

Starting Gold: 4d4 x 10gp.

Favored By: None.

Class Features

All of the following are class features of the ranger.

Weapon and Armor Proficiency: Rangers are proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Ranger: Combat Styles
Class Availability
Archer Check.png
Defender Nah.png
Einhander Check.png
Executioner Check.png
Falconer Check.png
Karateka Nah.png
Lancer Check.png
Unfettered Check.png
Warlord Nah.png

Combat Style: At first level, the ranger chooses a particular combat style.

  • Archer: Any ranger can select this style. A ranger's max aim tokens equals one-half his ranger level + 3 (rounded down), and gains bonus aim tokens based on his Dexterity.
  • Einhander: Any ranger can select this style. A ranger can have a number of maneuvers readied equal to the amount on the class table, above.
  • Executioner: Any ranger can select this style. But don't do that right now, we don't know how they work yet.
  • Falconer: Any ranger can select this style. A ranger can have a number of maneuvers readied equal to the amount on the class table, above.
  • Lancer: Any ranger can select this style. A ranger can have a number of maneuvers readied equal to the amount on the class table, above.
  • Unfettered: Any ranger can select this style. But don't do that right now, we don't know how they work yet.

Design Notes

You know what I don't like? Rangers who cast spells. Never have, never will. So the ranger needs to go, but to replace it, we need a Nature adept.

Hence, I'm reviving the zodiac.

This class is intended to do two things: first, fill in grid (Nature adept); and second, bring the metamorph back as a viable concept, albeit in a different form. The original metamorph was an attempt at making a class fully devoted to shapeshifting, or something akin to it. We... really can't reasonably do that in t20, as our grid (currently) doesn't allow for "force-aligned but non-casting" classes, which is what the metamorph would require.