BG2 Completed Mods > Unfinished Business

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Andyr:
Kit creation is not too hard, I could probably give it a go if you'd like. :)

How about this:

Justifiers must have minimum scores of 14 in Strength and Dexterity. They must be human and of lawful good alignment.


--- Quote ---JUSTIFIER: Some expeditions are so demanding and some foes so dangerous that they require the attention of a highly trained specialist whose combat skills far exceed those of the typical ranger. Enter the Justifier, a master tactician whose military instincts, fighting versatility, and steely nerves places him in the first rank of elite warriors.

Though the Justifier specializes in neutralizing monsters, his skills qualify him for a wide range of adventures. he may organize guerilla forces and reconnaissance operations to gather information concerning enemy strength and logistics. He may execute strikes against monster lairs, rescue hostages, or eliminate tribal leaders or spell casters. For a determined Justifier, no job is too difficult, no enemy too formidable.

Advantages:
- The Justifier receives a +5% bonus to his hide in shadows and move silently skills.
- Due to their proficiency with weapons and assessment of their foes, Justifiers gain +1 speed factor and +1 thac0 per 10 levels.

Disadvantages:
- Because the Justifier devotes less time to the study of magic than to the military arts, he has less access to spells than other rangers. The Justifier doesn't acquire spells until he reaches 10th level.

--- End quote ---

Rathwellin the Bard:
Justifier was probably *the* most fan requested Ranger kit during BGII development.  As I recall Dave told us that he brought it up internally a number of times but that one of the head guys was dead set against even thinking about it.  IMO this kit is not a good fit for UB.

Feralan on the other hand almost made it in ... only to be replaced by the Archer kit at the last second.

Putting the Feralan kit back in would be fine by me ... as would assigning it to Minsc.

icelus:
This is the information on the Feralan Ranger kit:


--- Quote ---Description :     What happens to children who wander in the wilderness and are never recovered ?  Or worse, children who are abandonned by their families in the wood ?  Sadly, most of the time, they succumb to the dangers of the wild.  But some fortunate few are taken in by animals, raised as a part of a lion`s brood, or a wolf`s litter.  Cut of from the civilization, they gradually take on the characteristics of the creatures who adopted them, forming some kind of unity with their spirit, and the spirit of the wild.  In the process, they become a feralans, beings who combine the savagery of the beast, the intellect of a man, and the instinct and the sharp senses and reflexes of the predators.    

Requirement :   Cannot be of lawful aligment since they represent the wild.  Only good animals will take and raise children, so they must also be of good aligment.  The feralan must also choose what will be his familial species.

Weapons :   Club, knife, Spear (all), Quarterstaff, dart, Sling, javelin, handaxe, lance (light), Sap, Whip, blowgun, dagger, short bow, and any kind of « primitive weapons » of that sort.  They make themselves those weapon with rock, wood, and on rare occasion, metal.  If they loose one, or break one, in a few hours, they can make a new.  He must start with the weapon in the list.  But he can also use any weapon a standart ranger use, still, he prefer not to.  When using any non « favored » weapons, he suffer –2 to all attack roll.

Armors :   Feralan wear no armor at all, but leather sometimes.  They wear only what is usefull to them, to keep them warm, and confortable.

Special Benefits :

1- +2 bonus on animal empathy, +4 with familial species. 
2- +2 bonus on craft (leather working, weapon smitting)
3- +2 bonus on Handle animal, +4 with familial species.
4- +4 bonus in hide, +4 bonus in move silently.
5- +4 bonus in wilderness Lore.
6- A feralan begin with the climb skill at rank 5.
7- A feralan gain specials abilities depending on his familial species, like a Sorceror would gain special ability depending on his familiar.  See Page 50-51 in the players handbook.
See page 51 table 3-18 for examples.  The exception are that the Feralan does not have to be under a certain distance.  Regardles of the distance with any of his familial species, he retain that special gift.
8- Speak with animals :  The feralan can use this special ability any time he wishes, but it only work with his familial species.
9- Familial rapport :  Even an untrained animal, will do what the ferelan ask, provided he is physically capable of doing so, on command of the feralan.  This work only with his familial species.  Any bad treatment from the feralan will cause ressentment, and abandonment.
10- Animal training :  The ferelan can train any animals.  It is instinctive, so even if a nordic ferelan find himself in a southern area, he will be able to train elephants with no trouble.
11- Call of the wild :  The feralan may try to summon familial species when he is on their territory.  (He cannot summon camels in the polar circle).  To do so, the Feralan must howl at the top of his lung for 1d6 round.  The Dm then roll 1d%.  The feralan have 1% per level + 1 % per point in wisdom, +1 % per charisma modifier to get an answer to his call.  If the roll is a success, then 1d4 animal from the familial species will show up.  One of them will be a pack leader with 1 more hit dice and full hit points.  They will act like followers for the next 1d4 hours + 1 hours per charisma modifier, or until the needs for them is no more.  This power work only once per day.
12- Feral Rage :  During melee combat, the innitial wounding of an opponent when blood is draw, may impel the feralan into a special Frenzy of blood loss, increasing his fighting abilities.  A feralan may attemp to become enraged at any particular opponent.  After the first round, in wich the feralan inflict damages on an ennemy, the feralan can make a Willpower check DC 15.  If it his a success, than the feralan can tap into his feral instinct for survival.  He awaken the beast inside himself.  This work for the following 2d6 round, regardless of the level of the feralan.  During that time, the feralan cannot use magic, or communicate with anyone.  The feralan gain +4 in Str, +4 in Dex (+2 to AC regardless of the armor).  However, all attacks must be made against the designated opponent and the feralan must attack him in every round he is able; he can`t break an attack, or choose to attack someone else.  He must continue to attack the same ennemy until he die, the rage fade away, or the ennemy escape.  If the ennemy escape, he must pursue.  If the ennemy dies, then the rage fades away.  A feralan cannot try to become enraged two time in a single battle against the same ennemy.  The feralan can use this rage a number of time per day equal to his level + his wisdom modifier.

Special Hindrances :

1- Limited money.  A feralan has no interest in money.  He keeps only what he needs.  He start with 1d3 x10 Gp.
2- Reaction penalty.  When a feralan encounter someone, anyone, even the crudest barbarain half-orc, he will have a penalty of –3 modifier on his charisma roll.
3- Limited armors and weapons.
4- Limited magic.  Because of his animal tendencies and mental predisposition, the feralan may not have the same number of Spells as the other ranger.  He start to cast spells only at level 6.  His spells are : Animal friendship, Detects animals (not plants), Magic fang, Speak with animals, Pass without trace, Resist elements, Summon nature`s Ally 1.  Animal messenger, Cure light wounds, Hold animal, Summon nature`s ally 2, Greater magic fang, Remove disease, Summon nature`s ally 3, Polymorph self, summon nature`s ally 4.  He cast his spells like a caster of half his level –2.
5- Like barbarian, a Feralan need to spend 2 skill point to learn to read/write any language he is able to speak.







Feralan Spells progression.

Table for The Feralan :
Feralan level      Caster level      Ranger spells   Lvl 1   Lvl 2   Lvl 3   Lvl 4
6         1               0   -   -   -
7         1               0   -   -   -
8         2               1   -   -   -
9         2               1   -   -   -   
10         3               1   0   -   -
11         3               1   0   -   -   
12         4               1   1   -   -
13         4               1   1   0   -
14         5               1   1   1   -
15         5               1   1   1   -
16         6               2   1   1   0
17         6               2   1   1   1
18         7               2   2   1   1
18         7               2   2   2   1
20         8 (max)               3   2   2   1

--- End quote ---

Andyr:
I'm going to see if the speed factor thing will be done, then can probably make it this weekend. :) Since I probably won't do Iron M0ddar.

Will use the default HLA table.

Could probably make the Feralan too, will have a look at the thread in the main room.

icelus:
Thanks, Andyr.  If you're online tomorrow, I'll try to work with you on the kits if I don't get wrapped up in real-life madness (oxymoron?).  :)

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