
An occupation an actual job. A fighter can be an adventurer, that is his occupation, but can also be a city guardsmen, which is another occupation. In both cases the person uses their fighting abilities. In the case of the guardsman however, those skills are used in a more subdued way and in a terrian and location that is constant. The adventurer, uses those skills everywhere.
| Ability | Dexterity 15+, Intelligence 13+, Wisdom 13+ |
|---|---|
| Race | Human, Half-Elf, Dwarf (rare), Halfling |
| Class | Fighter, Ranger, Socerer, Thief |
The ranger corps was a highly trained organization in the arts of skirmish fighting and scouting. Regardless of actual class, the rangers can pick up one of the below abilities so long as the perquisites are made. These skills are in addition to the basic feats granted by class or race and are considered occupational feats, skills and abilities and may stack with other types of bonuses.
| Feat | Ability Requirements | Prerequisite Feats | Prerequisite Skills |
|---|---|---|---|
| Speed of Blade | STR 15, DEX 15 | Duel Wield or Two weapon fighting | None |
| Archery Master | DEX 15 | Weapon focus (Any bow) | Balance 5, Concentration 5 |
| Sure Footed | DEX 15, INT 13, WIS 13 | None | Hide 4, Move silent 4, Listen 4, Spot 4 |
The hands and reaction time of the ranger is extremely quick, this grants them the ability to have either an extra attack per round or use that attack to block or parry an incoming attack.
This is done at the next highest attack penalty. Example a low-level ranger with one attack per hand will be granted an extra attack. The normal attack for the ranger will be at -2 per hand, making this attack at a -4.
A strength check is made at a DC 10 + the strength ability adjustment of the attacker. (IE attacker strength 18 the DC would be 14). If the strength check is successful then the attacker loses all additional attacks with that weapon and attacks with an additional weapon will have a -2 for that round. If the attack is a critical hit or a natural 20 then the attacker’s strength modifier is doubled therefore, to block an attack from an attacker with an 18 strength and who rolled a natural 20 the DC would then be 18.
When this is attempted the ranger must roll a dexterity check at DC 10 + the attackers dexterity modifier, if successful the ranger moves the strike aside and is able to perform a reprisal attack at -4 and at half weapon damage.
The bow seems to be part of the ranger, it is used like an appendage, never gets in the way, is always where it needs to be
The ranger with this skill reduces the penalties for using a bow in off balanced or while moving. If there is a penalty for movement, such as running, leaping, mounted, falling, etc. the ranger’s penalty is reduced by 1. Additionally, in situations where the ranger looses additional attacks, the ranger may take one of those additional attacks with a -3 penalty.
If the ranger forgoes any movement for the round, the ranger will gain a +1 on all attacks that round and be granted an additional attack that round at the highest penalty. Example, if the ranger has normal three attacks per round at 0, -2, -4 then the fourth attack will be a -6. This can not be used with other feats granting additional attacks.
The ranger if does not move and places all concentration into a single shot, is granted a +2 per round to a maximum of +10 and a +1 to critical threat range per round to a maximum of +5. The ranger can not move, not even a five-foot step and can only take a single shot per round.
Moves with ease through the thickest of woods soundless and unseen. Always alert to everything around. Is granted a +5 bonus to move silent, hide in shadows, listen, and spot checks while in a forest or savanna. Actions taken while hidden are at half the normal penalty to hide and silent checks. A scout master also maintains full movement while in these terrains and gains a +1 terrain bonus to AC and reflex and dexterity checks while fighting in forest. The free 5-foot step is also extended to two 5-foot steps.