Nomad in Imarand: The Twin Worlds | World Anvil
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Nomad

ranger archetype

For the nomad the clan is life, a nomad serves both as scout, wayfarer and warden to the clan and caravan he is serving. Protecting members of his clan against bandits, wild monsters and other dangers on the road. Often found in Sha Clan, but not uncommon to see then serve trade caravans. The longs days of traveling with his clan given him increased mobility that served him good when he is out scouting.

  Fast Movement (Ex): At first level the nomads land speed is faster than other of his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the nomad's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the nomad's land speed.
This ability replaces the ranger's first favored enemy ability.

  Challenge (Ex): A nomad can challenge a foe to combat. As a swift action, the nomad chooses one target within sight to challenge. The nomad's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the nomad's level. The nomad can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the nomad's concentration. The nomad takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
This replaces the ranger weapon styles.

  Ward (Ex): At 1st level, whenever a nomad issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the nomad is adjacent to his ward, he takes a –1 penalty to Armor Class, and the ward receives a +1-dodge bonus to AC.
This modifies the challenge ability.

  Terrain Ward (Su): At 6th level, a nomad in his favored terrain gains an insight bonus to AC equal to half his favored terrain bonus. He loses this bonus when he is immobilized or helpless.
This ability replaces wild empathy.

  Clan Bond (Su): At 4th level the ranger bonds with a clan, caravan of trade company instead of his hunting companions or animal companion. Via the bond with his clan he gains access to one of the following domains; community, healing, liberation, protection, or travel. 
This ability replaces hunter's bond.
This ability persists even if she not with her clan but must check in once every week. If her clan is killed or missing, she loses this ability, and an atonement is needed before he can form a new bond.

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Cover image: World Anvil Banner - Imarand: The Twin Worlds by Martijn Donker

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