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Colonial Ranger - Ranger

Colonial Ranger (Ranger)


Hit Points

Hit Dice: d10 per Colonial Ranger (Ranger) level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st

Proficiences

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Subsentient Handling, Athletics, Insight, Investigation, Biology, Perception, Stealth, and Survival  

Overview & Creation

Life in the former Colonies and in space requires multipurpose fighters. Colonial Rangers are not simply soldiers on the field. They are highly mobile and all-terrain survival machines. Trained to handle insurrections, xenophage elimination, or simply surviving on worlds and spaces that as as antithetical to human life as can be, these Rangers are prepared with the many tools required to survive. While not as ambitious as other class types their... Human adjacent tendencies are not to be belittled. With advanced tools and a storied History, these Colonial Rangers, once the preferred forces of earth, and needed on every world.    Will they grow one day to be as outdated as out current narrow definition of humanity as a whole? Yes. Is that today? No.


Class Features

  1. Favored Enemy, Natural Explorer
  2. Specialized Combat Implant (Fighting Style), Advanced Tool Control Implant (Spellcasting)
  3. Onboard Xenobiology AI (Primeval Awareness) What can help you understand the strange divergent life in this system? An Onboard computer to whisper clues into your brain. Do not be unsettled if it records your thoughts. Field Specialization (Ranger Subclass)
  4. Ability Enhancing Implant (ASI) - The Human body has limitations, Thankfully with the help of transhumanism, this can be avoided
  5. Field Specialization (Ranger Subclass)
  6. Greater Favored Enemy
  7. Field Specialization (Ranger Subclass)
  8. Ability Enhancing Implant (ASI)
  9. N/A
  10. Visual Distortion Field (Hide in plane Sight)
  11.  Field Specialization (Ranger Subclass)
  12. Ability Enhancing Implant (ASI)
  13. N/A
  14. Active Camouflage (Vanish)
  15. Field Specialization (Ranger Subclass)
  16. Ability Enhancing Implant (ASI)
  17. N/A
  18. UV light Eyes (Feral Senses) - Your eyes have been replaced with eyes that can see the greater spectrum of color. Not even a Shrimp can compete.
  19. Ability Enhancing Implant (ASI)
  20. Tactical Battle Computer (Foe Slayer) - No need to find that perfect spot to strike, an onboard computer can find it for you.

 


Starting Equipment

  • (A) Electro-Repulsing Scales (Scale Mail) or (B) Polymer Kevlar Vest (Leather Armor)
  • (A) Two UES-C34 Short Field Blades (shortswords) of (B) Two simple Melee Weapons\
  • (A) A Wreck Explorer Kit or (B) A Colonial Explorer's Pack
  • (A) A SI-7 Battle Rifle (Longbow) with one still rod.

 


Spellcasting

Ranger Spells are not spells, but clever tools and survival gear. Alarm a motion detector, Hunters mark a tracker shot, Cure wounds a medigel pack, Protection from Poison a small temporary dose of nanomachines.


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