In My Campaign
New Class

Version 1.0 : 2001/Feb/09

Sea Ranger

Level Table

The Sea Ranger
Lvl    BAB       F / R / W    Special         Spells: 1  2  3  4
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 1     +1       +2  +0  +0    Track, Sea Skills,      -  -  -  -
                              Aquatic Combat
 2     +2       +3  +0  +0                            -  -  -  -
 3     +3       +3  +1  +1    Sea Legs                -  -  -  -
 4     +4       +4  +1  +1                            0  -  -  -
 5     +5       +4  +1  +1    Rope Monkey             0  -  -  -
 6     +6       +5  +2  +2                            1  -  -  -
 7     +7       +5  +2  +2                            1  -  -  -
 8     +8       +6  +2  +2    Improved Aq. Combat     1  0  -  -
 9     +9       +6  +3  +3                            1  0  -  -
10     +10      +7  +3  +3                            1  1  -  -
11     +11      +7  +3  +3                            1  1  0  -
12     +12      +8  +4  +4    Aquatic Freedom         1  1  1  -
13     +13      +8  +4  +4                            1  1  1  -
14     +14      +9  +4  +4                            2  1  1  1
15     +15      +9  +5  +5                            2  1  1  1
16     +16      +10 +5  +5    Sea Lungs               2  2  1  1
17     +17      +10 +5  +5                            2  2  2  1
18     +18      +11 +6  +6                            3  2  2  1
19     +19      +11 +6  +6                            3  3  3  2
20     +20      +12 +6  +6                            3  3  3  3

Game Rule Information

Sea rangers have the following game statistics:

Abilities: Dexterity is important for a sea ranger because rangers tend to wear no armour at all and rarely wear anything heavier than leather and also because several sea ranger skills are based on Dexterity. Strength is important for them because sea rangers frequently get involved in combat. Several sea ranger skills are based on Wisdom, and a Wisdom score of 14 or higher is required to get access to the most powerful sea ranger spells. A Wisdom score of 11 or higher is required to cast any sea ranger spells at all.

Alignment: Any*

Hit Die: d10

 

* IMC, Members of the Elendaen Sea Ranger Guild (an Associate Guild of Guild Elsan of the Minrothad Guilds) must be Any Non-Evil

Class Skills

The sea ranger's class skills (and the key ability for each skill) are Aquatic Animal Empathy* (Cha, Exclusive Skill), Aquatic Ride* (Dex), Aquatic Wilderness Lore (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Aquatic Animal* (Cha), Heal (Wis), Intuit Direction (Wis), Intuit Distance* (Wis), Jump (Str), Knowledge (Aquatic Nature)* (Int), Knowledge (Navigation)*, Profession (Boater) (Wis), Profession (Sailor) (Wis), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)

 

Skill Points at level 1: (4 + Int modifier) x 4
Skill Points at Each additional level: 4 + Int modifier

 

For skills marked with an asterisk (*) see the Skills file for details.

Class Features

All of the following are class features of the {class}.

Weapon and Armor Proficiency: The sea ranger is proficient with all simple and martial weapons, and light armor only. Wearing armour on the high seas can be suicidal, and a sea ranger will avoid it if at all possible, and rarely if ever wears anything heavier than standard Leather.

When wearing light armor or no armor, a ranger can fight with two weapons as if she had the feats Ambidexterity and Two-Weapon Fighting. She loses this special bonus when fighting in medium or heavy armor, or when using a double-headed weapon (such as a quarterstaff or double sword).

Although any simple or martial weapon may be used, the following weapons are frequently used by sea rangers and their sailing associates: cutlass*, belaying pin*, boarding pike (as shortspear), dagger, gaff (hook)*, gaff - pole*, harpoon (as javelin), knife*, light crossbow, net, rapier, sabre*, shortbow/composite shortbow, trident.

For weapons marked with an asterisk (*) see the Weapons File for details

Spells: As for standard ranger class.

(Note: I may modify the spell list, but haven't looked into this yet.)

Track: As for standard ranger class. Note, however, that the track feat has been modified slightly IMC to accommodate the "aquatic specialization" of the sea ranger. See Track in the Feats file for details.

Sea Skills: Due to the extensive training that the sea ranger receives in and around the water, she automatically gains training and competency bonuses to the following skills at 1st level:

Table A: Sea Skill Benefits

Skill
 
Benefit
Swim   +4
Profession (boater)   +2, and training is assumed
Profession (sailor)   +2, and training is assumed

Aquatic Combat: The sea ranger is trained in the best techniques and methods for surviving combat both when on or in the water. Part of this training deals specifically with the best methods and techniques for dealing with the most common threats to an individual who lives on, in or near the water. Due to this extensive study of her potential foes and training in the proper techniques for combating them, the sea ranger gains a bonus to Bluff, Listen, Sense Motive, and Spot checks when using these skills against creatures found in purely aquatic (ocean, lake, river, etc.) and semi-aquatic (shorelines, small islands, swamps, etc.) environments. Likewise, she gets the same bonus to weapon damage rolls against these creatures. A sea ranger also gets the damage bonus with ranged weapons, but only against targets within 30 feat (the sea ranger cannot strike with deadly accuracy beyond that range). The bonus doesn't apply to damage against creatures that are immune to critical hits.

The bonus gained by the ranger depends on what environment the foe in question can normally be found:

Table B: Aquatic Combat Bonuses

Environment
Bonus
Purely aquatic
oceans, lakes, rivers, etc.
  +2
Semi-aquatic
shorelines, small islands, swamps, etc.
  +1

When a creature can reasonably be found in both environment types, the sea ranger uses the bonus value for the purely aquatic environment.

Sea Legs: A sea ranger spends years living and working on the water, and has learned to stay on her feet during fair weather and foul. At 3rd level, a sea ranger gains a +2 competence bonus to all Balance checks. Furthermore, a successful check allows a full move instead of a half move. A failed check still means no movement at all. [1]

Rope Monkey: Experienced seafarers can climb rigging and ropes with the speed and dexterity of monkeys. Starting at 5th level, a sea ranger retains her Dex bonus to AC while climbing or fighting on rigging, ropes or even masts. Furthermore, opponents gain no bonus to hit in these circumstances. [2]

Improved Aquatic Combat: At 8th level, a sea ranger has improved her knowledge of and training in the best techniques and methods for surviving combat both when on or in the water. As a result, she gains another bonus to damage and the use of Bluff, Listen, Sense Motive, Spot against creatures found in purely aquatic (ocean, lake, river, etc.) and semi-aquatic (shorelines, small islands, swamps, etc.) environments.

As with Aquatic Combat, the bonus gained depends on what environment the foe in question can normally be found:

Table C: Improved Aquatic Combat Bonuses

Environment
Bonus
Purely aquatic
oceans, lakes, rivers, etc.
  +2
Semi-aquatic
shorelines, small islands, swamps, etc.
  +1

When a creature can reasonably be found in both environment types, the sea ranger uses the bonus value for the purely aquatic environment.

This bonus stacks with the bonus from Aquatic Combat

Aquatic Freedom: Starting at 12th level, a sea ranger knows how to use her abilities and weapons to their best effect even when fighting underwater. As a result, when underwater, she suffers no penalties to movement or attack rolls almost as if she were the recipient of the freedom of movement spell (see the Players Handbook, page 207). This is an Extraordinary ability.

Sea Lungs: At 16th level, a sea ranger has learned how to survive underwater for extended periods of time. She can hold her breath for a number of rounds equal to quadruple her Constitution, instead of double Con as normal. See page 85 of the DMG for full rules on drowning. [3]

Improved Two Weapon Fighting: A sea ranger with a base attack bonus of at least +9 can choose to gain the Improved Two Weapon Fighting feat (see the Players Handbook, page 83) even if she does not have the other prerequisites for the feat. The ranger must be wearing light armor or no armor in order to use this benefit.


Citations:
[1] The Freeport Pirate Prestige Class, by Green Ronin Publishing
[2] ibid.
[3] ibid.