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By moving ahead of the party, the Pathfinder places himself in a position of risk. Separated from his companions, the Pathfinder is more likely to be the victim of enemy attacks. He runs a greater risk of drawing fire from snipers, and is more susceptible to ambushes from hostile creatures. If he fails to recognize a hazard, he'll probably be the first to become a victim.

Though most rangers live and work on land, the Sea Ranger makes his home at sea. Whether sailing the ocean in a mighty galleon or riding a river's currents in a handmade raft, the Sea Ranger finds the world's waters an endless source of wonder. A sailor and an adventurer, he guards his watery domain with vigilance, and counts many of its creatures among his friends and allies.

He has an extensive understanding of weather patterns at sea and of the behavior of marine animals. He specializes in combat, both on and under the water. He may be a member of a formal navy, an independent operator, or a mercenary. He may be charged with enforcing naval laws. Some Sea Rangers protect ports or fishing territories. Others serve as escorts for trade fleets.

For the purposes of this kit, Aquatic terrain includes oceans, lakes, ponds, and rivers, as well as coastlines, beaches, and small islands.

Because a Sea Ranger must master a wide range of knowledge he requires a minimum Intelligence score of 12. Because few elves and half-elves have the temperament for the seaman's life, virtually all Sea Rangers are human (though being human isn't a strict requirement).

Aquatic. Sea Rangers have reputations as dedicated, sharp-minded professionals. As such, they are often sought by adventuring parties in need of their special skills, particularly when an adventure takes them to aquatic environments or they expect to face opponents of oceanic origin. Though Sea Rangers generally prefer to remain at sea, they travel on land as necessary to achieve the goals of their party. As many of a Sea Ranger's followers are waterbound, he obviously has less access to them when adventuring on land, a handicap he endures graciously but without enthusiasm.

The environment has a profound effect on a Sea Ranger's attitude. On land, his party companions will ind him hesitant and uncertain, following orders without comment and reluctant to offer advice. In an aquatic setting, however, he becomes a different person-- confident, assertive, and commanding. Only the most stubborn or foolish parties will decline a leadership role to a Sea Ranger in watery terrain.

arm (any), trident;

Fisher, Navigator, Sailor, Shipwright, Trader/Barterer, Weaver. Dagger, knife, harpoon, sword (any), pole Belaying pin, cutlass, gaff/hook. Boating* or Seamanship; Swimming.

Cartography*, Direction Sense, Distance Sense*, Endurance, Fishing,

Navigation, Riding (Sea-based)*, Rope Use.

Agriculture, Blacksmithing, Chari-

oteering, Falconry*, Mining, Mountaineering, Riding (Land-based), Spelunking*, Stonemasonry. Because heavy armor interferes with swimming and makes

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