Eldeen Ranger

Nature: Prestige Class
Concept: Person dedicated to protecting some aspect of the Eldeen Reaches.

When humans first came to the Eldeen Reaches, the orc natives shared their druidic traditions with the newcomers. Over the centuries, these teachings were twisted and reinterpreted, and today five major sects exist in the Eldeen Reaches. These groups dominate the great forest. Some seek to protect travelers and settlers from the dangers of the wild, while others see it as their duty to drive civilization back from the Reaches and ultimately from Khorvaire itself.

After a ranger has learned the basic ways of wood and wild, he can travel to the Eldeen Reaches and seek admission to one of the sects. A sect usually requires an applicant to pass one or more tests to prove his skill and devotion to the ideals of the sect. Once he has been accepted into the sect, an Eldeen ranger learns special techniques and abilities that help him to fulfill the goals of his sect.

While some levels in the ranger class are required to enter into this prestige class, the best Eldeen rangers also have one or more levels of druid in their background. This experience as a druid allows them to take advantage of the setting-specific feats associated with their sects.

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Eldeen Sects


Each of the 5 major sects within the Eldeen Reaches embraces a different aspect of nature. When trainging for their first level of Eldeen Ranger, the character must select one of these sects to join. This choice provides him with abilities specific to that group's goals and beliefs, and determines how he'll be expected to behave and what he should be trying to accomplish. These five sects are as follows:

Ashbound

This fanatical sect takes the traditional beliefs of the druids to dangerous extremes. Its members seek to protect the wilds and preserve the natural order, using a very broad definition of “unnatural” to determine their actions. They consider arcane magic and organized religion to be unnatural, for example, and they also go out of their way to strike at farms and ranches that attempt to confine or cultivate nature. The Ashbound prefer to avoid killing; their goal is to encourage their targets to abandon their unnatural ways and embrace the harmony of nature.

Children of Winter

Death, being a part of the natural order, draws some to its dark source of power. The Children of Winter seek to cleanse the land through blight, disease, and cold, believing that the strong will survive to populate the great spring that lies beyond their dark winter. The end of the current age is coming, as evidenced by the creation of the Mournland, and the Children of Winter see themselves as agents of nature—cleansing Khorvaire so that it can bloom anew.

Gatekeepers

They protect nature from unnatural threats, specifically aberrations, fiends, and other ancient evils.

Greensingers

This small druid sect maintains a strong bond with the fey of the Eldeen Reaches. As wild and chaotic as the forest spirits they revere, the Greensingers embrace revelry as they dance through the magical world of the forest and the fey.

Wardens of the Wood

The largest and most influential of the Eldeen sects, the Wardens of the Wood guard the plains and forests. They are most closely connected to the Great Druid Oalian.

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Class Traits

Hit Dice: d10. Skill Ranks: 6 + Int mod.
Bab: Good. High Saves: Fortitude & Reflex.
Class Skills: Climb, Craft, Handle Animal, Heal, K (geography),
K (nature), Perception, Ride, Stealth, Survival, Swim.
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Level Progression

lvl Class Features
1 ●Sect Ability 1
2 ●Hated Foe
3 ●Sect Ability 2
4 ●Favored Enemy
5 ●Sect Ability 3

Prerequisites

Base Attack Bonus: +5
Skills: Knowledge (nature) 3 ranks, Survival 5 ranks.
Powers: "Favored Enemy" class feature

Alignment: Varies by sect being joined:
Ashbound: Any neutral (but can't have arcane magic)
Children of Winter: Any non-good
Gatekeepers: Any non-chaotic
Greensingers: Any non-lawful
Wardens of the Wood: Any non-evil

Special: Before taking his first level in this class,
a character must train in the Eldeen Reaches with
other members of the sect that he wishes to join.

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Class Features

2.Hated Foe (Ex): When he attacks a creature that is his "favored enemy", an Eldeen ranger can spend 1 action point to make a mighty attack against that creature. If the mighty attack hits, it deals double damage. (This expenditure allows the Eldeen ranger to make this special attack; do not add the action point die roll to the attack roll.)

4.Favored Enemy (Ex): Gains a "favored enemy". This ability works just like the ranger’s favored enemy ability, and it allows the Eldeen ranger to increase the bonus against 1 of his favored enemies as if he'd just gained another favored enemy from the class the prerequisite came from.

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Sect Abilities

Ashbound

1.Resist the Arcane (Ex): Get +2 bonus on saving throws to resist arcane spells (this bonus doesn't apply to saves against spell-like or supernatural abilities.)
3.Ferocity (Ex): Continues to fight without penalty even while disabled or dying.
5.Spell Resistance (Ex): Gains SR (10 + character's level).
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Children of Winter

1.Resist Poison (Ex): Gets a +4 bonus on saving throws against poison.
3.Resist Corruption (Ex): Gets immunity to disease, and he also gains a +2 bonus on saving throws against mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects).
5.Touch of Contagion (Sp): Get the ability to spread disease, as the per the ''contagion'' spell, usable 3 times per day.
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Gatekeepers

1.Resist Corruption (Ex): Gains a +2 bonus on saving throws to resist the spell-like, supernatural, and psionic abilities of aberrations.
3.Darkvision (Ex): Gains darkvision out to 60 feet. If he already has darkvision, the radius of its effect increases by +30 feet.
5.Slippery Mind (Ex): Gains the ability to wriggle free from magical effects that would otherwise compel him. If character is affected by an Enchantment-type spell or effect and fails his save, he can try it again 1 round later at the same DC. He gets only this 1 extra chance to succeed on his saving throw.
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Greensingers

1.Resist Nature’s Lure (Ex): Get a +4 bonus on saving throws against the spell-like abilities of creatures of the "fey" type.
3.Unearthly Grace (Su): Add Charisma bonus (if any) as a modifier to all saving throws.
5.Damage Reduction (Su): Get DR 5/cold iron.
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Wardens of the Wood

1.Nature Sense (Ex): Get a +2 bonus on Knowledge (nature) and Survival checks.
3.Improved Critical (Ex): Get the "Improved Critical" feat for a thrown or ranged weapon of your choice.
5.Smite Evil (Su):

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Eldeen Rangers

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