Urban ranger 5e

Urban ranger 5e DEFAULT

A variant ranger who stalks the treacherous streets of the city.

Class Features

All starting gold, skill points, class skills, hit dice, and class features all retained from base class, Ranger, unless noted.

Animal Companion: An urban ranger cannot have an animal larger than Medium as his animal companion.

Urban Tracking: An urban ranger does not gain the Track feat at 1st level. Instead, he gains the Urban Tracking feat, which allows him to use Gather Information to track down a missing person, suspect, or other individual within a community.

Wild Empathy: An urban ranger adds only one-half his class level to wild empathy checks, reflecting his limited connection with the natural world.

Favored Enemy: At the DM's discretion, an urban ranger may select an organization instead of a creature type as his favored enemy. For example, a character might select a particular thieves' guild, merchant house, or even the city guard. The favored enemy bonuses would apply to all members of the chosen organization, regardless of their creature type or subtype.

Spellcasting: The urban ranger's spell list is different from the standard ranger list. The following spells are eliminated from the urban ranger's spell list: animal messenger, charm animal, detect animals or plants, speak with animals, bear's endurance, hold animal, snare, speak with plants, command plants, diminish plants, plant growth, reduce animal, tree shape, water walk, commune with nature, and tree stride.

In exchange, the urban ranger adds the following spells to his class spell list: 1st—comprehend languages, detect chaos/good/evil/law, detect secret doors, message; 2nd—detect thoughts, knock, locate object, eagle's splendor; 3rd—discern lies, invisibility, speak with dead, tongues; 4th—dimensional anchor, locate creature, Mordenkainen's faithful hound, true seeing.

Woodland Stride: An urban ranger does not gain this ability.

Swift Tracker (Ex): Beginning at 8th level, am urban ranger may make a Gather Information check for his Urban Tracking feat feat every half hour without taking the normal —5 penalty.

Camouflage: An urban ranger does not gain this ability.

Hide in Plain Sight (Ex): An urban ranger can use this ability in any area, whether natural terrain or not.

Advancement

Class Skills: Eliminate Knowledge (nature), Knowledge (dungeoneering), and Survival from the ranger's class skill list.

Add Gather Information, Knowledge (local), and Sense Motive to the class skill list.

Class skills

Spells for Urban Ranger

Sours: http://dnd.arkalseif.info/classes/urban-ranger/index.html

Urban Shadow

When major towns grow, they often do so to the detriment of the traditional habitats of rangers and druids, which can end up destroyed or reduced to a fraction of their original size. However, these bloated cities have a wilderness of their own. Among the landfills and slums, at the periphery of respectable districts, a particular ecosystem takes form, and some rangers make it their domain.

Some of them cling to their former territories, seeking to preserve their traditions as best they can in a changing environment. They lead a guerrilla war against the rampant expansion of urban areas or the unrestrained exploitation of natural resources. Others thrive in these hostile places or make it their home, the better to infiltrate the heart of a system that threatens them and that they abhor. Some rangers even venerate vermin and filth as indispensable steps of the natural cycle. They live among refuse or subsist in the sewers below the streets of big cities, befriending the multitude of rats and pests that populate this underground world. As a result, their magic changes, but it still calls upon the forces of nature, albeit under a different guise.

Contents

Urban Favored Enemy

Starting at 3rd level, your urban ranger gains city-dwellers as their favored enemies. For a person to qualify as a city-dweller, regardless of the species they belong to, they must have spent most of their life in large towns. What qualifies as a town-as opposed to a rural community-is at the GM’s discretion.

Street Smarts

At 3rd level, you have grown familiar with the urban underbelly. You speak thieves’ cant.

You also gain proficiency in two of the following skills of your choice: Acrobatics, Deception, Insight, Intimidation, Investigation, Persuasion, Stealth, and thieves’ tools. If you choose a proficiency you already have, your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Fleeting Shadow

Beginning at 7th level, you know the spell vivacity.

In addition, as a bonus action on your turn, you can take the Dash, Disengage, or Hide action.

You also gain darkvision within 60 feet.

Vermin Companion

At 11th level, you live in symbiosis with the typical vermin of urban areas. You can add the following beasts to your eligible animal companions: swarm of bats, swarm of insects, swarm of rats, and swarm of ravens. If you choose one of these creatures, it follows the normal rules for the Animal Companion feat and the Animal Bond feature, with the following exceptions:

  • When you are in an environment where such a creature is likely to thrive, you only need a long rest to forge a bond with it.
  • Whenever you move, if your vermin companion occupies the same space as you, you can make it move with you at no cost.
  • As long as your vermin companion occupies the same space as you, whenever you take any type of damage except psychic damage, you can use your reaction to take half the damage. Your vermin companion takes the other half.
  • When you spend a 3rd-level spell slot to use your Animal Bond feature, your companion has immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Thrive in Filth

When you reach 15th level, urban pests become your guardian angels. You gain the following effects, which only apply if your animal companion is a swarm of beasts:

  • As long as your companion occupies the same space as you, you are immune to poisons and diseases.
  • Your vermin companion can cast revivify on you only, without spell components, by using one of your spell slots of 3rd level or higher. When this occurs, you and your companion can teleport over 60 feet in the same direction of your choice.

Section 15: Copyright Notice

Fateforge Role-Playing Game Adventurers Core Rulebook Copyright © 2019 Studio Agate Joëlle ‘Iris’ Deschamp

Sours: https://www.5esrd.com/classes/ranger/ranger-archetypes/urban-shadow/
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Urban Ranger (UA, Cityscape)

Ranger

The urban ranger stalks the treacherous streets of the city, relying on his knowledge of alleyways and underworld contacts to keep him alive.

Replaces: Favored Enemy, Track, Wild Empathy, Animal Companion, Camouflage, Woodland Stride, Perceptive Tracker, Explorer, Expert Explorer, Seasoned Explorer, Swift Tracker, Experienced Tracker, Instinctive Tracker, Master Tracker, Nature's Bounty, Trophy Hunter, Dangerous Game.

Class Skills

  •  Eliminate Knowledge (nature), Knowledge (dungeoneering), and Survival from the ranger's class skill list.
  •  Add Gather Information, Knowledge (local), and Sense Motive to the class skill list.

Class Features: The urban ranger has all the standard ranger class features, except as noted below.

  • Rival Organization (Ex): At 1st level, the ranger chooses one particular organization that he has studied in depth. This could be a guild, a noble house, a church, or any similar specifically defined entity. (See Chapter 3: Politics and Power in Cityscape for definitions and samples of these groups.) Due to his knowledge of how the organization operates, he gains a +2 bonus on Bluff, Intimidate, Gather Information, Knowledge (local), and Sense Motive checks made against, or pertaining to, members of that organization. Likewise, due to his heightened awareness around these individuals, he gains a +2 bonus to Armor Class against members of this group.
    • At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional rival organization. In addition, at each such interval, the bonus against any one rival organization (including the one just selected, if so desired) increases by 2.
  • Spellcasting: The urban ranger's spell list (for use with his Runic Hunter class feature) is different from the standard ranger list.
    • The following spells are eliminated from the urban ranger's spell list: animal messenger, charm animal, detect animals or plants, speak with animals, bear's endurance, hold animal, snare, speak with plants, command plants, diminish plants, plant growth, reduce animal, tree shape, water walk, commune with nature, and tree stride.
    • The following spells are added to the urban ranger's spell list:
      • 1st—comprehend languages, detect chaos/good/evil/law, detect secret doors, message;
      • 2nd—detect thoughts, eagle's splendor, knock, locate object;
      • 3rd—discern lies, invisibility, speak with dead, tongues;
      • 4th—dimensional anchor, locate creature, mage's faithful hound, true seeing.
  • Urban Tracking (Ex): An urban ranger gains Urban Tracking (Cityscape 64) as a bonus feat.
  • Voice of the City (Ex): Through a combination of body language, tone, and expression, the urban ranger can make himself understood by those who do not speak his language, and he can interpret their meaning the same way. Simple concepts that can be conveyed in a few words (such as "Help!" or "Drop your weapon!") can be conveyed automatically. More complex concepts require him to make a roll: d20 + his class level + either his Wisdom modifier (if trying to understand someone else) or Charisma modifier (if trying to make someone else understand him). Roll each only once per conversation. If he fails, he cannot try to communicate with that specific individual via this ability until he has gained a level. (Thus, it is possible, if he succeeds in one roll but fails in the other, to hold a conversation where you can understand the other speaker but they cannot understand you, or vice-versa.)
    • The DC of the roll depends on creature type and how closely the individual's language is related to any of his own. The ability works most effectively with other humanoids. In this case, if the individual's language uses the same alphabet as any language he knows, the DC is 20. If it does not, the DC is 30. (See Speak Language, PH 82, for this information.)
    • The above DCs increase by 5 if the speaker is a fey, giant, or monstrous humanoid; they increase by 10 if the speaker is an elemental. If the other individual is of any other creature type, he cannot communicate via this ability.
    • If the speaker is deliberately trying to make himself understood, the urban ranger gains a +2 circumstance bonus on this roll. If he is attempting to interpret his speech from outside normal conversational distance (such as eavesdropping), he takes a -4 penalty on this roll.
    • In addition, he gains Speak Language as a class skill.
  • Crowd-Walker (Ex): At 2nd level, when moving through a crowd the urban ranger moves at his normal rate, rather than requiring two squares of movement for every square as is normal. In addition, light debris does not impede his movement, and he treats heavy debris as light debris. Any other sort of rough terrain impedes him normally, however.
  • Urban Explorer (Ex): A 3rd level ranger always knows what direction the nearest urban shortcut (often alleyways, sewers or utility tunnels) is from his current position, as long as he is in a settlement that has those features. Additionally he may use his Wisdom modifier in place of his Intelligence on Knowledge (Local) and Knowledge (Geography) skill checks.
  • Gentrification: At 4th level, a ranger may increase an ability score by +1. An ability score can not be raised past 20 using this class feature. At 8th, 12th, 16th, and 20th level a ranger may increase another ability score. The ability score increased need not be different each time, as long as it is not raised past 20. The bonuses gained from this ability stack with those gained regularly by characters every 4 levels.
  • Urban Companion (Ex): The urban ranger gains the companionship of a smaller but far more intelligent creature than he otherwise would have. This is identical to the sorcerer's ability to summon a familiar (PH 52), including all benefits granted and gained by the familiar, except as noted below. His functional level for determining the abilities of the companion is equal to his ranger level -3.
    • He does not lose experience points if his urban companion is slain, and he requires only 24 hours to replace one who is lost.
    • His urban companion has total hit points equal to 3/4 his own hit points, rather than half as per a familiar.
    • The urban companion gains the ability to speak with other animals of its kind when he has an effective master level of 1st, rather than 7th.
    • When he reaches an effective master level of 7th, he can speak with animals of her companion's kind, as per speak with animals. This is a supernatural ability that functions constantly, and it requires only a free action to reactivate if somehow dispelled.
  • Expert Urban Explorer (Ex): A 6th level ranger gains a climb speed equal to half his land speed, and can safely rappel down the side of a wall with a DC 20 climb check, reducing fall damage to a single fall damage dice. The wall must have a pipe, handholds, flag poles, or similar outcroppings for him to hold onto while doing this, but otherwise he can drop up to 200ft a round using this ability. If he does not yet hit the floor at the end of the round he can choose to hold his position and take no fall damage, or continue falling and add on more fall damage. Additionally, a ranger of this level can see twice as far in the fog, smog, and other similarly visually impairing conditions.
  • Hidden Stalker (Ex): At 7th level, the urban ranger no longer takes a -5 penalty on Hide checks when moving faster than half speed, nor does he take the standard -10 penalty when attempting to hide during a brief distraction. In addition, the presence of other people within 5 feet is considered sufficient cover for him to hide, making it easy for her to vanish into a crowd.
  • Swift Urban Tracker (Ex): Beginning at 8th level, an urban ranger may make a Gather Information check for his Urban Tracking feat every half hour without taking the normal -5 penalty.
  • Hide in Plain Sight (Ex): While in any sort of urban terrain, an urban ranger of 9th level or higher can use the Hide skill even while being observed.
  • Seasoned Urban Explorer (Ex): A 9th level urban ranger can take 10 on Knowledge (Geography) and Knowledge (Local) checks, and he can cast Teleport 1/day as a wizard equal to his class level. He can only use the teleport ability to settlements he has either been to or has seen/can see, but as a result he is always on target. He also always know the direction towards the nearest settlement from his current position. He does not know the distance from his position, but has a general idea of whether it is near or far it may be.
  • Efficient Tracker (Ex): At 10th level, an urban ranger reduces the number of Gather Info checks required to find someone by 2 (minimum 1). More rolls may still required to follow any leads.
  • Socialite (Ex): At 11th level, the urban ranger becomes so certain in the use of Gather Info that the character can use it reliably even under adverse conditions. When making a skill check with Gather Info, the ranger may take 10 even if stress and distractions would normally prevent the character from doing so. Additionally he can make regular Gather Info checks in only an hour, and he never draws attention to himself while gathering information.
  • Experienced Urban Tracker (Ex): At 12th level, an urban ranger may make a Gather Information check for his Urban Tracking feat every 15 minutes without penalty, assuming he can cover the distance required in time.
  • Hunter's Mark (Ex): In combat, a ranger of 15th level or higher may designate an enemy as his mark as swift action. For the next hour per level, the ranger's critical threat range increases by 2 and multiplier increases by 1 against that specific enemy. A ranger may only mark one enemy at a time, and cannot change the mark until the mark has either been defeated in combat, the duration expires, or the ranger rests for at least 8 hours. These effects are doubled if his mark is a member of a rival organization
  • Master Urban Tracker (Ex): At 16th level, an urban ranger takes a free action to make Gather Information checks for his Urban Tracking feat, allowing him to track people down as fast as he is able to move.
  • Cat and Mouse (Ex): For every round the urban ranger is in combat with a member of his rival organization, his rival organization bonuses against them increase by 1. If a round is spent where he is not attacking the rival organization's member, but they are attacking him, the rival organization bonuses increases by 1d6 that round instead. Successfully damaging the rival organization's member resets his rival organization bonuses at the beginning of the next round.
    • For the purposes of this class feature, being in combat is defined as either using an attack action against an enemy, or the enemy using an attack action against the ranger.
  • One with the City (Su): At 20th level the Urban Ranger becomes so intune with urban environments that he forms a special bond with cities as if they were alive and helping him. While in any urban environment the urban ranger the ranger gains the benefit of the following:
    • He is treated as being under the effects of a Foresight spell. He gains fast healing 5 while not in combat.
    • No matter where he sleeps he is treated as if under the effects of the Endure Elements spell. 
    • When he awakens from at least 8 hours of rest, all his lost hitpoints, ability points (both damage and drain), and negative levels are restored healed. 
    • His Wisdom, Charisma, and Luck scores all gain a +6 Enhancement bonus, as well as another ability score of his choosing (he may change this once per day while meditating for his spells). 
    • He does not need to eat, but may at no penalty if he chooses (he becomes hungry again as normal after leaving the urban environment). 
Sours: https://triplecrit.fandom.com/wiki/Urban_Ranger_Variant

Is my Urban Ranger Class Archetype / Variant balanced?

(Homebrewery Link)

Design Considerations

I used various Reddit comments, the Pathfinder 1e Ranger Archetype, and the 3.5 UA Archetype as my guides for this class variant. The idea is to use the Alternate Class Features UA (maybe also in Tasha's?) to flavor the Ranger without creating a class from scratch.

The Class Archetype / Features

Alternate Skills

Choose three from Animal Handling, Athletics, Insight, Investigation, Perception, Persuasion, Stealth, and Survival (removed Nature from the stock list)

Alternate Spell List

The urban ranger's spell list is different from the standard ranger list. The following spells are eliminated from the urban ranger's spell list:

1st Level

Animal Friendship, Speak with Animals

2nd Level

Animal Messenger, Barkskin, Locate Animals or Plants, Spike Growth

3rd Level

Conjure Animals, Plant Growth, Speak with Plants, Water Walk

4th Level

Conjure Woodland Beings

5th Level

Commune with Nature, Tree Stride

In exchange, the urban ranger adds the following spells to their class list:

Cantrips

Friends, Message

1st Level

Charm Person, Comprehend Languages

2nd Level

Detect Thoughts, Hold Person, Knock, Invisibility

3rd Level

Dispel Magic, Glyph of Warding,Speak with Dead, Tongues

4th Level

Faithful Hound

5th Level

Hold Monster, Mislead

Recommended Alternate Class Features

Because of the multiple sources, I ended up with two options to replace Land's Stride. It's entirely possible that mixing them would be enough, but I didn't want it to end up OP so I opted to give the player a choice.

  • City Explorer
  • Favored Enemy, Revised
  • Urban Awareness
  • Greater Favored Enemy, Revised
  • Favored Community
  • Push Through or Fleet of Foot
  • Blend In

Alternate Class Features

City Explorer

1st-level ranger feature (Replaces Natural Explorer)

You are a master of navigating the winding streets and alleyways of cities and towns, and you react with swift and decisive action when attacked. This grants you the following benefits when inside a town or city:

  • You ignore difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled in urban navigation. You gain the following benefits when traveling for an hour or more:

  • Difficult terrain doesn't slow your group's travel.
  • Your group can't become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you scrounge, forage, or dumpster-dive, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Favored Enemy, Revised (Urban)

1st-level ranger feature (Replaces Favored Enemy)

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in cities and towns.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

Another alternative, with the DM's approval, an urban ranger may select an organization instead of a creature type as his favored enemy. For example, a character might select a particular thieves' guild, merchant house, or even the city guard. The favored enemy bonuses would apply to all members of the chosen organization, regardless of their creature type or subtype.

You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Intelligence (Inivestigation) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. Also, if the Alternate Ability Skills variant rule is being used, you have advantage on Charisma (Investigation) to gather information about your chosen enemy.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Urban Awareness

3rd-level ranger feature (Replaces Primeval Awareness)

Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the city around you.

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you, or within city limits, whichever is smaller. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.

If there are multiple groups of your favored enemies within range, you learn this information for each group.

Greater Favored Enemy, Revised (Urban)

6th-level ranger feature (Replaces Favored Enemy improvement)

At 6th level, you are ready to hunt even deadlier game. Choose a second type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two more races of humanoid (such as gnolls and orcs) as favored enemies, or an organization with the DM'S approval. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.

Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

Favored Community

6th-level ranger reature (Replaces Natural Explorer improvement)

At 6th level, the urban ranger forms a bond with a community. This grants you the following benefits when inside this favored community:

  • You gain a +2 on initiative rolls
  • You have advantage on Perception, Stealth, and Survival skill checks.

An urban ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).

For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community.

This feature may be taken again at 10th level, replacing the Natural Explorer improvement, to select another favored community.

Fleet of Foot

8th-level ranger feature (Replaces Land's Stride)

Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

Push Through

8th-level ranger feature (Replaces Land's Stride)

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. In addition, you can move through the space occupied by local citizens as if they were allies. This does not apply to creatures intent on harming you. Areas that are enchanted or magically manipulated to impede motion, however, still affect you.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Blend In

10th-level ranger feature (Replaces Natural Explorer improvement)

At 10th level, you can cast Disguise Self as a bonus action, when inside your favored community. In addition to this, when a creature uses its action to discern that you are disguised, it must succeed on an Intelligence (Investigation) against your Dexterity (Stealth) roll instead of your spell save DC.

This does not expend a spell slot, but you cannot use this feature again until you finish a short or long rest.

\$\endgroup\$Sours: https://rpg.stackexchange.com/questions/177830/is-my-urban-ranger-class-archetype-variant-balanced

Ranger 5e urban

UA:Ranger Variant: Urban Ranger

This material is published under the OGL

Ranger Variant: Urban Ranger

The urban ranger stalks the treacherous streets of the city, relying on his knowledge of alleyways and underworld contacts to keep him alive.

Class Skills: Eliminate Knowledge(nature), Knowledge(dungeoneering), and Survival from the ranger's class skill list. Add Gather Information, Knowledge(local), and Sense Motive to the class skill list.

Class Features

The urban ranger has all the standard ranger class features, except as noted below.

Animal Companion: An urban ranger cannot have an animal larger than Medium as his animal companion.

Urban Tracking: An urban ranger does not gain the Track feat at 1st level. Instead, he gains the Urban Tracking feat (see the sidebar), which allows him to use Gather Information to track down a missing person, suspect, or other individual within a community.

Wild Empathy:An urban ranger adds only one-half his class level to wild empathy checks, reflecting his lmited connection with the natural world.

Favored enemy: At the DM's discretion, an urban ranger may select an organization instead of a creature type as his favored enemy. For example, a character might select a particular thieves' guild, merchant house, or even the city guard. The favored enemy bonuses would apply to all members of the chosen organization, regardless of their creature type or subtype.

Spellcasting: The urban ranger's spell list is different from the standard ranger list. The following spells are eliminated from the urban ranger's spell list: animal messenger, charm animal, detect animals or plants, speak with animals, bear's endurance, hold animal, snare, speak with plants, command plants, diminish plants, plant growth, reduce animal, tree shape, water walk, commune with nature, and tree stride.

In exchange, the urban ranger adds the following spells to his class list: 1st--- comprehend languages, detect chaos, detect good, detect evil, detect law, detect secret doors, message; 2nd---detect thoughts, knock, locate object, eagle's splendor; 3rd---discern lies, invisibility, speak with dead, tongues; 4th---dimensional anchor, locate creature, mage's faithful hound, true seeing.

Woodland Stride: An urban ranger does not gain this ability.

Swift Tracker (Ex): Beginning at 8th level, an urban ranger may make a Gather Information check for his Urban Tracking feat every half hour without taking the normal -5 penalty.

Camouflage: An urban ranger does not gain this ability.

Hide in Plain Sight (Ex): An urban ranger can use this ability in any area, whether natural terrain or not.

Urban Tracking[General]

You can track down the locations of missing persons or wanted individuals within communities.

Benefit: To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town.

The DC of the check, and the number of checks required to track down your quarry, depends on the community size and the conditions:

If you fail a Gather Information check, you can retry after 1 hour of questioning. The DM should roll the number of checks required secretly, so that the player doesn't know exactly how long the task will require.

Normal: A character without this feat can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 hours and doesn't allow effective trailing. Special: A character with 5 ranks in Knowledge(local) gains a +2 bonus on the Gather Information check to use this feat.

Community SizeDCChecks Required
Thorp, hamlet, or village51d3
Small or large town101d4+1
Small or large city152d4
Metropolis202d4+2
ConditionsDC Modifier
Every three creatures in the group being sought-1
Every 24 hours the party has been missing/sought+1
Tracked party "lies low"+5
Tracked party matches community's primary racial demographic+2
Tracked party does not match community's primary racial demographic-2

You can cut the time between Gather Information checks in half (to 30 minutes per check rather than 1 hour), but you take a -5 penalty on the check.


Back to Main Page → Variant Rules → Classes → Variant Character Classes

Sours: https://www.dandwiki.com/wiki/UA:Ranger_Variant:_Urban_Ranger
Ranger subclasses Ranked: D\u0026D

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