Ranger
The imperials destroyed the forests your ancestors once ranged in order to fuel their mining and greed. The land now heals itself, but the wounds opened ways for evil things to enter the world. You roam the wilderness, hunting the monsters and evil that plague it.
- 3d6 sp, mix of imperial minted coins and hacksilver
- Rations (3 uses)
- Torch
- Short bow (d6)
- Repellent (choose an animal, 10 uses)
How do you track your quarry?
- Studying them carefully. You can learn about a creature by studying their movements and traces. Take boots that leave no trace.
- Strongly-scented arrows (10 uses). The scent is powerful enough to track with ease.
- Being pulled to them. Take two pull-stones (1 slot). Two jet-black stones. When separated, the stones will always roll in the direction of the other.
- A faithful companion. Hunting dog, 3 GD, 4 STR, 12 DEX, 8 WIL, bite (d6).
- Asking around. Take an ancient fairy finger-bone. When pressed to your throat, you can communicate with animals and you can understand them (3 charges). Recharge: Bury in a fairy circle.
- Feats of engineering. Take a bear trap (bulky).
What got the better of you?
- A pack of wolves. Take a de-scenting tarp (1 charge). Suppresses the smell of anything or anyone on the tarp for a watch. Recharge: Wash, hang to dry over a watch.
- A sentient grove of bleeding trees. You managed to escape and learn its weakness: fire. Take a quick-flame rod.
- Bandits. You were outnumbered, but somehow managed to scare most of them off. Take a falchion (d6).
- A blood-elk. Easier to stay out of its way. Take a fey-cloak. While wearing it and standing still, you blend into forests, caves, and other natural environments.
- A rolling blight. You nearly starved, but it made you more resourceful. When you forage or hunt, your yield dice is stepped up by 2 (1 becomes 1d6, 1d4 becomes 1d8, etc). Take a mortar and pestle.
- A pack of wolves that were allergic to silver. Now you’re allergic too. You can transform into a werewolf: 8 GD, 15 STR, 14 DEX, claws (d6+d6) or bite (d8). Your WIL remains the same. You can turn once per day but must make a WIL save to revert. Anyone left alive from your attacks must make a WIL save to avoid infection.
Some entries from the Marchguard and Fieldwarden from Cairn 2e.
Go to Bonds to round out your character.