Sea Ranger

  Description: 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.

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

   Requirements: 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).

   Primary Terrain: Required: Aquatic.

   Role: 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 find 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.

   Secondary Skills: Fisher, Navigator, Sailor, Shipwright, Trader/Barterer, Weaver.

   Weapon Proficiencies: Recommended: Dagger, knife, harpoon, sword (any), pole arm (any), trident; Optional: Belaying pin, cutlass, gaff/hook.

  Nonweapon Proficiencies: Bonus: Boating* or Seamanship; Swimming. Recommended: Cartography*, Direction Sense, Distance Sense*, Endurance, Fishing, Navigation, Riding (Sea-based)*, Rope Use. Barred: Agriculture, Blacksmithing, Chari-

oteering, Falconry*, Mining, Mountaineering, Riding (Land-based), Spelunking*, Stonemasonry.

   Armor/Equipment: Because heavy armor interferes with swimming and makes moving around a ship uncomfortable, most Sea Rangers wear armor with an AC of 8 or less.

   Species Enemy: Any aquatic creature is eligible as a species enemy.

   Followers: The primary terrain of all animal followers must be Aquatic. Any full elf follower is 80% likely to be an aquatic elf.

  Special Benefits:

   Sea Tracking: Because of his knowledge of prevailing winds, currents, and other general aquatic conditions, the Sea Ranger can effectively track waterborne craft and aquatic creatures. This is not so much a reading of physical signs as an instinctive deduction of the probable course and destination of the quarry. For purposes of general play, the Sea Ranger uses the normal Tracking proficiency check rules.

   Land Scent: When at sea, the Sea Ranger can smell the presence of land (including islands) within 50 miles. Further, if the Sea Ranger has ever been to that land before, he has a 10% chance per level of identifying it precisely.

   Sea Legs: The Sea Ranger has a fine sense of balance, which comes into play when he must fight on a narrow beam (such as a yardarm or boarding plank) or a pitching deck. Not only is he sure-footed under such conditions (avoiding any attack penalties for them), but any saving throws or Dexterity checks made to maintain his balance are made at a +2 bonus.

   Aquatic Combat: A Sea Ranger suffers no penalties to his attack rolls when in water; otherwise he follows the standard rules for underwater combat given in Chapter 9 of the DUNGEON MASTER Guide.

   Parliament of Fishes: When a Sea Ranger reaches 12th level, he may attempt to call a parliament of fishes. He may use this ability once per week. If successful, the Sea Ranger can demand a service of the school. Typical services include the location or recovery of small items, the provision of edible water plants, information about local monsters or conditions, and perhaps transport across a small body of water if the parliament members are large enough. Once a month this can be the equivalent of a commune with nature spell.

   To call a parliament of fishes, the Sea Ranger locates a pond, lake, or any other body of water containing aquatic life. Sometime between sunset and dawn, he kneels beside the body of water and concentrates for a full turn. An attack or interruption in any other way during this time will break his concentration, and he can't attempt to call a parliament of fishes until the following week.

   Otherwise, at the end of 10 rounds, 10-100 (10d10) fish or other aquatic creatures (as appropriate to the body of water) surface and stare expectantly at the Sea Ranger. The Sea Ranger must then toss an offering into the water; the gift may be food, a coin, or any other object of the rangers choice.

   The DM then rolls 1d10 and consults Table 50. If the offer was reasonably generous, increase the result by +1. If the offering was exceptionally valuable, increase the result by +2. If the offering was meager (a copper piece or a chunk of bread), decrease the result by -1. If the offering was essentially worthless (a bone or a chunk of rock), decrease the result by -2. The result can't be decreased below 1 or raised above 10.

Table 50: Parliament of Fishes Results

D10 Roll
Results
1-2
The fish immediately submerge; the offer is rejected. From dawn to sunrise the following day, the ranger suffers a -1 penalty to all attack rolls and ability checks.
3-7
The fish swim listlessly in circles for a few moments, then submerge; the offer is neither rejected nor accepted. The ranger is unaffected.
8-10
The fish dive and splash excitedly for a few moments, then submerge; the offer is accepted. The parliament grants the ranger a boon within their power.

   Special Hindrances:

   Tracking Limitation: A Sea Ranger's chance of tracking in non-Aquatic terrain is halved.

   Move Silently/Hide in Shadows: The Sea Ranger has neither of these abilities, replacing them with Sea Legs and Aquatic Combat.

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