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5 Questions Every Ranger Should Be Able to Answer

Frequently depicted as the paladins of the natural world, rangers are far more complex than that. They are the fighting force in the places few others dare to tread. They stand on the bridge alone, preventing others from passing. They are loyal to their cause, to an individual, to a group, or to an ideal. While their general mission of protecting those that cannot protect themselves against terrible dangers frequently draws them to the wilderness, they can be found in towns, cities, and royal courts. Some look upon them as vigilantes, working outside of the law while others see them as the only semblance of law where the local guard fears to stand watch.

Join us Fridays as we delve into the classes one at a time, helping you to get in touch with your character. Previously we had similar questions for the barbarian, bard, cleric, druid, fighter, monk, paladin, rogue, sorcerer, and wizard.

1) Where Do Your Loyalties Lie?

One does not simply walk into the mouth of danger for no reason. Even treasure hunters and tomb plunderers do not seek out terrible danger half as terrible as a ranger encounters on an average Tuesday. You face this danger out of loyalty to someone, some group, or to an idea. What is it that you are loyal to? Describe those you are loyal to. Is it your hometown? Maybe it is just your family. Perhaps it is something larger, like your people who have been persecuted by the crown for generations and no one is coming to help you in your people’s time of trouble? Maybe your kingdom was conquered, and you are one of the last of the royal guard, living in the wilderness to avoid detection by the new rulers, all this time you are carrying out your liege’s final request: protect the people.

2) Why Do You Continue On When Few Others Do?

The obvious answer here is, “because I am loyal to them,” but that is to easy of an answer. Others were loyal as well but they abandoned their such a dangerous situation. You are a ranger and stand your ground when few others do. Something drives you forward when prudence and good sense says to flee. What is it? Are you fighting to earn the respect of the parents of the one you love? Do you seek the safety of your family and your people? Did someone now gone save your life and you are fight on in your memory? What drives you into danger?

3) How Did You Become So Comfortable with Nature?

A ranger works among by the wild places in the same way a physician does surrounded by the sick. Some find those environs so dangerous, they will work hard to avoid them. You, however, fear it not and even find it comforting. That level of comfort does not come without any explanation. It can be as simple as growing up in a small town or as a serf child on a lord’s farm and you played in the woods when ever the adults were not looking. Perhaps you’re an orphan or a runaway that fled a city to avoid those from whom you had no defense, found people that took you in and loved you, so when they were in danger, you stood your ground. Even more, you learned to make friends with animals. Did you share with a wolf some meet from a deer you shot? Did you pull a thorn from a lion’s paw? Did you raise a dinosaur from an egg?

4) What Was The Most Memorable Danger You Encounter Alone?

Remember, this is a world where a hag can disguise a cave as a candy house so unsuspecting children will enter, and it can devour them before the parents realize their young are even missing. So any tale about some deadly foe you encountered should be more interesting than a mundane mountain lion or bobcat. Make it something not from our world like gremlins, kobolds, giants, demons, or a ravaging horde of undead. No matter how you survived, it should not be by strength alone. Relying on your arm strength is for fighters. You should have survived and even overcome by your wits. Did you have the zombie horde run off the cliff edge like lemmings? Did you tie the giant’s shoe laces together when he was asleep? Did you sic the gremlins on the kobolds?

5) Do You Really Like Your Fellow Adventurers More Than Your Animal Companion?

Jokes about rangers loving their wolves a little to much aside, rangers are people that spend less time around others than they do battling monsters. Because of that, they can be socially less adept than other classes. So their interactions with their fellow adventurers should be a little awkward. No place is that better illustrated than in the Lord of the Rings when Aragorn first meets the hobbits. He’s abrupt, gruff, and even off-putting. It is when he proves to the four that he is there to help that they begin to trust him. In the same way, if your character grows up away from civilization and does not choose any Charisma-based skills, then your character should be rough around the edges. While your character should always be well meaning, helpful to the group, and never a jerk, there is plenty of room there for your character to be less than socially graceful. The strong-silent type, always phrasing their thoughts in as few words as possible, is an excellent way of doing this. No matter how you portray your character, remember to be one of the group.

Iragui is our signature ranger. His kind are knows as dragonborn but some call them a dragonspawn or even a wyvaran. He and his kind are no strangers to the wild places far from human civilization. With so much smaller numbers than humans, they have to be brave and delve into deadly places with little backup. Iragui knows the sounds of the woods and the smells of the caves. He know if the smell of mold is harmlessly decomposing something dead or if he should draw his weapon. He knows to be ready for battle when the birds are suddenly silent. All these little cues he constantly pays attention to, sometimes so much he misses the casual conversations of his fellow adventurers. While that doesn’t make him the most friendly of travelling companions, they do appreciate it when he warns then that battle is about to begin.

Find the racial stats on this dragon-based race and all our other nature-friendly races in the Book of Heroic Races Compendium and Advanced Compendium for Pathfinder, Book of Heroic Races: Player Races 1 as well as Player Races 2 for Fifth Edition, and Book of Heroic Races: Age of Races 1 and Age of Races 2 for 13th Age.

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Pathfinder: Book of Magic: Dragon Spells and Archetypes

Are You a Sheep? No. You’re a Dragon. Be a Dragon!

Dragons should be terrifying with their thick scales and their huge jaws and their deadly breath weapons. The draconic ability to cast spells should be just as iconic and fear-inducing, which really cannot be done with the same spells any wizard can learn. At the same time, those that hunt down dragons need specialized spells to counteract the deadly abilities dragons possess. Arm yourself with these spells and archetypes and take down these deadly beasts.

Book of Magic: Dragon Spells and Archetypes is a great resource for any spellcasting character in the Pathfinder Roleplaying Game. This short supplement features:

  • 20 New Spells—Some for the dragon hunter, some for the dragon
  • 5 New Class Options—theme your character to associate your character more like a dragon or to hunt these wyrms

Make Your Dragons Terrifying or Tremble With Fear!

Download Book of Magic: Dragon Spells and Archetypes today at the JBE Shop, DriveThruRPG/RPGNow, the Open Gaming Store and Paizo.

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What Are We Up To?

We love to hear what our favorite game companies are working on as much as everyone else. Typically we do not announce very far in advance, but frankly, there is no reason not to share with you what we are working on. So here we go:

Coming in September is the previously announced Book of Magic: Dragon Spells and Archetypes. This book helps you to theme your character like someone that admires dragons, draws their power from a draconic ancestory or wants to hunt down dragons. With archetypes and class options like the draconic implement for the occultist or the wizard discoveries, there are quite a few ways you can create the character you want. Even more, there are spells in here ideal for those taking on a dragon, those that want to associate with dragons, or for dragons themselves. These spells enhance the natural abilities of dragons, making these creatures even deadlier, or penetrate straight them, turning them into useless wyrms. Look for this next month.

October sees the release of the Deadly Delves: Reign of Ruin adventure for both Fifth Edition as well as the Swords and Wizardry. Whether you prefer your games with modern rules or an excellent revisit of the classic game, this is an adventure your players will not soon forget. A black dragon attacks a town and the players track it back to its lair and encounter more than a few surprises along the way. Prepare for more than you expected in this adventure. We are hoping to bring you both version of this adventure at the same time, but one may be delayed (hopefully not too long).

This is where our schedule starts to get a little uncertain. We are working on the equivalent of the d66 Compendium for Starfinder (currently unnamed). I am just not certain it will be ready for its target launch in November. This book will be a handy toolkit for gamemasters of science fantasy names. It contains names of aliens, planets, moons, robots, guns, and a whole lot more. No Starfinder gamemaster will want to be without this book.

Coming in December is the Pathfinder adventure Deadly Delves: Nine Lives for Petane by Christen N. Sowards of Lost Spheres Publishing. They have a Kickstarter going on now; check it out. In Nine Lives the players need to resurrect someone from a crypt, but which corpse is the right one? To make matters worse, an evil cult has been using the crypt as their own private playground. Even worse, monsters keep appearing out of no where. Good luck solving the mystery when your GM decides to run this 13th level adventure.

That is all we have for you right now. We are working on so much more than that, but I cannot pin down a date when any of it will come out at this point in time. We hope you are as excited about it as I am.

Be sure to use Coupon Code OpenStore25 when you download our PDFs from the JBE Shop. Downloading direct from us helps us produce more of the games you love. As always you can find all of our PDFs at DriveThruRPG/RPGNow, the OpenGamingStore. and Paizo.

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Pathfinder: Everyone Needs Dragon Spells

Coming in September is the Book of Magic: Dragon Spells and Archetypes. As you can guess, this book contains spell and archetypes that are dragon-themed. So if your campaign features quite a number of dragons, this is definitely a supplement you NEED to grab ahold of. Some are designed to be used almost exclusively against dragons while others have a much wider use but still have dragons in mind during the spell’s creation.

Today I want to show off two such spells. The first is one every prepared spellcaster needs to know about before going into a dragon’s cave. The other has a much wider use than just dragons. I hope you enjoy them.

Deflect Breath Weapon

School abjuration; Level arcanist/sorcerer/wizard 2, cleric/oracle/warpriest 3, druid/hunter 3, magus 2, ranger 3
Casting Time immediate action
Components S
Range special
Area special
Duration instantaneous
Saving Throw none; Spell Resistance no
In a last ditch attempt, you pit your magic against the full force of a foe’s breath weapon. Depending on the type of breath weapon you can attempt the following.
Cone: You create a 15-foot long cone of force that you can place anywhere within 15 feet. All those that are within the cone’s area of effect gain a +8 bonus on their Reflex saves to evade the breath weapon’s effect.
Line: You attempt to deflect the line away by creating an angled wall of force 5 feet in front of you. The angled wall grants you a +10 bonus on your Reflex save. If you succeed on your Reflex save against the breath weapon you deflect the line either to the left or right of you (your choice) at a 45 degree angle, possibly causing it to hit other targets, who must make Reflex saves as normal for the breath weapon.

Heartseeker

School necromancy; Level arcanist/sorcerer/wizard 1, bloodrager 1, cleric/oracle/warpriest 2, magus 1, shaman 2, witch 1
Casting Time 1 standard action
Components V, S, F (heart)
Range touch
Target weapon touched
Duration 3 rounds + 1 round/2 levels (D)
Saving Throw none; Spell Resistance yes
Twisting the strands of fate, you imbue one weapon with a desperate need to seek vital organs. Upon a strike, you deal an additional 5 points of negative energy damage plus 1 point of damage per caster level (to a maximum of 15 points of damage) to the target. The magic dissipates after one hit.

Download all of the Book of Magic series by Jon Brazer Enterprises for your Pathfinder game at the Jon Brazer Enterprises Shop, DriveThruRPG/RPGNow, the Open Gaming Store, and Paizo.com.