Home Guard (Apath)

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The home guard is a ranger who uses his knowledge of terrain to advantage in combat. The home guard is a capable infiltrator and scout, but his focus on a certain environment often puts him in a defensive posture.

Class Information

This is a ranger archetype that fights better in certain terrains instead of against specific enemies.

Hit Dice: d10.

Class Features

The home guard has all the ranger's class features, except as noted.

Home Terrain (Ex)

Table: Home Terrain
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Planes (pick one, other than Material Plane)
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)

At 3rd level, a home guard may select a type of terrain from Table: Home Terrain. The home guard gains a +2 bonus on initiative checks and Acrobatics, Bluff, Climb, Knowledge (geography), Perception, Sense Motive, Stealth, and Survival skill checks when he is in this terrain. He also gets this bonus on attack and damage rolls when fighting in his home terrain. A home guard traveling through his home terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the home guard may select an additional home terrain. In addition, at each such interval, the bonus in all home terrains increases by +2, which also applies to attack and damage rolls as above.

If a specific terrain falls into more than one category of home terrain, the home guard's bonuses do not stack; he simply uses whichever bonus is higher. The bonuses from the home guard's home terrains do not stack with favored enemy bonuses; use only the best applicable bonus. This is a variant of the ranger's favored terrain ability and effects that apply to favored terrain work with home terrain. This replaces favored terrain and favored enemy from level 1, 10, and 20.

Hit And Run (Ex)

At 5th level, a home guard in home terrain can use the withdraw action as a move action, although if he does so, he can only move at his speed (not double his speed). This replaces favored enemy from level 5.

Home Terrain Stride (Ex)

At 11th level, a home guard gain the ability to move through natural hazards of his home terrains (such as bogs, loose sand, snow, ice, rock slides, and so on) at his normal speed without taking damage or suffering any other impairment (in effect, this is the woodland stride ability applied to non-plant environmental hazards). Terrain hazards that have been magically manipulated to impede motion still affect him. This replaces favored enemy from level 10.

Quarry (Ex)

At 15th level, a home guard can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a home guard can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A home guard can have no more than one quarry at a time and the creature must be in his home terrain when he marks it as his quarry. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the home guard sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour. This is a modification of quarry.

Master Home Guard (Ex)

A home guard of 20th level becomes a master home guard. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack in a home terrain at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the home guard's level + the home guard's Wisdom modifier. A home guard can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A home guard can use this ability once per day in each home terrain type he possesses, but not against the same creature more than once in a 24-hour period. This replaces master hunter.

Table: Home Guard

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1 2 3 4
1st +1 +2 +2 +0 Track, wild empathy
2nd +2 +3 +3 +0 Combat style feat
3rd +3 +3 +3 +1 1st home terrain , Endurance
4th +4 +4 +4 +1 Hunter's bond 0
5th +5 +4 +4 +1 Hit and run 1
6th +6/+1 +5 +5 +2 Combat style feat 1
7th +7/+2 +5 +5 +2 Woodland stride 1 0
8th +8/+3 +6 +6 +2 2nd home terrain, swift tracker 1 1
9th +9/+4 +6 +6 +3 Evasion 2 1
10th +10/+5 +7 +7 +3 Combat style feat 2 1 0
11th +11/+6/+1 +7 +7 +3 Home terrain stride 2 1 1
12th +12/+7/+2 +8 +8 +4 Camouflage 2 2 1
13th +13/+8/+3 +8 +8 +4 3rd home terrain 3 2 1 0
14th +14/+9/+4 +9 +9 +4 Combat style feat 3 2 1 1
15th +15/+10/+5 +9 +9 +5 Quarry 3 2 2 1
16th +16/+11/+6/+1 +10 +10 +5 Improved evasion 3 3 2 1
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight 4 3 2 1
18th +18/+13/+8/+3 +11 +11 +6 4th home terrain, combat style feat 4 3 2 2
19th +19/+14/+9/+4 +11 +11 +6 Improved quarry 4 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 Master home guard 4 4 3 3

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Favored Enemy
  • Favored Terrain
  • Hunter's Bond
  • Quarry
  • Master Hunter
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