#RangerWeek
Ranger Races/alternate racial Moves
What have you come up with?
So just some ideas:
Warforged
Ranger: Your animal companion was created just like you. Due to it’s superior programming it get’s an additional strength.
Half Orc
Ranger: If you Hunt and Track an Enemy you have bloodied and you roll a 6 or lower, treat it as a 7 instead.
Merfolk
Ranger: When you and your animal companion work together under water, it always counts as having the right training.
Halfling
Your animal companion gets +1 cunning forward when you are riding it and is always trained to be a riding animal.
Dwarf
You start with an Gunpowder weapon (+2 damage, reload, dangerous) and such weapons are never dangerous to you.
Gnoll
When you and your animal companion attack the same target your attack is messy
Will try to post some drives/backgrounds later.
Ravnica (a Magic the Gathering Setting) Rangers by
Edward Burke and me
–Rubblebelt Raider (Gruul): The soft folk of the city see trees and beats of burden and think them wild; only those of the Gruul Clans know the true wild. Your Animal Companion gains an additional strength of your choice but is always “ferocious” in addition to is other weaknesses.
–Conclave Roof Runner (Selsnya): The Rangers of the Selsnya Conclave stand with their Animal Companions as some of the greatest examples of their Guilds ideal of unity. You and your Companion share a bond beyond spoken words; add “linked” to your Companions strengths.
Ooze Wrangler (Simic): The Combine entrusts the care of their experiments to only those most skilled at handling them.
you can spend a few hours to shape your animal companion into a new form. Create it anew using the normal Animal Companion creation rules. in addition to its other features it is always an ooze.
–Stalker of the Swarm (Golgari): The Undercity is a realm of both festering rot and deadly predation. Only the most skilled of huntsmen dare the domain of the Golgari Swarm. When you make a Perilous Journey through the Undercity whatever for you take is automatically treated as if you had rolled a 10+
Enrico Ambrosi
The eternal repost:
Dwarf
When you are underground or in mountainous terrain, you are never lost and can always retrace your steps exactly.
Halfling
There is a very practical side to you. Your animal companion is always trained for Labor in addition to whatever other trainings it has.
Orc
Your animals are bred for war. Your animal companion has +1 armor and is always ferocious in addition to whatever other strengths it may have.
Arach: your parasitic creature can hide under your shell, and take discarded shell parts as armour.
I really don’t understand what this move is actually doing.
Your ranger companion gains some armour and has a place of safety; both purely fictional devices, but as the companion is fictional they work!
Howzabout…
Kobold
You may use Called Shot with a melee weapon, provided your enemy is surprised or helpless.
Mind Flayer
When you Hunt and Track a humanoid creature, on a 7+ the GM will reveal your quarry’s general level of tastiness. I mean intelligence.
Gnome
You may select a large badger or mole for your animal companion. The “labor” trick for these creatures includes creating traversible tunnels.
Jotunblood
You can speak to and understand ravens, and take +1 forward to interacting with them. (Generally through Parley or, rarely, Carouse — work with your DM to figure out how much the corpse you just offered a parliament of rooks is worth.)