Saga of the Northlands
The drengr, or “capable warrior,” is a solitary warrior, more comfortable hunting or exploring on his own than joining a raiding crew. He has a special relationship with the spirits of the land and looks after their interests, and in turn they favor him with a guardian spirit and some small skill with magic.
Skill Groups: Athletics, Herbalism, Perception
Proficiencies: Hide Armor, Light Armor, Geography, Nature, Near Worlds, Dual Weapons, and see Combat Style below
The ranger casts his spells using godly magic. He uses the following table for spell slots per day:
Spheres: Each morning, the ranger chooses a number of spheres he will use that day. He may choose any two spheres from the following list:
Ranger Spells: All rangers can cast the following spells as soon as they gain access to the appropriate spell level, in addition to any spells from their chosen spheres:
1st: Endure Elements
2nd: Heal Animal Companion
3rd: Implacable Pursuer
Favored Enemy: Instead of choosing a monster type as a favored enemy, the ranger chooses Humans or Animals, or chooses one world other than Midgard and counts all creatures native to that world as his favored enemies.
Combat Style: Instead of Archery or Two-Weapon Fighting, the ranger chooses one of the combat styles below. He gains basic proficiency with the two proficiencies listed at 1st level, advancing them to master proficiency at 2nd level in place of a Combat Style feat, and he gains the listed feats at the appropriate levels.
|Style||Proficiencies||Improved Combat Style||Combat Style Mastery|
|Mobile Archery||Mobile Fighting, Projectile Weapons||Woodland Archer||Improved Precise Shot|
|Savage Fighting||Two-Handed Weapons, Unarmed||Snap Kick||Combat Brute|
|Weapon and Shield||Spears, Round Shields||Parrying Shield||Block Arrow|
|Sword and Axe||Axes, Swords||Great Cleave||High Sword Low Axe|
Determined: At 4th level, the ranger gains a +4 bonus on Concentration and Endurance checks and may always take 10 on those skills. This replaces the (now-nonexistent) Endurance feat he would gain at that level.
Dýrvættr: The ranger’s bond with the landvættir means that he is accompanied by a spirit of the land in animal form, though to any who cannot see or detect spirits his companion seems to be a normal animal in every way. See the Dýrvættr description at the bottom of this page for further details.
One with the Forest: At 12th level, the ranger gains the benefits of the standard ranger’s Camouflage and Hide in Plain Sight class features.
Celtic rangers forsake their martial training in favor of more spiritual training; instead of learning to fight with swords and axes, they learn to fight with claws and fangs alongside their bestial companions.
If the ranger chooses this alternate class feature, he gains the following features instead of the standard ranger class features:
Proficiencies: In addition to the standard proficiencies, choose any two Weapon proficiencies.
|2nd||Wild Knowledge||Combat Style|
|6th||Wild Shape (Small, Medium) 2/day||Improved Combat Style|
|11th||Wild Shape (Tiny, Large) 4/day||Combat Style Mastery|
Wild Shape (Su)
The ranger gains the ability to turn himself into any Small or Medium creature of the Beast body and back again once per day. He may change into any creature among his known forms, as long as the new form’s Hit Dice do not exceed the character’s ranger level. The ranger does not use the standard wild shape rules to determine what is gained and lost as part of this transformation; instead, use the altered polymorph rules for this campaign.
The effect lasts for 1 hour per ranger level, or until he changes back. Changing form (to beast form or back) is a standard action and doesn’t provoke an attack of opportunity.
A ranger loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. (The normal sound a wild raven makes is a squawk, so changing to this form does not permit speech.)
Wild Knowledge: The range gains master Geography and Nature proficiency.
The ranger’s dýrvættr companion has the exact statistics of a normal animal of its kind, plus the following special qualities, similar to those of a standard animal companion:
- Empathic Bond: The dýrvættr is treated as knowing every animal trick regardless of its Intelligence score, the ranger may command his companion as a swift action instead of a move action and need not make a Handle Animal check to do so, and the companion always has an attitude of Helpful towards him.
- Share Power: The ranger may have any godly spell he casts upon himself or any active sphere power he uses on himself, and any passive sphere powers he currently possesses also affect his companion. This ability only applies while the companion is within 30 feet; if the companion moves farther away, spells and active powers are suppressed until the companion returns within range.
- Unswerving Devotion: The ranger’s companion automatically succeeds on morale checks as long as it has line of sight to the ranger, and receives a +4 sacred bonus on all Will saves as long as it is within 30 feet of the ranger.
The ranger may choose for his companion to take on the form of any Dyr [normal animal] with no more hit dice than his ranger level so long as the place where he prays for his companion is related to the animal in some way or he prays over an object connected to the animal in some way (praying over a black bear’s tracks, while holding an eagle’s feather, while in a fox’s den, or the like); after the first time his companion takes on a given form, he may choose for it to take on that form again later without going through the same ceremony.
The ranger may choose an animal-like creature of a different type as long as he has proficiency in the appropriate Knowledge proficiency; the hit dice limit for a companion of this kind is 1/4 ranger level if he has Basic proficiency, 1/2 ranger level if he has Expert proficiency, and 3/4 ranger level if he has Master proficiency. The necessary proficiency is Upper Worlds for a Tankande [sapient animal] companion, Near Worlds for a Vadligjur [giant animal] companion, or Far Worlds for a Huvuddyr [primal animal] companion. He must also travel to the appropriate world for at least 24 hours before choosing such a companion; spending the same amount of time in a minor or major conjunction with that world is sufficient.