w40k Ranger

This is a basic dnd Ranger modified for w40k.  Both Humans and Eldars can be rangers.  w40k Rangers reprsent the pinnacle of bravery: the character whose entire life revolves around investigating new and unfamiliar territory.  Be this as an army scout, an explorer or Eldar outcast, all revel in the glory of discovery and have the ability to live off the land and spy out enemy positions.

Level Progression: As the Monte Cook Ranger.

Class skills:  The ranger’s class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Climb (Str), Concentration (Con), Craft (Int/Dex), Handle Animal (Cha), Technical (Any) (Edu), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Use Rope (Dex), Search (Int), Spot (Wis), Swim (Str), and Survival (Wis). Bribery (Cha), Demolitions (Dex), Forward Observer (Int), Gather Information (Cha), Leader (Int/Char), P/Administration (Wis), Recruiting (Edu), Combat Engineering (Int), Driving (Dex), Gambling (Int), Gunnery (Wis), Liaison (Cha), Pilot (Int/Dex), Sense Motive (Wis). See Chapter 4 in the Traveller's Handbook for skill descriptions.

Skill Points at 1st Level: (6+Int modifier) x 4

Skill Points at Each Additional Level: 6 + Int

Prior History: As Army from T20.

Class Abilities: As the Monte Cook Ranger except Spell progression.

Spell Progression:  Spell progression for the w40k Ranger is replaced by Pyker Power Progression.  The number of powers per level remain the same and the number of Power Points is slightly inferior to a Psychic Warrior.  Rangers are bound by the same restrictions as Psychic Warriors in terms of taking powers (i.e. they must have the pre-requisite ability score).

Rangers may continue to progress in the Ranger class after they muster out of the Army.  They may choose to take either Gunslinger or Two-Weapon Fighting at level 1 as their class ability.  The same restrictions apply to both (must be in light armour).

At level 3 the character must take the Psi-Training feat or not receive any psionic abilities until they either muster out or take the Psi-training feat.  If the character musters out he automatically receives these awakened powers irregardless if he has taken Psi-training or not.  The disadvantage of not taking Psi-training means the Ranger is not a registered Psyker which makes him a wild talent and a target for the Inquisition.  Without Psi-training there is a cumulative 1% chance for every power used within a 1 hour period of the last power being used of attracting a Warp Entity.  This is the least of the Wild Rangers problems, as the Inquisition will make short work of him if caught.

 AttackFortitudeReflexWIll      
LevelBonusSaveSaveSaveSpecialPP0123
1+1+2+2+0Bonus Feat, Track, 0    
     1st Favoured Enemy     
2+2+3+3+0 0    
3+3+3+3+1 0    
4+4+4+4+1Bonus Feat21   
5+5+4+4+12nd Favoured Enemy31   
6+6/+1+5+5+2 41   
7+7/+2+5+5+2Bonus Feat511  
8+8/+3+6+6+2 811  
9+9/+4+6+6+3 1021  
10+10/+5+7+7+3Bonus Feat12211 
11+11/+6/+1+7+7+33rd Favoured Enemy14211 
12+12/+7/+2+8+8+4 16221 
13+13/+8/+3+8+8+4Bonus Feat182211
14+14/+9/+4+9+9+4 203211
15+15/+10/+5+9+9+54th Favoured Enemy223221
16+16/+11/+6+10+10+5Bonus Feat243221
17+17/+12/+7+10+10+5 263321
18+18/+13/+8+11+11+6 283322
19+19/+14/+9+11+11+6Bonus Feat304322
20+20/+15/+10+12+12+65th Favoured Enemy334322