Page 17 - SUD_ Player - The Homebrewery
P. 17

Race, Class, & Ability Changes
            We have introduced some clarifications and rules to help preparing for the quest easier as well as more balanced.

           Ranger Changes


           The Ranger now gets the option of a favoured terrain, The dungeon
           master will tell you the type of the terrain based on the following options:
             Ruins (D ungeons,  Caves)
             Urban Sprawls ( Cities, Towns,  Villages)
             Forests
             Seas ( Oceans, Rivers, Lakes,  Coasts)
             Swamps
             Mountains ( Cliffs, Mountains,  Canyons)
             Underdark
             Tundras
             Deserts
             Astral Sea (v oids, bag of holding)
             Plains
           You can have a number of favoured terrains equal to your Intelligence
           Modifier.

           Once per day, you can spend 8 hours reasearching a new favoured terrain,
           or spend time traversing the terrain, in order to add it to your favoured
           terrain list. (t he time can be reduced by the  GM if you have access to a
           place, person or resource to gain this information, such as a well stocked
           librar y with documents about the terain of interest. Having the Sage
           background can reduce the cost of this activity.

           You will have the following benifits whilst in your favoured terain:
             The party moves twice as fast when traveling and the party's
             movement speed is increased by 5ft
             You do not suffer from difficult terrain effects that are native to your
             favoured terrain
             You gain a +5 to your Passive Perception
             Once per long rest, you can give an ally within 5ft advantage on a Dex
             Saving throw whilst in the terain
             You gain a +5 to Histor y or Nature skill checks when tr ying to recall
             knowledge about this terain and the creatures that live therein.
             You become adept at using the terrain to your advantage, and can point
             out all locations within sight that can be used as cover. The natural
             cover constitutes as up to 1/2  cover from all enemies, even locations
             that may not normaly be used as cover such as a ditch in the sand. The
             GM can circle locations on the map that can be used as cover and tell
             you how much cover it will provide. Alternatively, a  GM can Rule that
             you and your party gain +1 to AC whilst in this terain.
             You gain a +5 to Sur vival skill checks when tr ying to forrage for food
             and water.






































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