Wilderness Protector (Character Kit)

==Wilderness Protector (Warrior Kit)==
Wilderness protectors are the humanoid equivalent of rangers. Some are respected by their tribes and work with them, but most are loners who abhor the selfish and destructive practices of many races and work to counter such excessive behavior.
Player character wilderness protectors join up with adventuring groups in order to accomplish larger goals or to defeat evil monsters they cannot hope to best on their own. When the goals of the group deviate from the wilderness protector's, the humanoid may leave to carry on his own mission.
Requirements: The following humanoid races may select the wilderness protector kit: beastmen, centaurs, voadkyn, minotaurs (rare), saurials, satyrs, and swanmays. Wilderness protectors abide by the requirements listed for the ranger class in the Player's Handbook.
Role: Like rangers, wilderness protectors defend the good and watch over forests and woodlands. They are excellent hunters and woodsmen, living by weapons and wits in the great outdoors. They are also ecological crusaders, near-fanatics who have taken it upon themselves to be nature's soldiers in the war they believe is being waged against the land.
Wilderness protectors are preservers of life. They defend nature against obvious threats while seeking out the secretive, more ominous dangers that lie in wait. They consider it their sacred mission to keep the wilderness safe from those who would exploit or destroy it.
Even those races with an affinity toward nature believe wilderness protectors to be fanatics. Most also consider them to be touched by the gods, and while they will have little to do with the protectors, they will not hinder them in any way.
Wilderness protectors are normally solitary beings, though they will team up with others in order to carry on their crusade. To many, the protectors seem crazed and quick to violence, but they never raise sword except in defense of life and nature. However, any slight against nature receives the same response. They love life and all its pleasures, living wild and free in the wilderness.
Player character protectors will join adventuring groups for a time, but they always keep their personal crusade foremost in their minds. They always try to persuade the group to help them, often while admonishing or lecturing them on their environmentally harmful habits. If the mission of the group ever contradicts or totally ignores the mission of the protector, he or she will depart. If the group ever performs deeds that are directly opposed to the protector's mission, the protector may be forced to confront them.
Weapon Proficiencies: Any.
Nonweapon Proficiencies:
* Bonus Proficiencies: Survival (woodlands), tracking.
* Recommended, General: Animal handling, animal noise, animal training, direction sense, hiding, leatherworking, riding (land based), swimming, weather sense.
* Recommended, Warrior: Animal lore, bowyer/fletcher, fishing, hunting, natural fighting, set snares, wild fighting.
* Recommended, Priest: Healing, herbalism, local history, religion, spellcraft.
* Recommended, Wizard: None.
* Recommended, Rogue: None.
* Forbidden: Charioteering, seamanship.
Equipment: Wilderness protectors cannot wear any armor heavier than studded leather. They cannot retain more equipment or treasure than they can carry.
Special Benefits: Wilderness protectors have all the special abilities of rangers as defined in the Player's Handbook.
Special Hindrances: Wilderness protectors have all of the limitations of rangers as defined in the Player's Handbook. In addition, they suffer a 3-point penalty to initial reactions of NPCs encountered.
Wealth Options: Wilderness protectors start out poor. Each begins with 3d4 x 5 gp.
Category:Character Kit
Category:Character Kit CBOH