Ranger Kits (CRH)

__TOC__
Although they share similar abilities and philosophies, no two rangers are quite alike. But how do you make one different from another?
This chapter offers a convenient solution in the form of character kits. Character kits are structured collections of proficiencies, traits, benefits, and limitations that help define different rangers as unique individuals. A kit can serve as a basis for a ranger's personality, background, and role in a campaign.
Character kits are entirely optional—ranger characters can get along without them just fine. But they're a lot of fun, adding color and depth to a campaign, as well as making rangers more interesting to play. We'll take a look at a number of kits in detail, and explain how to use them. We'll also give some tips on designing new kits from scratch.
==Acquiring Kits==
Players choose character kits for their rangers as part of the character creation process. Only one kit can be chosen for a particular ranger.
When creating a new ranger, begin by determining his ability scores (Player's Handbook, Chapter 1), race (PH, Chapter 2) and alignment (PH, Chapter 4). At this point, select a character kit, recording the pertinent information on the character sheet (the record sheets at the end of this book are designed for character kits; permission is granted to copy these pages for personal use). In accordance with the kit information, flesh out the character by determining other relevant details, such as character proficiencies (PH, Chapter 5; and Chapter 5 of this book) and equipment (PH, Chapter 6; and Chapter 7 of this book).
A player chooses a character kit at the outset of his ranger's career. It's possible, however, to incorporate the character kit rules into an existing campaign, providing the DM agrees that the kit is appropriate. A kit must be compatible with a ranger's personal history, his background, and his established personality traits. For example, the Mountain Man kit doesn't make sense for a ranger who's never been to the mountains. On the other hand, the Sea Ranger kit is a logical choice for a ranger who's spent most of his life at sea.
==DM Decisions==
Before players create their characters, the DM should examine each of the kits and consider the following questions:
Is this kit appropriate to the campaign? Not all kits fit with every campaign, and the DM is free to exclude any he feels are inappropriate. If the campaign takes place entirely on land, for instance, players may be barred from choosing the Sea Ranger kit. Before the players create their characters, the DM should tell them which kits are allowed and which are forbidden.
Do the players need additional information about any kit? Any campaign details relevant to a particular kit should be explained to the players before they create their characters. For example, the DM may announce that an army of orcs have allied with a group of stone giants and declared war against all Giant Killers, or that the local king has levied a hefty tax on anyone charging for guide services, Pathfinders included.
Are there changes in any kit? The parameters for each kit aren't engraved in stone, and the DM is free to make any changes he likes. He may decide that only female Guardians are allowed in his campaign world, or that all Justifiers must be members of a particular military order. All such changes should be made clear to the players before they create their characters.
==Kit Subsections==
All character kits described in this chapter consist of the following elements:
Description: This section describes the features that distinguish a character associated with this kit, including his cultural background, duties, manner, and appearance.
Requirements: Any special racial, ability score, or alignment requirements are listed here. Characters can't take the kit if they don't meet the listed qualifications. "Standard" means that no special racial or ability requirements apply to this kit. A good alignment is assumed.
Primary Terrain: Certain kits tend to be associated with specific environments. Required indicates that a character taking the kit must take the indicated primary terrain; if more than one type is listed, the player may choose whichever type he prefers. Recommended means that a character taking this kit is advised to use one of the listed primary terrain types, but isn't required to do so. Any means that there are no required or recommended types for this kit; the player may use any primary terrain he likes.
Role: The character's role in society and in a campaign is detailed here. Typical motivations, personality, and beliefs are examined, along with common relationships with other people, reasons for joining an adventuring party, and usual function within a party. Note that these traits don't necessarily apply to each and every character associated with this kit; players may shape the personalities of their characters based on these suggestions, or they may disregard them entirely and create personalities of their own design.
Secondary Skills: If you're using the rules for secondary skills from Chapter 5 of the Player's Handbook, the character is restricted to the choice of skills listed in this section, or "no skill."
Weapon Proficiencies: If you're using the weapon proficiency rules, a kit may require the character to take specific weapon proficiencies or choose from a restricted list. Alternately, the character may have the option of choosing from a list of recommended weapons.
Nonweapon Proficiencies: Although nonweapon proficiency rules are technically optional, they're strongly recommended when using ranger kits. However, if you're using secondary skills, you shouldn't use nonweapon proficiencies.
Bonus proficiencies are received free of charge; they cost no proficiency slots. A required proficiency must be taken and does cost slots. Recommended proficiencies are skills typical for the kit. They cost the normal number of proficiency slots. It's a good idea for a beginning player to spend all or most of the ranger's initial slots on recommended proficiencies. Barred proficiencies cannot be taken initially, though they can be taken during play.
An asterisk (*) indicates a new proficiency described in Chapter 5.
Armor/Equipment: Some character types tend to use specific equipment, while others have limitations on the items available to them. Requirements and recommendations are given here, along with any style preferences associated with the kit. Unless indicated otherwise, a character must buy the required equipment, including weapons, from his initial funds. Like all members of the warrior group, a ranger begins with 50-200 (5d4 * 10) gp. If he lacks the funds to buy all of his required equipment, he should buy as much as he can, then pick up the rest as soon as he gets the money.
Species Enemy: A particular species enemy may be required or recommended. If the enemy is required, the character has no choice; he must take the indicated creature as a species enemy. If more than one creature is listed as a required enemy, the character can pick the one he prefers. Recommended enemies are only suggestions; the character may choose one if he likes, or ignore the recommendation. Any means that a ranger should choose his species enemy normally, as described in Chapter 2.
Followers: As with the species enemy entry, this section may include either required or recommended followers. The DM should make sure that at least one of each required type shows up as a follower some time in the ranger's career (depending on there being enough slots available). Recommended followers show up at the DM's option. Any means that the character has no special follower restrictions or recommendations.
Special Benefits: All kits give special benefits that aren't normally available to other characters. Typical benefits include improved abilities, special relationships with followers, and reaction bonuses. All benefits are received free of charge, and don't count against the normal limitations of the ranger class.
Special Hindrances: To balance their special benefits, kits also carry special hindrances. Hindrances may include reaction penalties, cultural restrictions, or ability limitations. All special hindrances are in addition to any disadvantages normally associated with the ranger class.