Okay, now for the finale
I’ve paired down the kind of character class that I think I
could be comfortable role playing in Eberron over a long series of games. I’m going to build this character as a
Ranger, but with an axe to grind against mages.
From his public education in Q’barra he has learned a thing or two about
arcane knowledge (costs one feat), and fearing Q’barra would be drawn into the
conflict, took training as an Arcane Hunter (Complete Mage, pg. 32). In the time after the war, he has undertaken
use his skills, and particular knowledge, to explore the Mournland with an eye
to recovering it.
What does he feel about the world?
The world is devastated, and he’s chosen to focus on the worst
parts. While he keeps his mind open to
the ideas of Arcane magic, he is painfully aware of the dangers of magic out of
control. His attitude to mages starts
from cautious and drops to hostile when mages demonstrate a lack of control of their
abilities. He sees himself as a servant
of all humanity, but humans do stupid things and mages among the worst of
them. Sometimes saving a life means
cutting a limb. This is the grim reality
of a world after a hundred years of war.
Choosing Q’barra as a homeland is significant in its own
right. Q’barra’s common races represent
civilization, and its outward spread.
As a ranger, this character would take to the bush and fight the wild
things on their terms. He can be furious
with them, but he respects the wild for what it is. The Mournlands denizens would be very
different, existing in a ruined land, wild beasts horribly mutated, probably
painfully, by arcane magic out of control, he would work to put down the beasts
as a kind of mercy, all the while hating mages more and more. The warforged might seem to him deluded, and
he will fight them but more as a matter of business, or part of the struggle
between good and evil. This isn’t
personal.
I decided before that he was going to be human. I am just now review options for other common
race rangers.
For Human, take the base class from the
Player’s Handbook
For Half-elf, racial substitution levels
exist for Urban Rangers, who swap many deep commitments to nature for arcane street
magic, and urban tracking. While skill
mastery looks interesting at first glance, really I expect to use it with Hide,
which is exactly what the typical ranger has with Camoflage.
Elf Ranger just doesn’t go in the right
direction. They get nice bonuses against
undead and the like, but none of them are going to be useful in the Mournland
or Q’barra.
Shifters can also be rangers, and the 9th
level enhanced shifting power is cool, but not much else recommends itself.
I’ve had a long interest in going
further with illusions, and the Gnome Ranger could easily fill that desire
(Races of Stone, pg. 149-150), but it will take away the chosen enemy that is
arcanist. It has to be a Gnome racial
enemy, which does include humanoid (reptilian), and fits well enough in Q’barra. Taking this Racial substitution level just
means adjusting the character’s background to being disinterested in the wider
world, and focused more on the violence in Q’barra. It is almost perfect, except why is he in
Sharn where the game begins? Gnome can
work with a little bit of creative storytelling, and his proclivity with
illusions could kill whole adventuring parties in the Mournland just by getting
them lost (assuming the spells work right).
Any other race could be a ranger, but
they would all function pretty much like the human ranger, so unless they have
specific racial bonuses, there is not much point in continuing. The Mournlands are a dangerous place, so the
choice is between skill points (for humans), illusions (for Gnomes), and urban
advantages (for Half-elves).
There’s a lot of cities to comb through
to find the mage responsible for the Day of Mourning. A half-elf ranger with Arcane Hunter would be
singularly capable of pursuing the truth.
The adventure would be in surviving the hunt.
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