Playbook: Fae Ranger

You are a remnant of one of the hidden communities of the fae. The forests and wilds are your home, and you wander freely within them, watching communities of men, tracking destructive pirates, and protecting the wild places of the world. Now you live near a human colony and have taken a liking to several of the locals.

Prerequisites: May not be Human. Favored Class must grant the Favored Enemy class ability.
Starting Stats: You are adept at remaining hidden and finding your way in the wilderness. Your Dexterity and Wisdom begin at 10, and all of your other ability scores begin at 8.
Initial Equipment: Peasant’s Outfit, a Dark Cloak, Leather Armor, a Dagger, a Shortbow, a Quiver w/ 20 Arrows, 5 days Elven Trail Rations, and no money.
Free Trait: Choose one Campaign Trait or Family Trait (consult DM for possible limitations on Campaign traits).

What was your childhood like?

1d12 Before the rise of men, where did your faerie family of old make its home? Gain
1 They lived atop the trees in a hidden glade. +2 Wis, +2 Dex, +1 Con, Canopy Prowler trait
2 They ruled from slender towers of arcane construction. +2 Int, +1 Dex, +1 Wis, +1 Cha, Arcane Dabbler trait
3 They manned delicate craft on a clear river. +2 Dex, +1 Str, +1 Int, +1 Wis, River Freedom trait
4 They dwelt beneath the earth with other sorts of fae beings. +3 Con, +1 Int, +1 Wis, Cold and Calculating trait
5 They roamed open grasslands, hunting the beasts that grazed there. +2 Dex, +2 Wis, +1 Str, Savannah Hunter trait
6 They were the high fae, and ruled a court of the faeries in the heart of the forest. +2 Cha, +1 Con, +1 Int, +1 Wis, Offspring of the Ascension trait
7 They dwelt always near men, making friends more easily than others of their kind. +2 Cha, +1 Dex, +1 Con, +1 Wis, Woodland Diplomat trait
8 They lived far to the north in glistening spires of icy rock. +2 Con, +2 Int, +1 Wis, Tundra Child trait
9 Your people always wandered, never staying long in one place. +2 Dex, +1 Str, +1 Int, +1 Wis, Desert Nomad trait
10 Their constant companions were the beasts of the wilderness, with whom they lived in simple harmony. +2 Dex, +1 Str, +1 Wis, +1 Cha, Feral Heart trait
11 They built great hidden libraries and stored the world’s forgotten knowledge. +3 Int, +1 Wis, +1 Cha, Arcane Student trait
12 Their home was a great city, the likes of which the earth may never see again. +1 Str, +1 Dex, +1 Int, +1 Wis, +1 Cha, Eyes and Ears of the City trait

Add a location to the village.

1d8 What caused you to leave your enclave? Gain
1 Your family was slain by your own kind. +2 Str, +1 Wis, Scarred Descendant trait
2 Your fearless curiosity led you far from home. +2 Cha, +1 Int, Fearless Defiance trait
3 Being a kind-hearted soul, you believe that men and the fae can help one another. +2 Int, +1 Wis, Easy Way or the Hard Way trait
4 You wanted to seek knowledge which your own people did not have. +2 Int, +1 Wis, Dawnflower Initiate trait
5 You decided that the age of exploration had arrived, and wanted to be a part of great deeds. +2 Wis, +1 Con, Open-Minded Explorer trait
6 You were confident that your unusual skills would help you earn your way among men. +2 Dex, +1 Int, Hunter’s Knack trait
7 You wanted to confront the ancient enemies of your people. +1 Str, +1 Con, +1 Int, Knowing the Enemy trait
8 Most of your enclave journeyed to back to faerie. +1 Dex, +1 Int, +1 Wis, Gate Keeper trait
1d8 When you left your own people, you found it difficult to live with humans. However, the other characters became your fast friends. Who else became your friend? Gain
1 The blacksmith was kind to you, and you often sat at his forge, trading stories. +2 Str, +1 Cha, a suit of Scale Mail.
2 The hunters taught you much human woodcraft, and learned much of yours. +2 Dex, +1 Wis, a Masterwork Survival Kit.
3 Most humans found you too strange, and were frightened of you. You spent much time alone. +1 Con, +1 Int, +1 Wis, a Masterwork Backpack.
4 One of the human elders told you ancient stories of elves and men. +2 Int, +1 Wis, an Adventurer’s Chronicle (history).
5 Grandmother Weaver said you were not the first of your kind she had met. +2 Wis, +1 Dex, any one Weapon with your race in the name.
6 Shockingly, you had a tryst with a young, beautiful human. +2 Cha, +1 Con, their undergarments (functions as per the Bestow Token feat).
7 You served your time with a human militia, aiding them in the protection of their lands. +1 Str, +1 Con, +1 Cha, a One-handed Martial Weapon (your choice) and a Light Steel Shield.
8 The old witch was fascinated by you, and the two of you would trade secrets. +1 Dex, +1 Int, +1 Wis, scrolls of any two 1st-level Witch spells (your choice).

Add an NPC to the village.

You began to wander the wilderness. What has happened to you since you became a wanderer?

d6 Since you settled in the lands of men, where do you find solitude? Gain
1 A forgotten grove of trees deep in the forest. +2 Dex, Seeker of Brightness trait
2 A faerie well in the middle of a grassy clearing. +2 Wis, Marked by Nature’s Magic trait
3 The remnants of an elven temple, now overgrown and fallen. +2 Int, Faith’s Hunter trait
4 A rocky cave which you sometimes share with the creatures of the forest. +2 Wis, Earth-Touched trait
5 Your own veiled platform in the branches of a high tree. +2 Str, Evasive Sting trait
6 A spring of clear water tended by a gentle dryad. +2 Cha, Water Touched trait
d6 What song did your people teach you underneath the limbs of the world tree? Gain
1 You learned to speak to the trees of the forest; they bend to your fae majesty. +3 Cha, Train Plants feat.
2 As your people fell time and again in battle against foul enemies, you learned to tend them. +3 Wis, First Aid feat.
3 The songs of trickery and faerie glamour were passed to you. +3 Dex, Deceitful feat.
4 Noble beasts are calmed by your song and come to your aid. +3 Con, Friend to Animals feat.
5 You are able to sing to the spirit of the wind, causing it to assail your enemies. +3 Dex, Shield of Divine Gust feat.
6 When a group of hunters needs to pass by a wild beast or raiding party unseen, you sing to the mists. +3 Wis, Bushwhack feat

Add a location to the village.

d6 When you entered the lands of men, you soon learned how dangerous they can be. What taught you this lesson? The friend to your right was there with you. Gain
1 A group of giants came dangerously close to your secret home in the woods, burning and cutting as they went. One of your friends led them on a chase. +2 Dex, You and the friend to your right both gain the Distracting Charge feat.
2 The local innkeep took you for a monster and nearly beat you senseless before you were able to plead your case. The friend to your right interceded on your behalf and shielded you from a blow. +2 Con, You and the friend to your right both gain the Ally Shield feat.
3 A foul beast, twisted by the dark magic of men, was born in the forest and came to the village. You slew it with your friend. The friend to your right struck the final blow. +2 Str, You and the friend to your right both gain the Deadly Teamwork feat.
4 The villagers were distrustful and afraid when you came around, until you and one of your friends discovered a thief in their midst. The friend to your right helped you uncover the traitor. +2 Int, You and the friend to your right both gain the Exceptional Aid feat.
5 When one of the villagers forgot the old ways and angered his own hearth faerie, you were able to calm the sprite and persuade it to leave the house in peace. The friend to your right was the one who told you of the problem. +2 Cha, You and the friend to your right both gain the Echoes of the First World feat.
6 One of the village children went missing and it fell to you and your friend to spend long nights in the forest searching for her. The friend to your right called the child’s name with you. +2 Con, You and the friend to your right both gain the Lookout feat.
d6 What token did your people give you when you left them? Gain
1 A wineskin of soft leather. +2 Con, a Wineskin containing 2 doses of Ambrosia.
2 A silver arrow covered in elven runes. +2 Dex, a single +1 Seeking Arrow.
3 The best pup from their kennels. +2 Con, a combat trained Riding Dog.
4 A small jewel of flaming scarlet. +2 Cha, an Ioun Torch.
5 A ribbon of moonlight. +2 Dex, a length of Effortless Lace.
6 Your mother’s mourning song. +2 Wis, the memory of her voice (acts as per the Bestow Token feat).

Add an NPC to the village.

Playbook: Fae Ranger

Beyond The Shore Brand_Darklight Brand_Darklight