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Ranger Conclave: Galactic Corpsman

Rangers of the Galactic Corps are trained in hunting down specialized targets. Whether their bounty is a criminal, animal, or previous unknown, these Rangers are experts at finding prey on the run in the cybernetically infused world. Their equipment and talents are specialized for tracing online and implant signatures, assisting in combat, tracking, and identification through several different methods. These rangers are independently licensed hunters, at the insistence of nearly every major corporation in Aram, as it helps keep less reputable dealings and corporate sabotage under the eyes and ears of law enforcement.
Some of these Corpsmen may even contract specifically with a singular corporation, while others are known to play for the highest bidder at all times. Other still prefer to be entirely unaffiliated, choosing instead to be freelance bounty hunters that take criminals at their discretion. Their rules as a collective are simple. Take contracts suitable for your skill level. Always have a fallback plan. Never deliver a target without payment. Don't let yourself be seen until your contract is complete. These elite hunters of beast, men, and myth take to the stars to find their targets among the six extraterrestrial colonies, including the orbiting nations outside of Aram's atmosphere.
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Relentless Hunter
Beginning at level 3 when you choose this conclave, you may choose a helmet, visor, singular lens, or implant that gives you a Heads Up Display. With this device, you may target creatures by image instead of direct sight, and can track targeted creatures by bioelectric and implant signatures, allowing you to track them through insubstantial terrain such as the astral sea. You may use the scan bonus action to obtain the following information from the Galactic Corps Internal Database about any singular target. Information on a scanned target varies based on last data entered to the database, and it is up to your DM how much information you gather.
  • Target registered name (if applicable)
  • Target Species
  • Target occupation (if applicable)
  • Species typical traits and abilities
  • Target's known capabilities (if applicable)
  • Target's known implants (if applicable)
  • Criminal record (if applicable)
  • Criminal Bounty (if applicable)
  • Estimated threat level
  A target you have scanned can be tracked with your equipment, tracing their biosignature in any area they have moved through within the last 10 minutes. You may have up to four scanned targets at one time. Additionally, you may use a blood sample from a living or dead creature to attempt to identify it. Nonhumanoid creatures are identified by default, humanoid creatures have a 65% (default chance, may change at your DM's discretion) chance of identification.    
Corpsman's Training
At 3rd level, you gain proficiency in the Hunter's Gear you gain throughout this subclass. Additionally, gain proficiency in spacecraft type vehicles, as well as your choice in two of the following: magnetic firearms, traditional firearms, nanotech armor, ambient energy field defenses, ambient energy field weaponry, or railtech.  
Integrated Muscular Guidance
At 7th level, you upgrade your Hunter's Gear to include a targeting system integrated into a series of electric diodes that nudge your body movements to correct your aim with a ranged or melee weapon. This counts as a single implant. You may choose one scanned target each round to gain advantage on all attacks. Additionally, your implant will assess incoming threats and attempt to nudge your muscles into moving you out of the way; if this is not possible the implant will attempt to move you so as to lessen damage as much as possible. You gain +1 to your Armor Class.
Once per encounter, when you take damage from a weapon attack, you may roll 1d6 and subtract the result from damage taken.
G-Corps Pack System
At 11th level, you are awarded for your service with a Corps specific unique backpack. Integrating simulated holding technology, oxygen system, collapsible adaptive helmet, and a high-grade propulsion system, you gain the following benefits.
  • +75 to your carry weight
  • Flight speed of 35ft. (Usable as a propulsion action when under water or in the astral sea) - cannot make stealth checks while active
  • 30 minutes of waterbreathing or oxygen when in the astral sea
  • A collapsible shoulder compartment.
Your shoulder compartment contains a hologram projection system allowing you to show data from your Hunter's Gear to others, as well as your choice of: A potion of your choice to inject into your body under pre-programmed conditions. A one handed firearm or magnetic firearm. A single use explosive (range of 60ft.).  
Service Recognition Upgrade Package
  At 17th level, your service as a Galactic Corpsman is recognized via official Corps exclusive gear and upgrades. You receive an optical underarmor suit, enhanced Hunter's Gear, and three G-Corps microchips you may choose as a bonus action to insert into your Hunter's Gear. Gain the following abilities and upgrades:  
  • You may become invisible for up to 5 minutes per day
  • Your heads up display will now automatically translate any non exotic languages, and one exotic language of your choice
  • Your Pack System's propulsion is now silent, allowing you to stealth while using the propulsion system
  • G-Corps Red Microchip: All weapon attacks deal an additional 3d8 fire damage
  • G-Corps Blue Microchip: All weapon attacks deal an additional 3d8 cold damage
  • G-Corps Black Microchip: All weapon attacks deal an additional 3d8 acid damage
 
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Created by

Ticklesthegamemaster.

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