(a.k.a. Space Ranger)
by GrimwulfMany of the names were central to my campaign, I provide those but with the note that many of them have nothing to do with official Spelljammer material. In fact, the whole kit is somewhat un-official. Edit as you will, of course.
This is just a framework, the details must be fleshed out according to each DM's campaign. For instance, in my campaign Wildspace Rangers were not truly a kit, so each WS Ranger PC could pick an appropriate Fighter's handbook kit to go along with it. [Most appropriate: Myrmidon. Others: Noble Warrior, Cavalier (slightly modified), Wilderness Warrior, Samurai, Outlaw, or Berserker (slightly modified).]
Races allowed: Human, Elf, Half-elf, Lizardman, Half-orc,
Dwarf
Requirements: Standard Ranger, plus Charisma of 10
Prime Requisites: Str, Dex, Con
Alignments: LG, CG, LE, CE
Weapons allowed: All
Armor allowed: All*
Shield: Yes
In joining the ranks of a Wildspace Ranger chapter, the inductee swears to abide by the particular alignment-based ethos and command structure of that Chapter. In return, the inductee is given special training which allows him the following special abilities. These ablities take the place of groundling ranger abilities. (i.e. WS Rangers do not have the ability to influence animals, etc.)
Two-weapon fighting: The WS Ranger may use two weapons without the concurrent off-hand penalty. Ambidextrous characters may attack and parry against two different targets (one with each weapon) without penalties. This ability is only available when wearing studded leather, leather, or padded armor. In heavier armors, normal two-weapon penalties apply.
Enemy of Choice: As a groundling ranger, the WS Ranger gains a +4 bonus to hit and a -4 reaction penalty against a specific chosen enemy race or type, chosen at 2nd level or later. This choice may be restricted by his/her chapter.
Subterfuge Abilities: Climb (as base thief), Move silently and Hide in Shadows (as groundling ranger), and +4 to the Disguise proficiency. Bonuses apply for dex, race, etc. These abilities are equally effective in urban or rural settings.
Brotherhood: A WS Ranger has the right to call on his chapter for assistance in appropriate situations, and has the obligation to respond to similar calls for aid by members of his association. This aid will not usually be monetary, but under special circumstances economic aid may be called for and granted. (as always, DM discretion)
Underground Highway: In most major ports and cities, a special base is maintained by the Chapter as a hiding place, information network, contact group, special market, and legal assistance center. All Chapters have ties with either local thieves guilds, temples, or political groups.
Strictures: Must conform to the specified alignment of the Chapter in behavior. Deviance from this behavior code has either social or moral ramifications, depending on the action. Aid may be withdrawn, temporary or permanent loss of Ranger status (similar to groundling ranger), or in extreme cases of betrayal assassinations or trial may be attempted. Disobedience to the Chapter leadership results in similar social consequences, although Ranger status may be maintained depending on the circumstance (if a ranger was commanded to perform something against his alignment or chapter ethics, for instance).
Chapter's from my campaign:
The Order of Abiathar: (Lawful Good) Abiathar was a god of justice and righteous battle in my campaign. The Order was allied with the Temples of Abiathar, and worked with Paladins and Clerics of Abiathar as Commandos, Spies, Heralds, Scouts, Shock troops, etc.
Wildspace Marine Corp: (Chaotic Good) The Corp is operated and maintained by a conglomeration of interested parties. Their Chaotic Good nature reflects their absolute loyalty to the Officers of the Corp, which often transcends local laws or norms. The Marines often carry out actions in what the Order of Abiathar would consider a questionable manner. They operate as Commandos, Spies, scouts, front line fighters, etc.
T'vaile Ayl'Mirara (Black speech:"Blades of the Pit"): (Lawful Evil) This is the commando, spy, and assassin arm of the Tenth Pit. Their special fanaticism was well documented in my campaign. (One of the PC's was a renegade Blade. He lost social standing when ordered to break certain vows he made with his goddess. As a result he maintained his abilities, but lost standing with the Tenth Pit. A number of assassination attempts and possessions were attempted against him, many times without him knowing the source of the attempts.) For more information on the Tenth Pit consult the Lorebook of the Void.
Ayl'Thereo T'lutar (Black speech:"Chaos Lords of Therion"): (Chaotic Evil) The Chaos Lords were to Therion what the Order was to Abiathar. Therion was the Chaotic Evil god of violence, anger, destruction, and eternal warfare. They perform the same functions, but with a Chaotic Evil bent to them. Order and discipline is maintained by force, fear, respect, *Geas* spells and other powerful compulsion magic. Betrayals and internal disorder are commonplace in this Chapter, as can be imagined. Often Chaos Lords are given positions as Leaders of small units of fighters, thief-assassins, or monsters enlisted in Therion's secret cause.