Main / Ranger

Chapter 1 - Class

Ranger

Another special type of Warrior is the Ranger. The Ranger is a hunter and woodsman who lives not only by his sword but his wits. Their abilities make them particularly good at tracking, woodcraft, and spying. They are also adept at dealing with creatures both tamed and untamed. The Ranger is able to wear any armor and use any weapon with certain restrictions of his abilities with many armor types. While wearing studded leather or lighter armor a Ranger is able to fight with 2 weapons with no penalty to his attack rolls. Wearing heavier armor the standard penalties apply and obviously a shield cannot be used.

The Ranger is a skilled woodsman and knows the Tracking proficiency without cost. Also the skill improves by +1 for every 3 levels the Ranger has earned without the need for training. While wearing studded leather or lighter armor the Ranger can try to move silently and hide in shadows the chart below shows the chance of success. When attempting these actions in a non-natural area (a musty crypt or city streets) the chance for success is halved. Trying while wearing armor heavier than studded leather have additional restrictions similar to a Rogue.

The Ranger in their roles as protectors tend to focus their efforts against some particular creature usually one that marauds their homeland. Before advancing to 2nd level, every Ranger must select a species enemy. Typical enemies include hill giants, orcs, lizard men, trolls, ghouls or other creatures common in the part of the Campaign World the ranger lives in. Whenever the chosen enemy is encountered the Ranger gains a +4 bonus on his attack rolls. This enmity can be concealed only with great difficulty, so the Ranger suffers a -4 penalty on all encounter reactions with the hated creature type. Furthermore the Ranger will actively seek out this enemy in combat in preference to all other foes unless someone else presents a much greater danger.

Rangers are adept with both trained and untamed creatures, having a limited degree of animal empathy. If a Ranger carefully approaches or tends any natural animal, he can try to modify that creatures reaction. When dealing with domestic or non-hostile animals, a Ranger can approach the animal and automatically befriend it. When dealing with wild animals or an animal trained to attack the animal must roll a saving throw versus rods to resist the Rangers overture. The Ranger imposes a -1 penalty on the die roll for every 3 levels he has earned (-1 at 1st to 3rd, -2 at 4th to 6th etc.). If the creature fails the saving throw its reaction can be shifted one reaction category as the Ranger chooses. Of course the Ranger must be at the front of the party and must approach the creature fearlessly.

A Ranger can learn Priest spells but only those of the Plant or Animal spheres, when he reaches 8th level. He gains and uses his spells in the same manner as a Priest. He does not gain bonus spells for a high wisdom nor can he ever use Clerical scrolls and magic items unless specifically noted otherwise.

Ranger Abilities

  Priest Spell Levels
LevelTracking
Skill1
Hide in
Shadows1
Move
Silently1
Casting
Level
123
1+010%15%----
2+015%21%----
3+120%27%----
4+125%33%----
5+131%40%----
6+237%47%----
7+243%55%----
8+249%62%11--
9+356%70%22--
10+363%78%321-
11+370%86%422-
12+477%94%5221
13+485%99%26321
14+493%99%7322
15+599%299%8332
16+599%99%93333

1 - Armor restrictions apply
2 - Maximum percentile score
3 - Maximum spell ability

Effects of Armor on Ranger skills
SkillNo
Armor
Elven
Chain
Studded
or Padded
HideRing or
Chain
Splint or
Brigandine
Scale or
Banded
Plate
Mail
Plate
Armor
Move Silently-0%-10%-0%-30%-40%-40%-60%-80%-95%
Hide in Shadows-0%-10%-0%-20%-30%-30%-50%-75%-95%
Tracking-1/2-1/21/21/21/21/21/2