Ranger

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The ranger is a frontiersman; a warrior who lives as much by his wit as by his sword, shirking the safety of town in favour of wandering the untamed wilds.

There are many famous rangers from legend; Atalanta, Fionn mac Cumhaill, and Jack the giant-killer, just to name a few.

As a warrior, the ranger is able to use any weapon. In addition, he can dual-wield without penalty to his attack rolls.

While the ranger can use any weapon and wear any armour, several of his special abilities are usable only when he is wearing light armour.

Ranger Skills

Being a skilled woodsman, the ranger has a hunting proficiency in addition to those afforded by his class-group and intelligence score. Furthermore, this skill improves by +1 for every three levels the ranger has earned.

Additionally, rangers are adept in certain rogue skills. His chance to succeed in natural surroundings is given on the table below (modified by the ranger's race and dexterity, as explained in the rogue description). When attempting these actions in non-natural surroundings (a musty crypt or city streets) the chance of success is halved.

Ranger Skills

Level Move Silently Hide in Shadows Detect Noise
1 15% 10% 20%
2 21% 15% 27%
3 27% 20% 33%
4 33% 25% 38%
5 40% 31% 41%
6 47% 37% 50%
7 55% 43% 58%
8 62% 49% 65%
9 70% 56% 73%
10 78% 63% 80%
11 86% 70% 91%
12 94% 77% 96%
13 99% 85% 99%
14 99% 93% 99%
15 99% 99% 99%
16+ 99% 99% 99%

Scout

When travelling through the wilderness, the ranger and his companions have a +1 bonus to their surprise die rolls. For every ranger in the party, this bonus increases by 1.

Favoured Quarry

In their role as wards of the wilderland, rangers tend to focus their efforts against some particular creature, usually one which marauds their homeland. Before advancing to 2nd level, every ranger must select an enemy type from the following; ettins, goblinkin, reptiles, or undead.

Thereafter, whenever the ranger encounters that enemy, he gains a +4 bonus to his attack rolls. This enmity can be concealed only with great difficulty, so the ranger suffers a -4 penalty on all encounter reactions with creatures of the hated type.

Animal Empathy

Rangers are adept with both trained and untamed creatures, having a limited degree of animal empathy. Should a ranger carefully approach or tend any natural animal, he can try to modify the animal's reactions.

When dealing with domestic or non-hostile animals, a ranger can approach the animal and befriend it automatically. He can easily discern the qualities of the creature (spotting the best horse in the stable or seeing that the runt of the litter actually has great promise).

When dealing with a wild animal or an animal trained to attack, the animal must roll a saving throw vs. rods to resist the ranger's overtures. The ranger imposes a -1 penalty on the die roll for every three experience levels he has earned If the creature fails the saving throw, its reaction can be shifted one category as the ranger chooses. Of course, the ranger must be at the front of the party and must approach the creature fearlessly.

Spellcasting

A ranger can learn priest spells, but only those of the plant or animal spheres (see: priest), when he reaches 9th level. He gains and uses his spells according to the rules given for priests.

Ranger Spell-Slots per Level

Ranger
Level
Spell Level
1 2 3 4
9 1 - - -
10 2 - - -
11 2 1 - -
12 2 2 - -
13 2 2 1 -
14 3 2 1 -
15 3 2 1 1
16+ 3 3 2 1

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