Ranger
Ability Requirements:
| Strength 13
|
| Dexterity 13
|
| Constitution 14
|
| Wisdom 14
|
Prime Requisite:
| Strength, Dexterity,
|
| Wisdom
|
Allowed Races:
| Human, elf, half-elf
|
The ranger is a hunter and a woodsman who lives in the wilderness. Robin Hood,
Orion, and Jack the Giant Killer all are examples of rangers. Rangers must be
of one of these alignments: lawful good, neutral good, or chaotic good. They
must abide by the following restrictions:
· · Must retain his good alignment. If he intentionally commits an evil act, he
loses all his ranger abilities and becomes a fighter of the same level. His
ranger status never can be regained. If a ranger commits evil under duress or
because he has no choice, he cannot gain experience points until he has cleansed
himself. This may entail correcting the wrongs done by his evil act, avenging
himself on those who forced him to the act, etc. The DM should determine the
appropriate actions.
· · Can retain only what treasure he and his mount can carry. All other treasure
must be donated to a worthy cause.
Ranger characters receive 60 character points to purchase class abilities.
Each of the abilities below costs 5 to 10 character points. Any unspent points can
be used to acquire nonweapon proficiencies or saved for use during the game. A
standard ranger spends his character points to acquire the abilities of
empathy with animals, followers, hide in shadows, move silently, priest spells,
special enemy, two-weapon style, and tracking proficiency.
Bow bonus (5): A ranger with this ability gains a +1 attack bonus when using any type of bow.
Climbing (10): A ranger can climb trees, cliffs, and other natural formations. The ranger’s
climbing score is equal to his Dexterity/Balance score plus the hide in shadows
percentage (see Table 22) for a character of his level. Note that a ranger does not have to have the
hide in shadows ability to have a climbing ability, the two skill simply use
similar numbers.
Detect noise (10): As the thief ability. Use the ranger’s Intuition score plus his move silently percentage to determine his chance for success.
Empathy with animals (10): When dealing with a domestic or non-hostile animal, the ranger can approach
and befriend it automatically. The ranger also can discern the health and nature
of such animals. When approaching wild animals or those trained to attack, the
animal must make a saving throw vs. rods to resist the ranger’s friendly
overtures. There is a –1 penalty to the roll for every three experience levels of
the ranger. For example, if the approaching ranger is 7th level, the animal’s
saving throw penalty is –2. If the animal fails the save, the ranger can adjust
the animal’s reaction by one category.
Find and remove wilderness traps (10): These traps include pits, snares, etc. A ranger’s chance for success is equal
to his move silently percentage. See the table farther below.
Followers (10): At 10th level, the ranger attracts 2d6 followers. Use Table 19 in the Player’s Handbook to determine what kind of creatures the ranger attracts. The ranger does not
need to build a stronghold or fort.
Hide in Shadows (5): A ranger can hide in shadows, as the thief ability, in natural surroundings if
he is wearing studded leather or lighter armor. See Table 22 for the ranger’s chance of success. The ranger also can attempt to use this
ability in other settings, but his chance of success is halved
Move silently (5): A ranger can move silently, as the thief ability, in natural surroundings if he is wearing studded leather or lighter armor.
See Table 22 for the ranger’s chance of success. The ranger also can attempt to use this
ability in other settings, but his chance of success is halved.
Pass Without Trace (10): By selecting this ability at character creation, a ranger gains the druid
ability to pass without trace once a day.
Priest spells (10): Starting at level eight, a ranger can learn priest spells of the plant and
animal spheres. He follows the normal rules for priest spells, though he does not
gain extra spells for a high Wisdom/Intuition score. A ranger cannot use
clerical scrolls. The ranger’s spell progression is presented on Table 21.
Sneak attack (10): If a ranger successfully moves silently and hides in shadows, he can
sneak-attack in natural settings, as the thief’s backstab ability. The ranger strikes
and does backstab damage as a thief of the same level.
Speak with animals (5): Once a day a ranger can speak with animals, as the spell.
Special enemy (10): Rangers focus their efforts on one exceedingly bothersome type of creature. A
ranger must choose his special enemy before reaching 2nd level. Sample enemies
include orcs, trolls, bugbears, and lizard men. The DM must approve the
player’s choice. From that point on, the ranger gains a +4 bonus to his attack rolls
when encountering that type of creature. The ranger can attempt to hide the
enmity he feels for these creatures, but he suffers a –4 penalty on reaction rolls
vs. that type of creature. Further, the ranger should seek out such creatures
over other foes in combat, unless there is some greater danger.
Tracking proficiency (5): The ranger gains the tracking proficiency, and the character’s tracking skill automatically improves by +1 for every
three levels. For example, a 10th level ranger improves his tracking score by +3.
Two-weapon style (5): A ranger can fight with two weapons and suffer no penalties to his attacks
rolls. No shield can be used when a ranger fights in this manner. If the ranger
wears armor heavier than studded leather, the standard penalties fro two-weapon
fighting apply.
Weapon specialization (10): This ranger can specialize in a particular weapon. The character point cost
must be met in addition.
Optional Restrictions
A ranger can gain bonus character points to spend on the above abilities by
accepting voluntary restrictions on his warrior abilities. The restrictions are
the same as those for Fighters.
Table 21: Rangers’ Spell-Casting Abilities
| Ranger
| Casting
| Spell level
|
| Level
| Level
| 1
| 2
| 3
|
| 8
| 1
| 1
| —
| —
|
| 9
| 2
| 2
| —
| —
|
| 10
| 3
| 2
| 1
| —
|
| 11
| 4
| 2
| 2
| —
|
| 12
| 5
| 2
| 2
| 1
|
| 13
| 6
| 3
| 2
| 1
|
| 14
| 7
| 3
| 2
| 2
|
| 15
| 8
| 3
| 3
| 2
|
| 16
| 9*
| 3
| 3
| 3
|
* Maximum spell ability
Table 22: Ranger Abilities By level
| Ranger’s
| Hide in
| Move
|
| Level
| Shadows**
| Silently
|
| 1
| 10%
| 15%
|
| 2
| 15%
| 21%
|
| 3
| 20%
| 27%
|
| 4
| 25%
| 33%
|
| 5
| 31%
| 40%
|
| 6
| 37%
| 47%
|
| 7
| 43%
| 55%
|
| 8
| 49%
| 62%
|
| 9
| 56%
| 70%
|
| 10
| 63%
| 78%
|
| 11
| 70%
| 86%
|
| 12
| 77%
| 94%
|
| 13
| 85%
| 99%*
|
| 14
| 93%
| 99%*
|
| 15
| 99%*
| 99%*
|
* Maximum percentile score
** Also used to determine the character’s climbing score.
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