Spelljammer
Ranger
Profession Category:Fighter
Profession:Ranger
:
Easy Start
Important attributes: STR, DEX, CON and WP

Suggested starting skills

Ranger List
Ranger to level 1
Tracking to level 2
Animal Lore to level 1
Plant and Herb Lore to level 1
Weapon Bow to level 1
Hide in Shadows to level 1
Move Silently to level 1
Survival to level 1

Warrior List
First Aid to level 1
Hit Points to level 1

Talent List
Pick your maximum starting talents (1 for dual-classed, 3 for single-classed)
A few hearty souls, known as rangers, are trained to survive unequipped in wilderness environments. They are renowned as skilled hunters and gifted guides. They traditionally operate as protectors of the environment and often aid others in need of assistance. They are skilled warriors as well as outdoorsmen often using their own methods and working alone. A ranger will seek to protect and preserve his chosen environment. Each ranger will interpret this differently but ultimately will lose his attunement with nature if he strays to far from his loyalty to the outdoors. Wanton destruction and disrespect for nature may lead to a loss of some abilities.

Special AbilityDescription
Weapon SpecializationThe ranger may choose one of the following two options
  • Double specialize in bows
  • Single specialize in bows and one other weapon.
Brawling SkillRanger's gain Brawling skill at a rank equal to their overall level.
Armor LimitationRangers can only wear leather, rigid leather, scale mail or elven chain. They cannot use shields.
Specialty EnvironmentAt rank 1, a ranger must choose a specialty environment for which their skills work the best. This is often a woodland environment, but doesn't have to be. It could be mountains, plains or even desert. At rank 6, if he has had the opportunity to live for a time in another environment, he may choose a second specialty environment. He can pick up a third specialty environment at rank 8 and another at ranks 10, 12, 14 and 16.
  1. Arctic
  2. Caverns/Underworld
  3. Desert/Wastelands
  4. Marsh/Swamp
  5. Mountains/Hills
  6. Plains
  7. Woodlands

Composite Environments - A composite environment is a combination of environments and the ranger must have all of the combinations for it to be considered a speciality environment.

Examples of composite environments
  • Jungle - Combination of marsh/swamp and woodlands
  • Alpine Forest - Combination of mountains/hills and woodlands
  • Desert Mountains - Combination of mountains/hills and desert/wastelands
  • Fungi Jungle - Combination of caverns/underworld, marsh/swamp and woodlands


The ranger gains a +2 bonus per rank to all required skills except Ranger (q.v.) while in their specialty environment.
<ABOVE REPLACED WITH A RANGER POOL>
Environmental Sensitivity While in their specialty environment, they are sensitive to intrusion by humans, humanoids, giants and other creatures that are not native to the environment. They have an Environmental Sensitivity roll equal to (((MA + PER) - 30) x 1.5) + (Rank x 5).

This same type of sensitivity also makes the ranger more approachable and friendly to good woodland creatures and inhabitants. A deer might continue drinking from a small pond instead of running away when a ranger is near because they do not sense that the ranger is dangerous. Similarly, a wood nymph living in a tree might speak to a ranger where she might hide from anyone else.
Direction SenseRangers may buy the talent Direction Sense. This does not count against their normal quota of talents.
PerceptionThe ranger's racial maximum for Perception is improved:
  • Rank 1: +1
  • Rank 8: +2
  • Rank 12: +3
  • Rank 15: +4
Chosen EnemyAt rank 4, the ranger designates a chosen enemy (e.g., giants, humanoids, demons, undead, etc.). When in combat against a chosen enemy, the ranger gains a bonus of +2 per rank to Strike Chance. He also gains a +1 to Damage for every +5 to SC.
    • Rank 4 - +8 SC, +1 Dmg
    • Rank 5 - +10 SC, +2 Dmg
    • Rank 6 - +12 SC, +2 Dmg
    • Rank 7 - +14 SC, +2 Dmg
    • Rank 8 - +16 SC, +3 Dmg
    • Rank 9 - +18 SC, +3 Dmg
    • Rank 10 - +20 SC, +4 Dmg
    • (etc.)

The ranger can learn the lore skill associated with the chosen enemy (giant lore, undead lore, etc.) at .75 cost. That lore skills also becomes a required skill.
Ranger PoolRangers have a pool of points that they can use for various purposes. A Ranger gains 2 pool points per rank of Ranger, plus a bonus for high Wisdom, as indicated below:
  • WIS 18-19: +1
  • WIS 20-21: +3
  • WIS 22-23: +5
  • WIS 24-25: +7
  • WIS 26: +9
  • WIS 27: +10
  • WIS 28: +12
  • WIS 29: +15
  • WIS 30: +18

Pool points can be spent as follows:
  • 2 points to reroll any woodland task roll in a specialty environment.
  • 3 points to reroll any woodland task in a composite environment for which the ranger does not have skill in all of the environments.
  • 4 points to reroll any woodland task roll in a non-specialty environment.
  • 1 point to add 5 to a woodland task roll after the roll is made. The Ranger can spend a maximum of 1 point on this up to rank 5, 2 points at ranks 6 to 10 and 3 points at ranks 11 or higher.
  • 2 points to increase strike chance with bow (short or long but not crossbow) by 5 for a single attack. This can be spent after rolling for an attack. This can only be used to change a miss into a hit until rank 8, at which time it can also be used to change a hit into a critical or grievous. The Ranger can spend a maximum of 2 points on this up to rank 5, 4 points at ranks 6 to 10 and 6 points at ranks 11 or higher.
  • 1 point to increase damage with bow (short or long but not crossbow) by +1 for a single attack. This can be spent after rolling for an attack. The Ranger can spend a maximum of 1 point on this up to rank 5, 2 points at ranks 6 to 10 and 3 points at ranks 11 or higher.
  • 2 points to increase the spell levels regained with a night's sleep by one. Can spend 1 point on this up to rank 6, 2 points at rank 8, 3 at rank 10, etc. For example, if the ranger is sleeping for the night in an Anti-Natural Environment, they would normally recover no spells for the night's sleep. By spending 2 points on this, they could recover 2 1st level spells or 1 2nd level spell.
  • 2 points to reduce the Firing Into Melee (using a bow) by one friendly (i.e., can shoot at an opponent engaged by one friend with no chance of hitting a friend, if 2 friends and 1 opponent, it is treated as 1 friend and 1 opponent, etc.).
  • 1 point to turn a hit into a miss when Firing into Melee (in case the Ranger hits a friend).

Ranger Pool points refresh at the beginning of each month (similar to Luck points).
Single Class RangerA single class ranger gains one additional spell of each spell level.


Spells
Rangers are able to cast Cleric spells from the following realms:
  • Animal
  • Healing
  • Plant
  • Protection
  • Ranger
  • Sun
  • Weather

At least half of the ranger's spells for each rank, rounded down, must be from the Animal, Plant or Ranger list. The rank at which they can begin to gain spells depends on their WP, as indicated below. The power for these spells comes from nature and not from a single god. Whereas clerics pray to their gods in the morning to game their spells, rangers commune with nature for one hour. How many spells they can gain/recover depends on the environment in which they spend their time communing:
  • Specialty Environment - All spells can be gained/recovered.
  • Composite Environment - If the ranger is skilled in one of the environments of a composite environment, they can gain/recover 1.5 spell levels per rank. For example, a rank 8 ranger skilled in woodlands is resting in an alpine forest could recover 12 levels of spells.
  • Natural Environment - If the ranger is in a natural environment that is not a specialty environment, they can gain/recover 1 spell level per rank. For example, a rank 8 ranger skilled with woodlands but resting in mountains could recover up to 8 levels of spells.
  • Non-Natural Environment - If the ranger attempts to commune with nature in a city, worked dungeon or other non-natural environment, they can recover a number of spell levels equal to half their rank (round down).
  • Anti-Natural Environment - If the ranger attempts to commune with nature in a place where nature is abhorred, or is otherwise evil and anti-natural, no spells can be recovered.

The same rules that apply to clerics regarding spells also apply to rangers. For example, not more than half (round up) of a given rank of spells can be the same spell. Thus, if the ranger can have two first level spells, only one of them can be a Cure Light Wounds. One exception is that, while rangers generally need to request specific spells like clerics, the Ranger list is different. The ranger does not need to request specific spells from the Ranger list. For example, if the Ranger gets 3 first level spells, he could choose 2 CLW spells and a Ranger spell. The Ranger spell slot could then be used to cast any first level spell from the Ranger, Plant and Animal list.

Spell progression is as follows

WP 17-18
Rank
Cast Rank
1
2
3
4
6
1
1
7
2
2
8
3
3
9
4
3
1
10
5
3
2
11
6
3
2
1
12
7
4
3
1
13
8
4
3
2
14
9
4
3
2
1
15
10
5
4
2
1

Required Skills - The following are required skills for the Ranger to advance in rank:
  • Animal Lore
  • Direction Sense
  • Hide in Shadows
  • Move Silently
  • Plant & Herb Lore
  • Ranger
  • Survival
  • Tracking
  • Woodland Movement - This skill applies to all of the ranger's specialty environments, not just woods.

Minimum Characteristic Requirements
  • STR - 18
  • DEX - 18
  • CON - 21
  • KNOW - 17
  • WP- 17
  • MA - 17
  • PER - 20

Restrictions

Armor Restrictions
A ranger is limited to the following types of armor:
  • Leather armor
  • Reinforced leather armor
  • Scale mail
  • Elven chain mail



Skill List Multiples
General - x1 (if dual-classed then x1.25)
Holy Skills - x1.5
Warrior Skills - x1.0
Sorcery Skills - x1.5
Rogue Skills - x1.5
Talents - x1.0
Stat Multiples:
StatModifier
STR1
DEX1
CON1
INT2
KNOW1.5
WP1
MA1.5
LUCK1
CHA1.5
PER1
Skill EXP Multiples:Any skill not listed below is assumed to have a EXP multiple of 1.0 (1.25 for Generalist profession).

SkillsModifier
2.0
Administration
Alchemy
Appraisal
Artifact Lore
Assassination
Astral Lore
Barter
Bribery
Courtesan
Diplomacy
Forgery
Gem and Jewelry Appraisal
Jeweler
Magic Language - Elementia
Magic Language - Naturian
Magic Language - Nifle
Magic Language - Oozian
Magic Language - Psion
Magic Language - Shadian
Magic Language - Sorcery
Magic Language - Witchery
Magic Lore
Open Locks
Pickpockets
Public Speaking
Research
Streetwise
Underworld Lore
1.5
1.25
Animal Trainer
Bowyer
Defense
Fletcher
Hide in Shadows
Mountaineering
Move Silently
Weapon Bow
Weather Lore
.9
Animal Healer
Animal Lore
Area Lore - Blithwic Forest
Area Lore - Grimtooth Mountains
Area Lore - Maegenthryth Mountains
Area Lore - Yrmen Desert
Cultural Lore - Blithwic Forest Elves
Cultural Lore - Blithwic Gorillas
Cultural Lore - Nynorsk Barbarians
Firebuilding
First Aid
Plant and Herb Lore
Range of Field
Running
Scouting
Survival
Trap Building
.75
Hunting
Tracking
Woodland Movement
.5
Forbidden Skills:All Barbarian Weapons
All Swashbuckler Weapons
Barbarian
Beast Speech
Beastmaster
Blink
Burrow
Cantrips
Cast Clerical Spells
Cleric
Cocoon
Create Element
Dimension Door
Dimensioning
Direction Sense
Disease Resistance
Distant Death
Drop of the Fallen
Drow Spells
Druid
Endure Cold
Endure Heat
Eyes of the Wolf
Fast Healer
Flying
Gnosis
Great Leaps
Healing Specialist
Homid Combat
Infravision
Jam Technology
Leap of the Kangeroo
Lightsleep
Living Weapon
Lupus Combat
Mage Air Magics Arcane Knowledge
Mage Air Magics General Knowledge
Mage Air Magics Special Knowledge
Mage Dark Magics Arcane Knowledge
Mage Dark Magics General Knowledge
Mage Dark Magics Special Knowledge
Mage Disenchanting Magics Arcane Knowledge
Mage Disenchanting Magics General Knowledge
Mage Disenchanting Magics Special Knowledge
Mage Earth Magics Arcane Knowledge
Mage Earth Magics General Knowledge
Mage Earth Magics Special Knowledge
Mage E&E Arcane Knowledge
Mage E&E General Knowledge
Mage E&E Special Knowledge
Mage General Spells Arcane Knowledge
Mage General Spells General Knowledge
Mage General Spells Special Knowledge
Mage Green Magics Arcane Knowledge
Mage Green Magics General Knowledge
Mage Green Magics Special Knowledge
Mage Illusions Arcane Knowledge
Mage Illusions General Knowledge
Mage Illusions Special Knowledge
Mage Lay Healer Arcane Knowledge
Mage Lay Healer General Knowledge
Mage Lay Healer Special Knowledge
Mage Lesser Summonings Arcane Knowledge
Mage Lesser Summonings General Knowledge
Mage Lesser Summonings Special Knowledge
Mage Sorceries of the Mind Arcane Knowledge
Mage Sorceries of the Mind General Knowledge
Mage Sorceries of the Mind Special Knowledge
Mage Transformation Magics Arcane Knowledge
Mage Transformation Magics General Knowledge
Mage Transformation Magics Special Knowledge
Mage Water Magics Arcane Knowledge
Mage Water Magics General Knowledge
Mage Water Magics Special Knowledge
Magic Dampener
Magic Enhancer
Magic Resistance
Martial Artist
Master of Barbarian Weapons
Master of Battle Magics
Master of Defensive Magics
Master Ritualist
Mechanician
Memory
Mental Perception
Mental Resistance
Mystic Sense
Paladin
Persuasion
Phase Attack
Poison Resistance
Power Perception
Primal Urge - Homid
Psionic Combat
Psionic Concentration
Quarterstrength
Reshape Natural Object
Scent of the Wolf
Sense Wyrm
Sleep and Charm Resistance
Smell of Man
Sorcery
Speed Reading
Spell Energy
Spell Memory
Spelljammer Astrogator
Spelljammer Pilot
Spirit Ward
Strong Lungs
Suppleness
Swashbuckler
Teleport Other
Teleportation
Time Sense
Toughness
Turn Undead
Ultravision
Weapons Kata
Weather Seer
COP Missiles
Magic Missile
Agent of Law
Combat Sense
Night Sense