:
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 Ability | Description |
Weapon Specialization | The ranger may choose one of the following two options
- Double specialize in bows
- Single specialize in bows and one other weapon.
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Brawling Skill | Ranger's gain Brawling skill at a rank equal to their overall level. |
Armor Limitation | Rangers can only wear leather, rigid leather, scale mail or elven chain. They cannot use shields. |
Specialty Environment | At 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.
- Arctic
- Caverns/Underworld
- Desert/Wastelands
- Marsh/Swamp
- Mountains/Hills
- Plains
- 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 Sense | Rangers may buy the talent Direction Sense. This does not count against their normal quota of talents. |
Perception | The ranger's racial maximum for Perception is improved:
- Rank 1: +1
- Rank 8: +2
- Rank 12: +3
- Rank 15: +4
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Chosen Enemy | At 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 Pool | Rangers 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 Ranger | A 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
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 |
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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 |