Ranger
by Raskal
You are a tough wilderness warrior, living and lurking at the fringe of civilized
areas. Your life is often a lonely one but you can guide adventuring parties across
dangerous regions. You are trained to survive in wilderness environments. As a
survivalist warrior, you excel at martial combat against your favored enemies
(often humanoids, creature and giants) using your proficiency in dual-weapon
wielding or your archery talent. Tough and resolved, you are attuned to your
surroundings and in the wilderness you have a keen expertise in stealth and
survival.
Hit Die: A ranger gains 1d10 hit points at each level.
Alignment: Rangers adhere to different moral
codes and are often fighting to protect the
Balance of Nature; so they are usually neutral.
Chaotic rangers are fearless raiders, Nature
defender extremists, obsessive trophy hunters
and sometimes human hunters. Lawful rangers
act as army scouts, skirmishers, frontiersmen
patrolling the marches or bounty hunters
tracking down criminals for the
rewards offered. Neutral rangers are Art by Mitchell Hudson
often lone wanderers following their
own way.
Weapon training: Rangers are
trained with these weapons : club,
crossbow, dagger, dart, handaxe,
javelin, longbow, longsword, mace,
shortbow, shortsword, sling, spear, staff. Rangers do not use a combination of
shield and armor with a total Check Penalty of -6 or higher.
Attack modifier: Rangers do not receive a fixed attack modifier at each level.
Instead, they receive a random modifier, known as a deed die. At 1st level, this is a
d3. The ranger rolls his deed die on each attack roll and applies it to both his attack
roll and his damage roll. This deed die functions like the Warrior’s Mighty Deed of
Arms but is limited to either melee or ranged attacks depending on the path
chosen by the ranger.
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Ranger Path: A ranger must choose one of these two paths:
Archery Expert: When firing into melee, the ranger may ignore the 50% chance to
hit an ally engaged in the melee. In addition, when attacking with a crossbow,
longbow or shortbow he can also perform Mighty Deeds of Arms as a warrior.
Two-weapon Expert: A ranger can fight effectively with 2 equal-sized one-handed
weapons as if his Agility was 16. He can also perform Mighty Deeds of Arms as a
warrior but only when fighting with two weapons.
Wilderness Skills: A long life in the wilderness trains rangers to survive in natural
hostile environments. Rangers are considered trained in these skills and receive a
bonus to skills checks equal to his class level plus an Ability Score Modifier.
Climb (Agility): Rangers can climb natural slopes, steep hillsides and trees. DC 20 is
a very steep cliff. A tall tree with few low branches is DC 10.
Find and neutralize natural trap (Agility): Rangers can detect, neutralize and build
simple natural traps. A large, bulky trap is DC 10 (pit in the floor covered by brush,
or snares). More subtle traps are DC 15, 20, or even higher. A natural 1 on these
checks triggers the trap.
Sneak and Hide (Agility): Rangers are very good at stealth in natural environments,
able to sneak silently and hide in natural cover. This can be used in the same
manner as a thief’s abilities.
Strider (Agility): Rangers can walk or run without leaving any tracks and without
being hampered by difficult terrain. DC 10 is for familiar terrain and DC 15 if not
familiar with the terrain or environment.
Survival (Personality): This skill allows the ranger to find shelter and sustenance
(food, water), to start fire, to find direction and to give some local knowledge
(geography, animal, plants). The ranger can follow tracks of any creature, identify
them and tell the number. DC 10 is for familiar terrain, DC 15 if the ranger is not
alone (between 2 and 8 people) and DC 20 if not familiar with the terrain or
environment or if there is more than 8 people.
Favored Enemies: At Level 1, the ranger must choose one type of favored enemies
from the following list: lawful humanoids (bugbears, goblins, hobgoblins), neutral
humanoids (kobolds), chaotic humanoids (gnoll, orcs) and chaotic giants (cyclops,
hill giants, frost giants, fire giants, cloud giants, ogres). At level 3, 6 and 9, the
ranger can choose another favored enemies type but the ranger must have already
fought this enemy. A Judge can allow the player to choose other types of favored
enemies: perversions of nature (slimes, etc.), ape-men, lizardmen, or even
subhumans, humans or demi-humans.
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When fighting against his chosen favored enemies the Deed Die is improved by one
shift. The improved Deed Die is also added to Wilderness skills checks involving
favored enemies. The Judge may prohibit this improvement of the Deed Die if the
ranger has not fought his favored enemies sometime while progressing through his
previous level.
Luck: While outdoors, the ranger may make a Luck check to avoid being surprised.
This is in addition to any perception and surprise checks.
Languages: A ranger knows two additional languages for every point of
Intelligence modifier. These languages must be one of his favored enemies
(bugbear, goblin, gnoll, hobgoblin, kobold, ogre, orc, giant) or an animal one (bear,
eagle, ferret, horse, wolf).
Action dice: A ranger always uses his action dice for attacks. At 5th level a ranger
gains a second attack for each round with his second attack die.
Table R-1: Ranger
Level Attack Crit Die/ Action Dice Ref Fort Will
(Deed Die)* Table
1 +d3 d10/II 1d20 +1 +1 +0
2 +d3 d12/II 1d20 +1 +1 +0
3 +d4 d12/II 1d20 +1 +2 +1
4 +d4 d12/II 1d20 +2 +2 +1
5 +d5 D14/II 1d20+1d14 +2 +3 +1
6 +d6 d14/II 1d20+1d16 +2 +4 +2
7 +d7 d14/II 1d20+1d20 +3 +4 +2
8 +d8 d16/II 1d20+1d20 +3 +5 +2
9 +d10 d16/II 1d20+1d20 +3 +5 +3
10 +d10+1 d20/II 1d20+1d20+1d14 +4 +6 +3
*A ranger attack modifier is rolled anew, according to the appropriate die, with each attack.
The result modifies both attack and damage rolls. When fighting favored enemies, the Deed
Dice is improved by one shift.
Table R-2: Ranger Titles by Alignment
Level Lawful Chaotic Neutral
1 Frontiersman Hunter Runner
2 Trailblazer Chaser Rover
3 Vanguard Trailer Rambler
4 Guide Tracker Wanderer
5 Warden Raider Wayfarer
Author’s note: A special Thanks to Gansk and Brad.
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