ranger.odt

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    Character Class: The Ranger

    ypically found in the service of a lord,defending his frontiers, or acting as a forward

    scout for an army, some Rangers find themselvesliving the life of a wandering adventurer. Thiscould come about because their lord was lost andno suitable liege could be found to replace them;or perhaps an order was given that went againstthe Ranger's personal honour forcing them into aself-imposed exile.

    T

    On rare occasions Rangers begin to twist their own

    philosophies or feel the call of dark powers leading to theabandonment of all they hold dear. Still others simply develop

    a sense of wanderlust that cannot be denied and are released

    from their oath of station and left to travel trail and hill

    wherever their nose might lead them.

    Races Allowed: Human

    Requirements: Dexterity 9, Strength 9 (13-15 for onescore at least gives +5% to experience earned, 16-18

    for one score at least gives +10%).

    Max Weapon Damage: 1-handed 1d8, 2-handed 1d8

    Maximum Total Armour Modifier: -3

    Climbing: The base chance for non-Rangers is 5 to climb a

    difficult surface. A Ranger's Climb skill is equal to their Stealth

    skill. Climbing normally receives a -3 penalty if wearing lightarmour, a -6 for medium armour and a -12 for heavy armour.

    Rangers lessen this penalty by 3 (in other words they have no

    penalty for light armour, -3 for medium and -9 for heavy).

    Strength modifies this test.

    Known and Respected: At ninth level, a Ranger may

    establish a warband and attract a body of young Rangers whowill swear their loyalty to the character in return for teaching

    and wisdom.

    Marksman: At 1st level a Ranger may choose a ranged or

    throwable weapon to specialise in. They receive +1 to hit and

    damage with this weapon. They also receive 2 attacks every 3rounds with this weapon at 7th level, and 2 attacks a round at

    14th level.

    Ranger Fighting Technique: Rangers have a unique fighting

    technique. They may use a second one-handed weapon instead

    of a shield, and still gain an armour class bonus of -1 exactly asif they are using a shield (this counts towards their total armour

    modifier). Note that they must choose which weapon to attackwith each round, they do not gain multiple attacks.

    Stealth: Stealth covers hiding in shadows and moving silently.

    For non-Rangers, the base test on 1d20 for Stealth is 5. Stealth

    normally receives a -3 penalty if wearing light armour, a -6 for

    medium armour and a -12 for heavy armour. Rangers lessenthis penalty by 3 (in other words they have no penalty for light

    armour, -3 for medium and -9 for heavy). Dexterity modifies

    Stealth.

    Survival: Survival includes the ability to hunt and handle

    animals, track creatures both in the wilderness, and

    underground, and to detect and set snares and simple traps. Fornon-Rangers, the base chance on 1d20 is 4. Rangers alsoalways know the compass directions and time accurate to half

    an hour if they can see the sun or stars.

    Ranger Level Progression

    XP Level HD (d8) Breath

    Weapon

    Poison &

    Death

    Petrification &

    Paralyze

    Wands Spells &

    Devices

    Thac0 Stealth &

    Climb

    Survival Abi lit ies

    0 1 1 (8 hp) 16 14 13 15 14 19 9 7 Alert, Ranger Fighting Technique, Marksman

    1,251 2 2 16 14 13 15 14 19 10 8 -

    2,501 3 3 16 14 13 15 14 19 11 9 Hear Noise 2/6

    5,001 4 4 16 14 13 15 14 18 12 10 -

    10,001 5 5 14 12 11 13 12 18 13 11 -

    20,001 6 6 14 12 11 13 12 17 14 12 Hear Noise 3/6

    40,001 7 7 14 12 11 13 12 17 15 13 2 Marksman attacks in 3 rounds

    80,001 8 8 14 12 11 13 12 17 16 14 -

    160,001 9 9 12 10 9 11 10 16 17 15 Known and Respected

    280,001 10 +2 hp* 12 10 9 11 10 16 18 16 -

    400,001 11 +4 hp* 12 10 9 11 10 15 19 17 Hear Noise 4/6

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    520,001 12 +6 hp* 12 10 9 11 10 14 19 18 -

    640,001 13 +8 hp* 10 8 7 9 8 13 19 19 -

    760,001 14 +10 hp* 10 8 7 9 8 13 19 19 2 Marksman attacks a round

    880,001 15 +12 hp* 10 8 7 9 8 12 19 19 -

    1,000,001 16 +14 hp* 10 8 7 9 8 12 19 19 Hear Noise 5/6

    1,120,001 17 +16 hp* 8 6 5 7 6 11 19 19 -

    1,240,001 18 +18 hp* 8 6 5 7 6 11 19 19 -

    1,360,001 19 +20 hp* 8 6 5 7 6 10 19 19 -

    1,480,001 20 +22 hp* 8 6 5 7 6 10 19 19 -

    * Hit point modifiers from constitution are ignored.

    Ranger's Former Life (add social class rolls)

    1 Navigator 11 Farmer

    2 Explorer 12 Penitent

    3 Merchant 13 Slave

    4 Drover 14 Scout

    5 Hunter 15 Outlaw

    6 Warden 16 Steward

    7 Outrider 17 Mercenary

    8 Smuggler 18 Tradesman

    9 Animal Trainer 19 Bounty Hunter

    10 Runaway 20 Woodsman

    Ranger's former Life

    Profession (d20) Social Class Origin (d6)

    1 Ambassador 1-4 Upper, 5-6 Middle

    2 Explorer 1-2 Upper, 3-5 Middle, 6 Lower

    3 Barber-Surgeon 1-4 Middle, 5-6 Lower

    4 Lay Priest 1-4 Middle, 5-6 Lower

    5 Exorcist 1-2 Upper, 3-6 Middle

    6 Runaway 1 Upper, 2-3 Middle, 4-6 Lower

    7 Charlatan 1-3 Middle, 4-6 Lower

    8 Herbalist 1-3 Middle, 4-6 Lower

    9 Spy 1 Upper, 2-4 Middle, 5-6 Lower

    10 Apothecary 1 Upper, 2-4 Middle, 5-6 Lower

    11 Astrologer 1-3 Middle, 4-6 Lower

    12 Pilgrim 1 Upper, 2-3 Middle, 4-6 Lower

    13 Interrogator 1-3 Upper, 4-6 Middle

    14 Entertainer 1-2 Middle, 3-6 Lower

    15 Mystic 1 Middle, 2-6 Lower

    16 Steward 1-6 Lower

    17 Scholar 1-2 Upper, 3-6 Middle

    18 Scribe 1-4 Middle, 5-6 Lower

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    19 Bounty Hunter 1-2 Middle, 3-6 Lower

    20 Cultist 1 Upper, 2-3 Middle, 4-6 Lower

    Quickstart Equipment Package

    HelmetStudded Leather

    Spear, Hand Axe or Short SwordSmall Shield

    Dagger

    Sling

    Bag of Sling Stones

    1 Week Trail Rations2 Torches

    Flint and SteelBedroll

    Waterskin

    5 Gold Pieces, 8 Silver Pieces