ranger.odt
TRANSCRIPT
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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