Ranger Class: Description
Ranger Class: Description
Ranger Class: Description
Description
Rangers are fighters that have the ability to cast some spells as well as possessing several
woodcraft skills. Literary examples of Rangers include the obvious examples of Aragorn and the other
rangers in Lord of the Rings by J.R.R. Tolkien, as well as the sons of Elrond.
Rangers mix the skills of druids, mages, and fighters as masters of woodcraft and fighters for law.
They are the self-appointed guardians against chaos who seek to control chaos by trapping it in its own
environs, rather than waiting for it to come to the cities and towns that are the usually residences of lawful
folk. They patrol the wild, protecting it against the silent invasion of the forces of chaos that threaten to
divide lawful lands from each other by making travel untenably dangerous. They also seek to protect the
natural resources of the wild from depredation by anyone, though they are willing to allow the forces of
law the use of these resources so long as such use does not become rapacious.
Their rough life has led them to develop a mix of arts that allows them to accomplish these goals
while living without regular access to the benefits of civilization. A rapport with the forces of nature has
given them access to minor powers of the supernatural, and a long history of lore and apprenticeship in
learning to become a ranger has given them access to certain arcane magics passed down from the
earliest rangers who are said to have been great mage-kings that turned to armed combat in the wild
when their thrones were lost through intrigue and betrayal. Their use of arcane magic is often derided and
disliked by mages, who perceive it as a sort of attack on the sanctity of their craft.
Players playing rangers should incorporate these views into their characterʼs outlook on life, since
these views are every bit as integral to the character of the ranger as their ability to cast spells and wield
arms.
Requirements
Rangers may be of any race, and may have any attribute scores, though:
To be able to cast Druid spells, the ranger must have a wisdom of at least 12.
To be able to cast Magic User spells, the ranger must have an intelligence of at least 12.
A character may acquire spells appropriate to their level even if they don't have the ability to cast them
because of low attribute scores. Effects that adjust their attributes may give them the ability to cast the
spells they have (once they have prepared them.)
Alignment Requirement:
Rangers must be of lawful alignment (when using only lawful, neutral, and chaotic as alignments in the
game. Otherwise, the ranger must be of Good alignment in games where alignments include good, evil,
and the composite alignments.) Any alignment change to neutrality or chaos will result in the immediate
loss of all spell-casting capabilities. While other non-magical skills are retained, all further advancement
will be as a fighter unless lawful (or good) alignment is re-established through quest and atonement
before the next level is accepted by the player. The player may delay leveling until enough experience
points have been earned to gain the level after the next one.
For example, if a Ranger performs a chaotic (or evil) act (whether on purpose or under control) at,
say, 100 experience points prior to gaining 5th level, they may delay leveling until they have enough
experience points to gain 6th level as a Ranger. If they succeed in atoning and completing a quest given
to regain their lawful (or good) alignment prior to having the experience points to become 6th level, then
they may return their alignment to lawful (good), and become a ranger again. They will then receive 5th
level and all experience points above those required to gain 5th level will be lost, but they will continue to
advance as a ranger. If they receive enough experience points to make 6th as a ranger, but do not satisfy
the conditions to become a ranger again, then they will become a 5th level fighter and will lose all
experience points above the number necessary to attain that level.
If they choose at the outset to lose the ranger class and not delay leveling, then they will level
normally in the fighter class with their new alignment. If they manage to perform all necessary actions to
atone and return to lawful (or good) alignment prior to earning enough experience points for their next
level, then they level normally as a ranger and there is no experience point loss.
If a ranger is converted to a fighter, all of the rangerʼs retainers and their animal companion will be
lost as well as all ranger class skills and all spell-casting abilities.
Starting Conditions
A starting ranger will have the following possessions:
• A worn tunic, trousers and leather belt, of material appropriate to the climate where the ranger
received their training.
• A worn hood of material appropriate to the climate where the ranger received their training.
• A pair of worn boots.
• One set of appropriate undergarments, including socks.
• A small leather belt pouch, of about 1 dry pint capacity.
• 3D6x10 gold pieces.
Creature Companion
At fourth level or later a ranger may seek to attract a creature companion. This companion will be a
normal animal (non-magical and non-monstrous) of high intelligence for its type. The type of creature will
be one which lives in the area where the ranger is when they seek a companion. The ranger should
perform actions which they believe will attract the sort of creature which they desire, after which the
dungeon master will determine the success and the type of creature which is actually attracted.
The creature thus obtained will develop a special bond with the ranger, and will respond to the
rangerʼs wishes with an ability approximate to that of a very well-trained dog (think Lassie or Flipper,
perhaps.) The creature will have attributes common for its kind with intelligence being at or near the
maximum for the creature type.
If the companion creature is killed, the ranger will not be able to attract another until they have
gained another two levels of experience as a ranger.
Tracking
All rangers have the ability to track. The basic roll to track a creature in wilderness areas is given in the
chart below. A successful roll must be made to continue tracking each time the path crosses a change in
terrain or there is some change to the situation under which tracking occurs (such as nightfall.) Deduct
5% from the chance to track successfully for each of the following factors:
Poor lighting/night time
Poor terrain type (e.g. no tracks)
Each hour since the track was laid
Each measure taken by the target to evade tracking (concealing tracks, etc.)
This all assumes that it is within reason to find a track at all without magical means.
Where practical, the ranger can track in dungeon areas at half their wilderness level.
Tracking Matrix
Level of Ranger
% Chance to Track Successfully
1
15
2
20
3-4
25
5-6
35
7-8
50
9-11
65
12-14
80
15+
95
Foraging
Rangers have the ability to forage for food starting at the third level. They may also forage for useful
herbs (for healing or spells, for example.) They can also locate water for drinking in inclement
environments. Foraging skills can only be used in wilderness areas. In dungeons and other environments,
the ranger can forage for edible fungi and such at 1/10th of their normal foraging skill. Each successful
forage produces enough material for use by 1 person for 1 day, unless a critical roll of 1/20th or less of the
roll required is produced, in which case D6+1 times as much foraged material is produced.
The matrix assumes that the area includes any of the item to be foraged for. Foraging requires at least
two hours with no other activity, and foraging rolls can only be made once every four hours of game time
(excepting when the party moves into a new area where foraging is possible, e.g. shifting from desert
terrain to a wooded terrain.)
Awareness
Rangers have the ability to avoid surprise. They will only be surprised by a roll of 1 on initiative against
them, as opposed to a roll of 1 or 2.
Additional Skills
Rangers can select one of the following skills to add to their abilities at first level, and an additional one
every third level (3,6,9,12,15):
Healing
The ability to provide immediate bandaging and treatment for wounds as well as the ability to treat
diseases and speed recovery from wounds and energy losses. For immediate bandaging/field dressing of
wounds, roll 3 or up on D20 for successful treatment. If treatment is successful, blood loss is stopped and
the recipient is stabilized. Then roll D6-1 for points of health recovered. This treatment must be given
within 30 minutes of game time since the wound was given.
For treatment, the ranger must successfully forage healing herbs and have time to prepare a
poultice or other treatment (brew, slave, etc.) and administer it to the recipient, typically involving at least
2-4 hours of game time not including time used for foraging. On a successful treatment (3 or better on
D20) the recipient will heal at twice the normal rate for the next D4 days for damage/life loss associated
with the specific condition treated (existing wounds, disease, etc.)
Archery
Enhanced combat ability using a bow. Attack using bow and arrow as one level higher than for
standard combat. One additional die of damage is done for each 4 levels of the Ranger.
Camouflage
Ability to do the equivalent of casting invisibility on nonmoving creatures or objects in wilderness
areas. Requires 2 hours of preparation for every 400 square feet or so of area concealed. Camouflaging
a single individual requires about 15 minutes, assuming materials are at hand.
If missile weapons that would not otherwise give away the position of camouflaged individuals are
fired from the cover of camouflage, a member of the target group will need to make their "see hidden" roll
to locate the shooter. One attempt to see hidden may be made by each member of the target group once
for each missile fired by the camouflaged shooter (each shooter must be spotted individually so long as
they are more than 6' away from each other.)
Stealth
Ability to move stealthily through wilderness areas as a thief of 4 levels below the character.
Animal Sense
Ability to sense the state of mind or conditions affecting animals in wilderness areas, or to do basic
communication with semi-intelligent animals. E.g., sensing danger approaching from animal behavior,
communicating with semi-intelligent birds, etc. Roll 20-level or better to successfully gain information that
would otherwise take a special language or saving throw roll.
Wilderness Survival
Increase all forage abilities by 10%, decrease ill effects of weather or terrain on self and party (e.g.
reduce effects of severe thunderstorm to the effects of an ordinary rainstorm by careful selection of route
or preparation of camp, etc.)
Hunting
Rangers with hunting skill add 4 to their roll to hit when attacking unintelligent, edible creatures that
are otherwise nonaggressive. They also surprise their prey on a roll of 4 or higher on their initiative roll (on
D12.) The ranger may prepare the equivalent of 1 week's standard rations for each 100lb of total body
weight of the animal before butchering. Butchering requires 1 hour per week of standard rations worth of
food acquired from the animal, and cooking requires 4 hours per week's rations as well as the appropriate
equipment.
Ambush
Ability to surprise at will on initiative roll 50% of the time. Works on intelligent and unintelligent
creatures whether an ambush is anticipated by the victim or not. Roll for surprise (50% chance), if
successful, then the ranger achieves surprise on their initiative. If the roll fails, then roll for initiative
normally.
Ranger Combat
A roll of a “natural 20” (the number 20 appears on the die when rolled, as opposed to a 20 as a result of
modifiers to the die roll) results in a “critical hit.” A critical hit causes any damage done to be double that
rolled for the hit. If the to-hit roll requirement is 19 or higher, no critical hit occurs.
A roll of a “natural 1” (the number 1 or 01 appears on the die when rolled, as opposed to a 1 rolled as a
result of modifiers to the die roll) results in a “fumble.” A fumble results in the character losing the ability to
act in the following combat round. If the to-hit roll is 2 or less, no fumble occurs.
Class Combat Bonuses: Rangers attack at +1 per level of experience when fighting creatures of the
giant/kobold class and animals as a result of their training in the ways of these creatures.
Weapons:
Rangers may use any normal weapons usable by fighters, clerics, or druids. They may use any
magical weapons usable by fighters, and any magical weapons usable by clerics or druids subject to level
restrictions as given below.
Armor:
Rangers may use any normal armor usable by fighters. They may use any magical armor usable by
fighters, and any magical armor usable by clerics or druids subject to level restrictions as given below.
Saving Throws
When struck by the following types of attacks, roll 1D20 to determine whether the full effect of the attack
is taken by the character, or whether the effect is nullified or reduced as noted. Rolling the indicated
number or higher results on no or reduced effects.
Resurrection:
When an attempt is made to resurrect a character, the given value or lower must be rolled on percentile
dice for the resurrection to be successful. A character can only be resurrected a number of times equal to
their constitution using normal resurrection spells.
Ranger Magic
All rangers have the ability to minister to animals. They are able to cast 1st through 3rd level
cleric spells of a beneficial variety on animals starting with one spell per day at level one and gaining one
additional spell for every two levels the ranger advances (Ranger Level divided by two plus one spells per
day.) These spells can only be used on animals, and have the same effect on the animal as if the spell
were cast by a cleric of half the Rangerʼs level (minimum level of one.) These spells are obtained
independently of the other spells that Rangers receive, and do not affect the number of spells they have
prepared or have available for preparation each day.
Rangers with sufficient wisdom and intelligence gain the ability to cast 1 new druid spell every level
after level 1, and 1 new magic-user spell for every level starting at level 5 up to level 10 (see below.) All
spells are cast as "clerical" spells, including magic user spells. Rangers do not have the ability to research
spells, write scrolls, use spells that allow the writing of scrolls (like Write), provide spells for alchemical
potions, or use their spells in any way other than to cast them for the spellʼs effects. The magic user spells
they know cannot be communicated to other magic users in any way, since they are not truly the same
spells as the mages use, but rather a class spell ability.
The player may select the spells their character acquires at each level. They may have the number
of spells indicated prepared to cast at any given time, after appropriate preparation of course. Preparation
requires about 1/2 hour of meditation/prayer per spell, while performing no other activities.
For spells with level-dependent characteristics, those characteristics are set as if the spell were
cast by a character of half the ranger's level. For example, if a 12th level Ranger casts a spell that does
1D4 damage for each level of the caster, then the spell would do 6D4 damage.
Class Restrictions
Possessions
Rangers may not own any more possessions or money than they are capable of carrying. They will
not use banks, allow others to hold possessions or money for them, or otherwise seek to extend their
ownership to anything which they are not physically carrying with them. Any possessions they have which
they are not capable of keeping they give away, they will not sell their possessions. They will only give
their possessions to lawful characters or institutions, if they are unable to do this they will destroy or
abandon any excess possessions. If they feel that some useful item may fall into the hands of chaos
through abandonment, they will seek to destroy it, or give up some other possessions to allow it to be
carried until it can be turned over to a trustworthy lawful owner or protector.
At or above 10th level, the Ranger may establish an outpost or stronghold in the wilderness. The outpost
should be a secret place that can act as a base of operations for the ranger and their retainers within the
wilderness area. The ranger will attract volunteer retainers to the number of 1D10+(Levels Above 9 times
2). The ranger and their retinue can subdue up to 3 miles of border, road, paths, or trails through the
wilderness for each retainer. The ranger will receive 300GP per year in benevolent donations for each
mile of road or path so protected that is used for commerce or by local inhabitants. There will be a 10%
chance per new mile subdued each year that a significant magic item usable by the ranger or their
retainers donated to support the cause. Each retainer will cost 20GP per level per year to support, though
they will not need to be paid. For each retainer killed, there is a 10% chance that a new volunteer will
replace them each month until a replacement appears.
All retainers will be of the same alignment as the ranger. If they change alignment permanently, they will
leave the retinue.
Each year after the first that the stronghold is established and an area subdued there is a chance of the
ranger's movement gaining notoriety and drawing an additional 1D10 retainers that year. The chance is
1% for each mile of land subdued and patrolled by the ranger and their retinue.