Ranger Level Progression | Ranger Spell Progession | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
level | XP | Title | HD | THAC0 | D | W | P | B | S | 1st | 2nd | 3rd | Tracking |
1 | 0 | Runner | 1d8 | 19[0] | 12 | 13 | 14 | 15 | 16 | - | - | - | 20% |
2 | 2,250 | Strider | +1d8 | 19[0] | 12 | 13 | 14 | 15 | 16 | - | - | - | 30% |
3 | 4,500 | Scout | +1d8 | 19[0] | 12 | 13 | 14 | 15 | 16 | - | - | - | 40% |
4 | 10,000 | Courser | +1d8 | 17[+2] | 10 | 11 | 12 | 13 | 14 | - | - | - | 50% |
5 | 20,000 | Tracker | +1d8 | 17[+2] | 10 | 11 | 12 | 13 | 14 | - | - | - | 60% |
6 | 40,000 | Guide | +1d8 | 17[+2] | 10 | 11 | 12 | 13 | 14 | - | - | - | 70% |
7 | 90,000 | Pathfinder | +1d8 | 14[+5] | 8 | 9 | 10 | 10 | 12 | - | - | - | 80% |
8 | 150,000 | Ranger | +1d8 | 14[+5] | 8 | 9 | 10 | 10 | 12 | 1 | - | - | 90% |
9 | 300,000 | Ranger Knight | +1d8 | 14[+5] | 8 | 9 | 10 | 10 | 12 | 2 | - | - | 100% |
10 | 425,000 | Ranger Knight, 10th | +2 | 12[+7] | 6 | 7 | 8 | 8 | 10 | 2 | 1 | - | 110% |
11 | 550,000 | Ranger Knight, 11th | +2 | 12[+7] | 6 | 7 | 8 | 8 | 10 | 2 | 2 | - | 110% |
12 | 675,000 | Ranger Knight, 12th | +2 | 12[+7] | 6 | 7 | 8 | 8 | 10 | 2 | 2 | 1 | 110% |
13 | 800,000 | Ranger Knight, 13th | +2 | 10[+9] | 4 | 5 | 6 | 5 | 8 | 3 | 2 | 1 | 110% |
14 | 925,000 | Ranger Knight, 14th | +2 | 10[+9] | 4 | 5 | 6 | 5 | 8 | 3 | 2 | 2 | 110% |
Rangers are members of a secret society which protects their native lands from invasion and the influence of Chaos. They are skilled warriors who are adapted to life in the wilds. At higher levels, their connection with nature grants them the ability to cast spells.
Alignment: As protectors, rangers may only be lawful or neutral. If a ranger ever changes alignment to chaotic, they lose all special class abilities and become a fighter of the same level. The character may be able to regain their ranger status by performing a special quest.
Rangers are only surprised on a roll of 1. This may mean that a ranger is able to act in the surprise round while their companions are surprised.
Rangers can use all types of weapons and can use leather armour, chainmail, and shields. Because of their need for stealth, they cannot use plate mail.
See Magic, for full details on divine magic.
Spell casting: From 8th level, due to a deep connection with nature, a ranger gains the ability to cast spells. The power and number of spells available to a ranger are determined by the character’s experience level. (rangers use the druid spell list).
A party with a ranger succeeds at foraging with a 2-in-6 chance and finds prey when hunting with a 5-in-6 chance
A ranger may only keep wealth and possessions that can be kept on their person or mount. Excess must be donated to worthy causes (not other PCs!).
When the ranger’s party pursues an opposing group in the wilderness, the chance of evasion is reduced by 10%.
In the wilderness, a ranger has a 3-in-6 chance of hiding and a 3-in-6 chance of moving silently. If the ranger goes unnoticed, the target may be surprised
Rangers can identify and follow tracks. This skill improves as the character gains levels. Success may be modified by the following factors:
2d12 beings will join the ranger as followers. The nature of these followers is up to the referee—they may include human or demihuman adventurers, animals, fantastic mounts, sylvan creatures, or special monsters. If any of the followers die, they are not replaced.