Rangers are a sub-class of fighter who are adept at woodcraft, tracking, scouting, and infiltration and spying.
All rangers must be of Good alignment, although they can be Lawful, Chaotic, or Neutral otherwise.
A ranger must have Strength of not less than 13, Intelligence of not less than 13, Wisdom of not less than 14, and a 14 or greater Constitution.
If the ranger has ability scores of greater than 15 in Strength, Intelligence and Wisdom, he or she gains the benefit of adding 10% to experience points awarded by the referee.
Unlike other fighter-types, rangers have eight-sided hit dice (d8) but at first level they get two, rather than but one, hit dice. It should also be noted that rangers get 11 hit dice rather than the 9 of other fighter-types.
Prime Requisite. Strength, Intelligence and Wisdom (16+ adds a 10% experience bonus)
Minimum Ability Scores. Strength (13), Intelligence (13), Wisdom (14), Constitution (14)
Hit Dice. d8 (starting with 2d8); Maximum 11d8 (10th)
Alignment. Any Good alignment
Player Character Races. Human (U), Half-elf (base 6th)
Armor. Any
Shield. Any
Initial Weapon Proficiencies. 3
Non-proficiency Penalty. -2
Added Weapon Proficiencies. 1 per 3 levels above the 1st (4th, 7th, 10th, 13th, 16th, 19th, etc.)
Weapons Allowed. Any
Use of Poison. ? (per DM)
[See the Fighter.]
In addition to considerable prowess as fighters, rangers have druidic and magical spell capabilities when they attain high level; thus, they are very formidable opponents, for they have other abilities and benefits as well:
When fighting humanoid-type creatures of the “giant class”, listed hereafter, rangers add 1 hit point for each level of experience they have attained to the points of damage scored when they hit in melee combat.
Giant class creatures are: Bugbears, Ettins, Giants, Gnolls, Goblins, Hobgoblins, Kobolds, Ogres, Ogre Magi, Orcs, and Trolls.
Example. A 5th level ranger hits a bugbear in melee combat, and the damage done to the opponent will be according to the ranger’s weapon type, modified by Strength, and +5 (for his or her experience level) because the opponent is a bugbear—a “giant class” humanoid.
Rangers surprise (q.v.) opponents 50% of the time (d6, score 1 through 3) and are themselves surprised only 16⅔% of the time (d6, score 1).
Tracking is possible both outdoors and underground in dungeons and like settings:
Underground the ranger must have observed the creature to be tracked within 3 turns (30 minutes) of the commencement of tracking, and the ranger must begin tracking at a place where the creature was observed:
Chance to Track by on the Creature's Action
Going along normal passage or room: 65%
Passes through normal door or uses stairs: 55%
Goes through a trap door: 45%
Goes up or down a chimney or through concealed door: 35%
Passes through a secret door: 25%
Outdoors there is a base 90% chance of a ranger being able to follow a creature, modified as follows:
For each creature above 1 in the party being tracked: +02%
For every 24 hours which have elapsed between making the track and tracking: -10%
For each hour of precipitation: -25%
At 8th level, rangers gain limited druidic spell ability, and additional spells are added through 17th level. (4)
At 9th level rangers gain limited magic-user spell ability, as with druidic spell ability. Rangers cannot read druid or magic-user spells from magic scrolls in any event.
At 10th level (Ranger Lord), rangers are able to employ all non-written magic items which pertain to clairaudience, clairvoyance, ESP, and telepathy.
Also at 10th level, each ranger attracts a body of 2-24 followers. Note that these henchmen once lost, can never be replaced, although mercenaries can be hired, of course.
1. Roll 2d12 to find the number of followers (or creatures attracted to service).
When the number is generated, adjust the following percentile dice rolls as follows:
2. When the number of rolls the ranger player character is entitled to is discovered, and the adjustment necessary noted, determine the followers/creatures using the tables below. All scores over 70 are special, and the ranger is able to attract one follower/creature group only from each category, as noted.
Add all creatures of any sort to find total followers, demi-humans included.
If any addition or subtraction falls within a category no longer permissible, or if a subtraction results in a score under 01, roll again.
The following restrictions and strictures apply to rangers:
Any change to non-Good alignment immediately strips the ranger of all benefits, and the character becomes a fighter, with eight-sided hit dice, ever after, and can never regain ranger status.
Rangers may not hire men-at-arms, servants, aides, or henchmen until they attain 8th or higher level.
No more than three rangers may ever operate together at any time.
Rangers may own only those goods and treasure which they can carry on their person and/or place upon their mount; all excess must be donated to a worthy communal or institutional cause (but never to another player character).
Although rangers do not attract a body of mercenaries to serve them—when, and if, rangers construct strongholds, they conform to the fighter class in other respects.