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Version 1.25
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  • Introduction
    • Introduction for Beginners
      • Creating a Character (Generic)
    • Creating a Character for the Campaign
      • MS-Word Character Sheet
      • Blank Character Sheet
      • Example Character
  • Ability Scores
    • Strength
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    • Racial Preferences
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    • Secondary Skills
    • Gaining Levels
    • The Cleric
    • The Druid
    • The Fighter
    • The Paladin
    • The Ranger
    • The Magic-user
    • The Illusionist
    • The Thief
    • The Assassin
    • The Monk
  • Equipment
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    • Weapon Proficiency
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    • Missile Weapons
    • Melee Weapons I
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    • Weapon Descriptions
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  • Additional Rules
    • Alignment
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    • Time
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    • Adjudicating Actions
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  • Combat
    • How Combat Works
      • Example of Combat
        • Aggro the Axe
        • Abner
        • Arkayn
        • Arlanni
        • Gutboy Barrelhouse
        • Balto
        • Blastum
        • Barjin
    • Hit Points
    • Saving Throws
    • Surprise
    • Encounter Setup
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    • Declare Intentions
    • Initiative
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      • Avoid
      • Parley and Gauge Reaction
      • Delay or Ready
      • Ranged Attacks or Abilities
      • Move or Manipulate
      • Melee
      • Typical Time Requirements
      • Combat Modifiers
      • Combat Modifier Tables
    • Morale
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  • Spells
    • Cleric Spell List
    • Druid Spell List
    • Magic-user Spell List
    • Illusionist Spell List
  • Additional Classes
    • The Barbarian
    • The Bard
    • The Death Master
    • The Shaman
    • The Witch Doctor
  • Dungeonmastering
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  • Playing the Game
    • Sample Dungeon I
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    • Special Roles of the Dungeon Master
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    • Treasure Tables
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    • Fabrication of Magic Items
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    • Greyhawk Deities List
      • St. Cuthbert
      • Corellon Larethian
      • Fharlanghn
      • Trithereon
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    • Dungeon Generation
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  • Character Sheet
    • Pregenerated Characters
      • 1A. Dwarf Fighter 2
      • 2A. Human Cleric 2
      • 3A. Elf Fighter 2, Magic-user 1
      • 4A. Halfling Thief 2
      • 1B. Human Ranger 1
      • 2B. Human Cleric 1
      • 3B. Gnome Illusionist 1, Thief 1
      • 4B. Human Magic-user 2
Version 1.25
Character Classes
Gaining Levels | The Cleric | The Druid | The Fighter | The Paladin | The Ranger | The Magic-user | The Illusionist | The Thief | The Monk

The Ranger

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 (4, 7, 10, etc.)
  • Weapons Allowed. Any
  • Use of Poison. ? (per DM)

Multiple Melee Attacks per round (5)

Iterative Attacks. High level fighters and their sub-classes will be able to execute a melee attack more than once per round with the same weapon. See the appropriate Attack Matrix. This ability excludes missile weapons which use their own attack rates.

Time Required. An iterative attack will come 3 segments after the normal attack routine. Weapon speed factor is not considered for any iterative attack. If an iterative attack is taken in any round before a normal attack, the fighter cannot take any further attacks during that round. i.e. The fighter attacks late in the previous round and their iterative attack spills into the current round. In this case, the fighter may choose to cancel the previous round’s iterative attack and attack normally (including any iterative attacks) in the current round. A weapon with a high weapon speed factor could cause this to happen every round.

Number of Melee Attacks per Round. Any odd number of attacks per round (e.g. 3/2 or 5/2) due to iterative attacks will come on each odd numbered round. Thus, a fighter with 3 attacks per 2 rounds will attack twice in the 1st round and once in the 2nd, then twice in the 3rd and so on. An iterative attack is considered a separate “attack routine”.

Whirlwind Attack. When a fighter or sub-class is in melee with creatures with less than a full hit die (HD less than 1d8), the fighter may declare a "whirlwind attack" which allows one melee attack for each level of experience the fighter has (e.g. a 3rd level fighter will get 3 melee attacks). This method of attack supersedes and replaces any normal melee attacks or iterative attacks. This is a melee attack action and cannot be used with missile weapons. This attack action must be declared and announced, and cannot be used when changing an action during the round. More than one attack per opponent is allowed.

Time Required. This “whirlwind” attack adds 3 segments to the standard attack mode and all attacks resolve in the same segment. This attack is considered one attack routine but allows attacking more than one opponent of less than one hit die.

Two-weapon Fighting. If a fighter is using two-weapons, the fighter may choose to attack with either weapon for any of the attacks. The fighter also does not add the +2 segment delay for fighting with two weapons when striking with a whirlwind attack (i.e. the whirlwind attack's +3 segment delay supersedes the two-weapon fighting delay).

Mixed Groups. If fighting a mixed group, this special attack mode does not allow any attacks against the higher hit die opponents and makes the fighter more vulnerable to attacks by higher hit die opponents. If a whirlwind attack is declared and a higher hit die opponent is or comes within melee range, they will be granted an immediate attack as if attacking the fighter's rear or rear flank (+2 to-hit, and no Dexterity modifiers or shield benefits to armor class). In certain situations, the fighter may not know there are higher hit die opponents present. The fact that there are, should become quickly apparent once the whirlwind attack form is declared...

(See Combat, Melee.)

Ranger Abilities

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:

  1. 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.
  2. Rangers surprise [others] 50% of the time [if alone or at least 90 feet in front of others with lower chances to surprise others] and are themselves surprised only [15%] of the time. [Rangers retain their ability to surprise others even when wearing metal armor.] (1)
  3. 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%
  4. At 8th level, rangers gain limited druidic spell ability, and additional spells are added through 17th level. (2)
  5. 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. (3)
  6. At 10th level (Ranger Lord), rangers are able to employ all non-written magic items which pertain to clairaudience, clairvoyance, ESP, and telepathy. (4)

Spells. In addition to considerable prowess as fighters, rangers have druidic and magical spell capabilities when they attain high level. The spell caster level for these spells is the ranger’s level. Rangers can cast spells without penalty while wearing armor although most spell casting will require both of the ranger’s hands to be free of other items.

Druid Spells. At 8th level, rangers gain the ability to cast a limited number of druid spells. All rules for druid spells must be observed including the collection of material components. Rangers do not gain additional spells for high Wisdom.

Magic-user Spells. At 9th level, rangers gain limited magic-user spell ability. Rangers must follow all of the procedures normal for magic-users (obtaining spell books, spell memorization, rolling for chance to know spells, etc.). A 9th level ranger will not automatically be granted a spell book and must obtain one through purchase or other means.

Surprise. If alone or 90 feet in front of any others, rangers will surprise opponents 50% of the time. Rangers are themselves surprised only 20% of the time (and if with others, will grant this benefit to the group).

Followers or Creatures

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:
    • If any addition or subtraction falls within a category no longer permissible, or if a subtraction results in a score under 01, roll again.

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.

Ranger Strictures

The following restrictions and strictures apply to rangers:

  1. 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.
  2. Rangers may not hire men-at-arms, servants, aides, or henchmen until they attain 8th or higher level.
  3. No more than three rangers may ever operate together at any time.
  4. 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 lo serve them when, and if, rangers construct strongholds, they conform to the fighter class in other respects.

1. Ranger's Surprise. changed from surprises others 3 on a d6 and surprised 1 on d6.
2. Polyhedron #7, Dispel Confusion: Q: “At what level of magic use does a ranger cast druidic and magic-user spells? This affects range, duration, and damage all the time.” A: This has been long debated among the Game Wizards, and a decision has been reached. When a ranger reaches 8th level, he or she then starts using druid spells; the number and level of spells are given in a chart in the ranger class description, and they do NOT get any bonuses due to Wisdom. Their casting level is ONE at that point, and additional levels increase the casting level. Thus, the “druid level” of the ranger is always his or her level minus 7. Magic use takes a lot of practice, and there’s no reason why a 9th level ranger, a novice at the craft, should be able to dump off 5 magic missiles the first time it’s tried. The ranger must find a tutor, get a spell book, and study spells as a normal magic-user would (we recommend that the DM allow the ranger to find a tutor easily). The level of magic use is always equal to the ranger’s level minus eight. Starting spell books and other details are all handled normally [as a 1st level magic-user] for the ranger who reaches 9th level and gains the ability to use magic-user spells.
3. Polyhedron #13, Dispel Confusion: ADQ: “May a ranger cast druid and/or magic-user spells while wearing metallic armor?” ADA: If the restrictions concerning what a ranger may wear are followed to the letter, this is within the rules. Polyhedron #16, Dispel Confusion: ADQ: “Do rangers and paladins need material components for their spells?” ADA: Yes. Unless otherwise stated, spells cast by rangers and paladins require the same components as the corresponding magic-user, clerical, or druidic spells.
4. Dragon #139, Sage Advice: Q: “Can high-level rangers use wands or other magic-user items?” A: The ranger’s ability to cast spells does not empower the class with the ability to use magic-user or druidical magic items, unless such may be used by all classes.

5. Original Text

Multiple Attacks per Round. Fighters able to strike more than once during a round (with any thrusting or striking weapon) will attack once before opponents not able to do so, regardless of initiative, but if fighter and fighter melee, initiative tells.

Additional Note Regarding Fighter Number of Attacks Per Round. This excludes melee combat with monsters of less than one hit die (d8) and non-exceptional (0-level) humans and semi-humans, i.e. all creatures with less than one eight-sided hit die. All of these creatures entitle a fighter to attack once for each of his or her experience levels.

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