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.
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.)
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:
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).
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).
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.
The following restrictions and strictures apply to rangers:
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.
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.