A Ranger is a sub-class of fighter typically found living on the border of civilization, keeping the monsters at bay. Using superior woodcraft and cunning, they keep a step ahead of their foes and defend those brave souls living in the borderlands. Rangers deal with human-type predators as well, spying on encampments and other stations used as markets for moving stolen goods, slavery, and worse. Rangers tend to operate in small groups or alone and always travel light.
Primary Ability Scores. Strength, Intelligence and Wisdom (A 16+ in all adds a 10% experience bonus). A ranger that achieves an 18 Strength score will roll for Exceptional Strength.
Minimum Ability Scores. Strength (13), Intelligence (13), Wisdom (14), Constitution (14).
Hit Dice. d8 (starting with 2d8); Maximum 11d8 (at 10th level). Self-train (8th);
Hit Points. You start with 16 hit points adjusted for Constitution. Each level thereafter you gain 1d8 if you roll for hit points or you can gain 4.5 hit points without rolling. The 0.5 hit points will carry over. Hit Points after Maximum Hit Dice. Rangers gain 2 hit points plus any Constitution adjustment per level past 10th.
Alignment Restrictions. Can be any Good alignment.
Player Character Races. Human (U), half-elf (base 7th).
Armor and Shield. Any.
Weapon Proficiencies. Initial 3; Penalty -2; Additional at 4th, 7th, 10th, 13th, 16th, and 19th.
Available Weapon Proficiencies. Any.
Additional Restrictions. Rangers must abide by their Ranger Strictures.
Attack Table. Use the Fighter Attack Table.
SPECIAL ATTACKS: damage bonus (giant)
Rangers gain a +1 bonus per ranger level to damage when fighting “giant-type” creatures. These are creatures with the creature sub-type, “giant”.
Typical giant-type creatures include bugbears, ettins, giants, gnolls, goblins, hobgoblins, kobolds, ogres, ogre magi, orcs, and trolls.
Rangers can ignore up to 3 hours (or 30%) when making a forced march. This extends to any mounts (beasts of burden) they employ. This does not extend to others in the group traveling with the ranger(s). See Overland Movement.
SPECIAL ATTACKS: Disarm. [melee] (major, weapon speed)
All fighters, rangers, and paladins may use a set of common melee weapons to disarm their foes. These include daggers, maces, and swords (broad, long, or short). See Weapon Attributes and the Disarm attack.
SURPRISE: 17%; Others +17%
Surprise. Rangers have a Surprise check of 17%.
Stealth. [continuous] Rangers are trained to move quietly even in armor (of any type) and gain a +17% bonus to surprise others. Rangers make the same amount of noise as those unarmored in any type of armor or if wearing hard foot wear.
Rangers have the ability to find tracks in an area, and once tracks are found, the ranger may be able to identify the creature that made them or follow the tracks.
Find Tracks. [major] Signs of passage can be observed with a successful find tracks check. Each separate area (per the GM) can be checked once. After 24 hours, if movement has occured in that area (not including the ranger or their allies), the area can be checked again, allowing the ranger to discover the new signs (only).
A find tracks check is a d%; A result of 70 or higher indicates success.
Two consecutive successes allows the ranger to determine the general direction of movement (if one is prevalent).
A ranger gains a bonus of +3% per ranger class level.
The check is modified by surface conditions and number of creatures (and additional adjustments per GM):
Over 4 creatures each larger than 3-ft.: +20%
Soft plant and/or dirt floor: +30%
Very dusty/sandy stone floor: +25%
Packed dirt floor: +20%
Stone floor: -10%
Very clean stone floor: -20%
Infravision or less than torch illumination: -30%
Identify Tracks. [major] Once tracks are found, the ranger can attempt to identify the type of creatures that made the tracks. Only one attempt can be made per area (in an overall encounter) and creature type. Once a denizen is encountered and signs of movement observed, the ranger can make another check against tracks made by that creature type (one new check only). Thus, if the check is failed in one area, the ranger cannot have success at identifying that creature type's tracks in any other area (in that encounter/location) until one of the creatures is closely observed or defeated. Then another check can be made to match the tracks.
An identify tracks check is an Intelligence Difficulty Check (1d20 check roll vs. DC; roll must be equal to or higher to succeed).
Rangers gain a +1 bonus per ranger class level.
Rangers add a bonus for a high Intelligence score: 12-13: +1; 14-15: +2; 16-19: +3; 20+: +4;
The Difficulty Check (DC) is as follows: The Ranger...
Knows the specific individual well (and that individual has a unique pattern to their tracks): DC 5
Is very familiar with the quarry: DC 10
Has encountered the quarry previously: DC 15
Has studied the quarry but never encountered: DC 20
Heard of the quarry: DC 25
The quarry is unknown: DC 30
"Very familiar" means 5+ encounters over the course of 5+ days.
"Studied": A ranger can select one creature race or type to study per level. "Regional Fauna" is given for free at 1st level which includes typical animals that live in the area where the ranger was trained.
Once tracks are found (even if not identified), the ranger can attempt to track the quarry. If direction is unknown, the ranger can select a route and begin to track in that direction. Tracking criteria depends on location/circumstances:
Tracking Quarry Indoors/Underground. [simple] Checks are made for each area. In very close quarters, the GM may combine a set of rooms as one "area". Underground, a long tunnel may represent several areas, especially if conditions change or branches are found. A failed check means a false trail is found and will be followed through the area or for at least one full round of movement (whichever equals the higher distance). When another check is made, a success indicates the trail has been lost. Otherwise, the ranger will see more false signs. While following false signs, a ranger can back track to the location of a previous check and retry the check once. If successful, the ranger will note the trail was false. A ranger must move to another area and back before a second check is made. If the second check is unsuccessful, the trail is lost.
A track quarry check indoors/underground is d%; A result of 50 or higher indicates success.
A ranger gains a bonus of +3% per ranger class level.
The check is modified by the actions of the quarry and circumstance:
The ranger did not observe the quarry moving at least 30 rounds prior to tracking: -50%
Passes through a door or uses a stairway: -10%
Passes through a trap door: -20%
Passes through a concealed door: -30%
Uses a ladder: -30%
Passes through a secret door: -40%
Over 4 creatures each larger than 3-ft.: +20%
Soft plant and/or dirt floor: +30%
Very dusty/sandy stone floor: +25%
Packed dirt floor: +20%
Stone floor: -10%
Very clean stone floor: -20%
Infravision or less than torch illumination: -30%
Tracking Quarry Outdoors. [simple] Checks are made for each terrain area. For example, moving from plains into a tree line (forest) will require a new check. A failed check means a false trail is found and will be followed through the area or one mile (whichever equals the higher distance). When another check is made, a success indicates the trail has been lost. Otherwise, the ranger will see more false signs. While following false signs, a ranger can back track to the location of a previous check and retry the check once. If successful, the ranger will note the trail was false. A ranger must move to another area and back before a second check is made. If the second check is unsuccessful, the trail is lost.
A track quarry check outdoors is d%; A result of 25 or higher indicates success.
A ranger gains a bonus of +3% per ranger class level.
The check is modified by the actions of the quarry and circumstance:
For each creature over a single one traveling together: +2%
For every 24 hours that elapsed prior to the check: -10%
For each hour of precipitation prior to the check: -25%
Quarry is moving at half speed and covering tracks: -30%
Other terrain modifiers per GM (e.g. soft ground/snow: +20%; rocky terrain/streams: -20%; etc.)
SPECIAL ATTACKS: Whirlwind Attack. [melee] (declared; major, weapon speed)
Anytime a fighter, paladin, or ranger is in melee and wielding a weapon with proficiency, they may declare a whirlwind attack if they suspect they are in melee with foes that possess less than one full hit die. If your guess is correct and all foes within melee range are under 1 full hit die, you may take one attack per level targeting any foe within melee range.
Beginning at 8th level, a ranger will prepare and cast spells as a druid of their ranger level (including bonus spells for high Wisdom). See The Druid.
This includes the requirements regarding mistletoe and its harvesting. Rangers may wear any type of armor when casting druid spells.
Rangers cannot use druid spell scrolls.
SPECIAL ATTACKS: Multi-attack. (+number of iterative attacks) [multi-attack] (major, weapon speed)
Multi-attack is an ability that grants additional attack routines. Each additional attack routine is called an iterative attack. These bonus attacks are a powerful ability as they grant special initiative placement as well as the ability to target more than one foe per round with an attack.
Beginning at 8th level, you gain one iterative attack once every two rounds (beginning the first round multi-attack is used).
At 15th level, you have one iterative attack every round. For details see Multi-attack.
Multi-attack and Two-weapon fighting. For details see Two-weapon Fighting.
Beginning at 9th level, a ranger may construct a stronghold (fort or keep). In addition to the building of the structure, the surrounding land (approximately 20-50 miles) must be cleared of threats (hostiles or monsters and their dens). Once the structure is complete and the land cleared, you will begin collection of 7 s.p. per inhabitant per month who choose to dwell therein through trade, tariffs, and taxes.
Rangers do not automatically attract men-at-arms although these may be hired when the stronghold is constructed.
Beginning at 9th level, a ranger will prepare and cast spells as a magic-user of their ranger level. See The Magic-user.
You are not automatically granted a spell book. You must purchase this along with materials for inscribing spells.
During your training to become 9th level, you will automatically learn the spell, read magic, and, if you have purchased a spell book, it will be inscribed within.
You must otherwise obtain all other spells and do not gain spells automatically as you increase in level.
Rangers may wear any type of armor when casting magic-user spells.
Ranger Knights that choose a liege are granted the same rights as knights in civilized areas. See The Fighter.
At 10th level, a ranger will automatically attract a group of special companions. Humanoids and intelligent creatures are treated as henchmen with regards to loyalty. Animals are treated as under the effect of an animal friendship spell (although this is a non-magical effect).
The number of companions attracted is 2-24 (2d12). Once any of these special henchmen are lost (they die or leave due to loyalty issues), they can be replenished (up to original number rolled) at a rate of one per level. To do this, you must reroll, beginning with the Companion Type table and any result will be limited to one companion (and you can only use a table other than human or demi-human if you have no companions remaining from that table).
You can also obtain hirelings as normal (if above 8th level, see Ranger Strictures below).
Roll 2d12 to determine number of companions. This roll also influences each roll for Companion Type.
Roll a d% for EACH companion (2 through 24), modified by the Adjustment to Rolls for Companion Type—This will determine the type of companion and the table to use to select the exact companion that appears.
As you roll for each companion, if you roll a companion type that indicates more than one creature, these will come off of the roll you already made for number of companions (2 through 24). If not indicated, the number appearing will be 1.
You can only roll once on any table other than Human or Demi-human. If that table is indicated again when rolling companion type, reroll.
Once you reach the number of companions indicated in your original roll (of 2d12), stop rolling for companions.
Use the section on Non-Player Characters to flesh out your companions (or the GM will handle this).
The GM may change out creatures or limit the type available based upon the terrain of the region. If a dragon is indicated, it's age category will be 1d4+1 (see Vile Monsters).
These companions arrive over the course of several months. Often they are encountered during the ranger’s adventures (allowing you and your GM a chance to role-play the initial meeting). In all cases, the ranger does not gain any special method of communicating with his companions. He must either have some way of speaking to them or they simply accompany him on his journeys (seeking to be helpful in some way).
Divinatory Item Use. (as per the specific magic item)
Beginning at 10th level, a ranger can use any non-written magic items pertaining to clairaudience, clairvoyance, ESP, and/or telepathy. This includes a magic crystal ball and any magical mirrors that offer similar functions.
Alignment. Any change in alignment to a Non-Good alignment will immediately strip a ranger of all ranger benefits, becoming a fighter of one level lower (having minimum experience for that level) with 8-sided hit dice. Unless the ranger can atone (using the atonement spell within four weeks not counting any quests), this change will be permanent.
Henchmen. Under 8th level, rangers cannot hire henchmen or hirelings (although they can purchase services).
Number of Rangers Operating Together. No more than three rangers will ever operate together (in the same traveling group/party) at the same time.
Wealth. Rangers will never hoard wealth and only ever keep such goods and treasure they are able to carry on their person or on their mount. “Hoarding” wealth means keeping monies, whether in coin, precious minerals, letters of credit, or the like in excess of what is necessary to cover the expense of training for the next level (at a performance rating of 3). All excess must be donated to a Good-aligned religious institution or community fund. At 9th level or above, a ranger may (begin to) keep enough funds to construct and maintain a stronghold.