RANGER ------ Rangers are a last remnants of a once great civilization which fell long ago. Once, they were the high guardians of peace in the realm, the knights of a bright "Camelot". Now, Rangers live on the borderlands of civilization, their lineage all but forgotten...except by them. They quietly guard settlers on the borderlands from hostile humanoids and the like and are sometimes employed as guides or scouts through dangerous wilderness territory. * HIT POINTS: D6+1 + CON bonus per level. 3pts/level after 9th level. * +1 to TOUGHNESS and REFLEX Saving Throws. * Only light armor(leather typically), no shield * Can use any weapon, barring polearms and greatswords, but are most well known for the 2 techno-magic 'death wands' they wear in leather belted holsters around their waist. These 'wands' are made of an unbreakable metal, about 8 inches long, and have handles with carved wooden grips. When employed, they create a terrible sound like thunder and belch forth black smoke from the ends, killing or seriously injuring whatever they are pointed at. Each 'wand' can each shoot 6 times before having to be reloaded. It takes 1 round to reload each wand or the Ranger can sacrifice the movement portion of the round to reload. At 7th level, both wands can be reloaded in 1 round or during the movement phase of the round if the Ranger stays put. Each shot does 2D6 damage and is +2 to-hit. These wands can hit creatures which are normally only hit by magic weapons. Range is as a short composite bow. Treat long range as medium. These weapons can be used during melee, unlike other ranged weapons, and they DO count as melee weapons when attacking 'Normal Men'. Several small cylinders are contained in pouches on the belt. These cylinders hold 6 'force bullets' each. When a wand needs to be reloaded, a fresh cylinder is taken from the belt and exchanged for the empty cylinder in the wand. The cylinders naturally recharge within 1 turn if placed back in one of the belt pouches. If an empty cylinder is not replaced in the belt within 3 turns, it will take an entire day to recharge once it is finally placed in the belt pouch. A belt will contain 2D6 cylinders. Rangers will typically be armed with 2 six-guns(at 4th level), hand axe, dagger, short sword, and composite shortbow(if below 4th level). * Languages: Begin with Common, Elven, Dwarven, Hobgoblin, Ork, Gnoll, and Stone Giant. * Can fight Florentine-style with small weapons - hand axes, daggers, and the like. * Rangers get a number of melee attacks against 'Normal Men'(or creatures of basically that strength, i.e., goblins, kobolds, dwarves, orks, men, gnomes, giant rats, etc) equal to their level each round. So a 3rd level Ranger would have 3 attacks/round against these. * +1 to hit with missile weapons(not applicable to their 'fire wands'), treat long range as medium, Rangers can shoot on the run as Elves do. Rangers are skilled bowyers and fletchers. Fighting Ability: Begin with +1. Add +1 at levels: 2, 4, 5, 6, 7, 8, 10, 11, 13, 14, 15, 16. (DEX)Stealth: Begin with +1. Add +1 every level. (PER)Awareness(spot, listen, find secret doors): Begin with +1. Add +1 every level. (PER)Tracking: Begin with +1. Add +1 every level. Rangers can give very detailed information - "12 horses - 2 without riders and 2 heavily laden wagons passed this way 2 days ago". (INT)Wilderness Survival: Begin with +1. Add +1 every level. (INT)Animal Lore(rare beasts): Begin with +1. Add +1 every level. * Rangers gain a +4 to Animal Reaction rolls. * Animal Handling: Rangers are experts at riding and at training mounts of any type. They can also train most any other animal which can be trained - wolves, bears, wildcats, birds, foxes, raccoons, ferrets, lizards, elephants, etc with any mount, the Ranger will have a telempathic bond(while both are on the same plane) and the creature will be utterly loyal while in the service of the Ranger. * Direction Sense: +2 to rolls to avoid becoming lost when in the trackless wilderness(rolled on a D6). * Rangers are skilled in Herbalism and Animal Lore of animals common to their environment. They also learn the spoor and habits of unusual animals and monsters(Animal Lore skill roll). * A Ranger moves through difficult terrain(on foot) as if it were one class better. They can also cover twice the distance in a day that others can(double Outdoor Movement Distance). * Passive ability to Detect Pits and Snares(3 in 6 chance) outdoors when merely passing near. And only 1 in 6 chance to spring pit traps and snares when passing over them(instead of the usual 1-2). ROLLED BY DM. * Rangers can detect areas of high radiation before getting close enough to be affected. * A Ranger is surprised on a 1(D6) and surprises on a roll of 1-3 when moving normally. Outdoors a ranger can usually only be surprised by another ranger, barbarian, druid, or elf. * Rangers are difficult to track outdoors. Only another ranger, elf, druid, or barbarian can do so. * Rangers move about a lot and travel light. As such they do not build strongholds/castles, or retain bodies of men at arms, though they can have a stable dwelling. In addition to personal weapons and armor, a ranger will only keep enough treasure to pay for modest expenses, the rest being given to the needy or another worthy cause. At 4th Level ------------ * At 4th level Rangers are able to construct their twin sixguns and the ammunition and recharging belt pouches for them, the making of which being a secret that Rangers are willing to die for. This construction will take several weeks of time. The Ranger must acquire tools and a secluded place to set up their workshop. * +1 on Reaction Rolls with Intelligent Normal Types. * +1 to Morale of any troops the Ranger is leading in combat. * Normal Types check Morale at -1 when the Ranger charges them unless they are led by someone of Hero-Level or above. At 6th Level ------------ * Rangers learn to mimic the sounds of animals they have a familiarity with. At 9th level, they can mimic the sound of any creature they come across. At 7th Level ------------ * Rangers get 2 attacks/round, so can fire both sixguns each round. They can also use any other melee or missile weapon twice per round. At 8th Level ------------ * +4 to Saving Throws vs Fear spells/effects. * +2 on Reaction Rolls with Intelligent Normal Types and +1 with Intelligent Hero Types(lvl 4 and above). * +2 to Morale of any troops the Fighter is leading in combat. * Normal Types check Morale at -2 when the Fighter charges them unless led by someone of Superhero-Level or above. * At 8th level, a Fighter can sense invisible/out of phase creatures nearby and can fight them without penalty. This also applies to fighting when blindfolded or in the dark. * At 8th level, a Ranger is considered a "Ranger Knight" and may take and train an apprentice. At 9th Level ------------ * At 9th level, Rangers are considered, "Ranger Lords", and will attract D6 woodland and/or fantastic creatures as helpers if they have a wilderness stronghold. At 12th Level ------------- * Rangers get 3 attacks per round with their six-guns. At 17th Level ------------- * Rangers get 4 attacks per round with their six-guns. EXPANDED ExPLANATION OF SOME RANGER ABILITIES --------------------------------------------- * Tracking also includes indoors and underground. * Animal Lore includes identifying tracks and knowing behaviors/habits of UNcommon or RARE animals and monsters * Stealth: Hunter's Step: No chance of being heard if this roll succeeds. If the roll is failed, make a Hear Noise check for any creatures in the area to see if the ranger was heard. Hide outdoors in natural surroundings(in "plain sight"): Any Ranger remaining completely still, while in a natural environ- ment containing some measure of concealment(tall grasses, small bushes and shrubs, etc), has a passive 90% chance of remaining undiscovered without having to make a Stealth Roll.