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"(Avalon) which lasted for over 1000 years. Now, Rangers live on the borderlands of civilization, their lineage all but forgotten...except by them. They quietly guard settlers and travelers on the borderlands and wilderness from hostile humanoids and the like, and are sometimes employed as guides or scouts through dangerous or uncharted territory. * HIT POINTS: D6+1 + CON bonus per level. 3pts/level after 9th level. * +2 to TOUGHNESS and +1 to 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 is +1 to-hit and does 2D6 damage. 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(no penalty). These weapons can be used during melee, unlike other ranged weapons. 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). * Can fight Florentine-style with small weapons - hand axes, daggers, and the like. * Rangers get a number of attacks(melee or missile, excluding crossbows) 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 3, 4, 5, 6, 7, 8, 9, 11, 13, 14, 15, 16. (DEX)Free Climbing: Begin with +1. Add +1 every level through level 16. (PER)Tracking: Begin with +1. Add +1 every level through level 16. Rangers can give very detailed information - "12 horses - 2 without riders and 2 heavily laden wagons passed this way 2 days ago". (INT)Animal Lore(rare/fantastical beasts): Begin with +1. Add +1 every level through level 16. ----------------------------------------------------------------------------- Base Chance By Level Table -------------------------- level 1 = 1-2(D6) level 7 = 1-4 level 13 = 1-19/D20 level 4 = 1-3 level 10 = 1-5 * Hide Outdoors in Natural Surroundings(in "plain sight"): Any Ranger remaining still, while in a natural environment containing some measure of concealment(tall grasses, small bushes and shrubs, etc), has a chance of remaining undiscovered. * Hunter's Step: No chance of being heard if this roll succeeds. If the roll is failed, have all creatures in the vicinity make a Hear Noise Roll to see if the Ranger is still moving quietly enough to go unnoticed. ----------------------------------------------------------------------------- * Languages: Begin with Common, Elven, Dwarven, Hobgoblin, Ork, Gnoll, and Stone Giant. * Rangers gain a +4 to Animal Reaction rolls. * Rangers get Advantage on initiative rolls when using their six-guns. * Wilderness Survival. * Animal Handling: Rangers are experts at riding and at training mounts of any type. At 5th Level, 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: +1 to rolls to avoid becoming lost when in the trackless wilderness(rolled on a D6). * Predict Weather: As the Druid spell. * Rangers are skilled in Herbalism and Animal Lore of animals common to their environment. They also learn the spoor and habits of unusual and fantastical/enchanted 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(2 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 may 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 3rd Level ------------ * Rangers have learned to mimic the sounds of animals they have a familiarity with. At 6th level, they can mimic the sound of any creature they come across. At 4th Level ------------ * At 4th level Rangers are able to construct their twin six-guns 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 to Morale of any troops the Ranger is leading in combat. * Normal Types have their morale lowered by 1 and must make a Morale Check when the Ranger charges them unless they are led by someone of Hero-Level. At 5th Level ------------ * Rangers gain animal empathy(including enchanted animals). * See Animal Handling above. At 7th Level ------------ * Rangers get 2 attacks/round, so can fire both six-guns 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 to Morale of any troops the Ranger is leading in combat. * Normal Types have their morale lowered by 2 and must make a Morale Check when the Ranger charges them unless they are led by someone of Superhero- Level. * At 8th level, a Ranger 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 10th Level ------------- * At 10th level, add a second damage die to all damage rolls(not including their six-guns). At 13th Level ------------- * Rangers get 3 attacks per round with their six-guns. At 14th Level ------------- * +3 to Morale of any troops and +4 to Morale of any rangers the Ranger is leading in battle. * Normal Types have their morale lowered by 3 and must make a Morale Check when the Ranger charges them unless they are led by someone of Superhero- Level. EXPANDED ExPLANATION OF SOME RANGER ABILITIES --------------------------------------------- * Tracking is the ability to follow the trail of creature through an environment by noticing small signs of its passage - faint tracks in the dirt, a scuff mark on stone, a bent twig, overturned rocks in a creek bed, etc. Ranger tracking can also be used indoors and underground. * Animal Lore includes identifying tracks and knowing behaviors/habits of UNcommon or RARE animals and monsters. * Climbing ability as Thief of the same level but with regard to natural surfaces(smooth cliffs, limbless tree trunks, etc). Rangers may also climb walls of other kinds once they have had the opportunity to prac- tice scaling a particular type of surface.