Ranger
Goblin-hunter, giant-killer, dragon-slayer: these are rangers. They are independent, cunning, and experienced in fighting the monstrous creatures that prey on civilization. They live in the frontiers and borderlands, protecting gentler lands by hunting threats in the wilderness.
Hit Dice: 1d6+2 (+3 hp per level after 9th level.)
Hit Dice: 1d6+2 (+3 hp per level after 9th level.)
Armor: Any light or medium
armor, shields.
Weapons: Any weapon.
Skills: Feats of endurance
and dexterity, climbing, natural lore, perception, stealth, swimming, survival,
and tracking.
Restrictions
Self-Sufficient: Rangers, by temperament
and training, do not rely on others.
They do not adventure with more than two other rangers, and do not keep
more wealth than they can easily carry.
Fellowships often include more than three rangers, but they spread their
protection out over a large area, and do not travel together.
Class Features
Alertness: Rangers have only a 1 in 6 chance of being surprised.
Ambush: A ranger can create an ambush, increasing the chance of
surprising an opponent. This takes one
round per party member, and adds 1 to the chance of surprising the opponent. Characters that are have knacks or skills in
hiding or sneaking do not add to the preparation time. The ambush is stationary and the targets must
move into it.
Opponents that are expecting a
fight, and would not ordinarily be surprised, instead have a 1 in 6 chance of
being surprised, at the GM’s discretion.
Keen-Eyed: Rangers have advantage on perception and tracking
checks.
Implacable Foe: A ranger has a +1 on rolls against the humanoid
races (bugbears, gnolls, goblins, hobgoblins, kobolds, ogres, and orcs) at 1st
level. This applies to saves, checks (i.e. tracking or surprise), attack rolls,
and damage rolls. This increases to +2 at 5th level, and includes
giants and trolls. At 9th
level the bonus becomes +3, and includes dragons.
Whether or not the bonus applies
is at the GM’s discretion. It is
reasonable to apply it to a save versus a goblin trap in a goblin lair, but not
against a trap in a thieves’ guild that includes goblins as members.
Marksman: A ranger adds his Dexterity bonus to his to-hit roll with ranged weapons.
Far Shot: At 3rd level, the range on a ranger’s missile
weapons increases by 50%.
Woodland Stride: At 3rd level, the ranger moves at his
normal movement rate through non-magical wilderness, including undergrowth and
other hindrances, and cannot be tracked except by a ranger of higher level.
Companion: At 7th level the ranger gains a
companion. This might be a 1st
level ranger, or an animal companion. If the companion dies, another will
replace him the next time the ranger gains a level, depending on the
circumstances surrounding the death of the previous companion(s).
Swift: At 7th level the ranger’s speed increases by either
+10 feet per round or +3, depending on the rule system.
Fellowship: At 9th level the ranger attracts a small
band of like-minded allies and companions to aid and assist him. Intelligent animals, monsters, and various
player-character races are all possible members of the fellowship.
Deadeye: Once per day at 11th level the ranger can make
a careful, steady attack on a foe. For
each full round he spends aiming, the ranger gets a +2 bonus to hit, to a
maximum of +6 at three rounds. In
addition, he does double damage after the first round of aiming, triple damage
after the second round, and quadruple damage after the third round.
The ranger cannot move while aiming, and the
target must be visible, within range, and not moving faster than a walk. Any damage to the ranger while he is aiming
disrupts his attack. (The terms advantage, knack, and skilled are defined on the Game Design page above. The license for this entry is located in the Legal page above.)
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