The Elven Ranger
An elven ranger is similar to a yeoman and an archer.
He is trained to be close to nature, and is a formidable
warrior. He usually does not venture into the world
alone, but helps to protect his land. However, clever
players can come up with some reason why their elven
ranger is out traveling. The elven ranger usually acts
as a guard or a scout to adventuring parties, and are
a great asset. The Wildrunners, a house of Kagonesti
who protect Qualinesti is a good example of an elven scout.
Role-Playing
The elven ranger has a strong sense of responsibility.
They will usually honor any promise or complete any task
that they are given, no matter what the cost. They would
give their lives to protect their friends, or any member
of elven nobility. He is usually in touch with nature,
and does not trust machinery.
To become a member an elven ranger is a great honor for
any elf. Elves honor any elven ranger. Kender and centaurs
admire elven rangers for their archery skills, and wilderness
prowess. Minotaurs and dwarves admit that they are useful,
but think that they hide in trees too much.
Requirements
A life in the wilderness toughens an elven ranger and requires
minimum Endurance and Strength scores of 5. An elven ranger
is taught how to be nimble and quick as well as use bows, so
all elven rangers need a minimum Agility and Dexterity score
of 7. An elven ranger also needs to be sharp and alert, which
calls for a minimum Perception score of 6.
The elven ranger is taught how to use missile weapons at an
early age. To reflect this, elven rangers need a code of "A"
in Dexterity. Heroes also need to be alert, so a hero with
this role needs a Perception code of at least "B".
Elven rangers ara all in touch with nature, and must have a
Spirit code of at least "C". This limits their study of sorcery,
so they have a maximun Reason code of "C". An elven ranger likes
to travel light, so their Endurance and Agility codes cannot
exceed "C".
Any race of elf or half-elf may play this role.
Finally, an elven ranger's nature cannot exceed 4.
Advantages
Any action that an elven ranger attempts in the forest
is an automatic trump. This includes firing a bow, attacking an
enemy, and finding someone's trail. Elven rangers also get a trump
bonus for any Presencs action incolving elves of aristocracy wealth
or lower. Elven rangers are taught a how to use a certain type of
bow. A player chooses this bow at the time of his hero's creation.
When using this bow, an elven ranger gets an additonal +3 to
attack. Lastly, when elven rangers reach Master reputation, they
are given a cooshee, or elven hound. Refer to the "Elven Hound"
section for details.
Disadvantages
When out of the forest, elven rangers suffer a -3 penalty
to all actions. If an elven ranger can learn a mystic sphere, then
he must pick animism. If an elven ranger is a half-elf, he must
choose to have a Trump in using bows. Elven rangers detest shields,
so an elven ranger cannot have a shield larger than a buckler.
An elven ranger is taught to use a specific type of bow. This
intensive training adds a penalty to elven rangers when they use
any other type of bow. When using any bow that isn't the ranger's
specific bow, the ranger suffers a -1 penalty. When using any
mechanical missile weapon, such as a crossbow, an elven ranger
suffers a -5 penalty.
Elven Hound
When an elven ranger hero reaches Master reputation, the
Wildrunners give him a cooshee, or elven hound. They are mentally
linked using mentalism. A cooshee's statistics are:
Cooshee |
Co 9 | Ph 5 | In 2 | Es 8 |
Dmg +4 | Def -3 |
SA Camouflage |
The cooshee's intelligence increases by one-half of its owners
Reason points. They can communicate telepathically up to 50'
apart. This does not, however, allow the cooshee to talk to others.
They are also linked spiritually. When seperated by more than 50
miles, they lose one point of Intelligence (REASON) per day that
they are apart. When both scores reach 0, they both die.
When either the cooshee or the elven ranger is hit or
damaged, turn over a card from the Fate Deck. Consult the table
below:
1 | Full Damage | |
2-3 | 1/2 Damage |
4-10 | No Damage |
The other is hurt according to the chart. For example, if
Rob, an elven ranger, is dealt 12 dmg, and the card turned over is
a 3, then his cooshee would suffer 6 dmg. Add the defense modifier
afterwards, so, in this instance, the cooshee would suffer 3 dmg
(6 - 3 = 3).
Cooshees are large, brown and green dogs. They are extremely
loyal to their masters.
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