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 9Ph 5 In 2Es 8
Dmg +4Def -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:

1Full Damage
2-31/2 Damage
4-10No 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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