The Ranger

The Forests are home to fierce and cunning creatures, such as bloodthirsty owlbears and malicious tribes of goblin and orcs. But more cunning is the Ranger.

The Ranger is a skilled huntsman, trapper, and wilderness scout capable of hunting, tracking and trapping both animal and humanoid prey. He knows the woods as if they were a part of him, and he knows the dangers and trials of the wilderness as well. The Ranger is usually familiar with a number of different terrains and well versed in the skills needed for survival in the wilderness. They can identify tracks, follow them, blaze trails, conceal trails, prowl and move through the wilderness without leaving a trace of their passage, as well as handle themselves in combat situations. The ranger is a clever, resourceful, and hardy man of arms, who enjoys the freedom and purity of nature, the challenge of survival, and living off the land.

The typical Ranger has a good understanding about the balance of nature and a high regard for life. Most kill only what they need and try to use as much of the kill as possible. Although most Rangers enjoy the thrill of the hunt and the challenge of battle, few kill only for pleasure.

The Ranger s familiarity with nature also means he or she is likely to have some knowledge of forestry, weather patterns, animal husbandry, and faerie folk. This familiarity with nature is such a tie that an experienced Ranger (4th level or higher) can actually draw on the powers of nature to cast divine spells, much the same as a Druid does. Rangers also typically have a fondness for animals, and will typically have one or more animal companions to aid him or her.

How a Ranger lives depends on the inclination of the individual. Some prefer the wilderness and shun civilization, while others enjoy both. Some make livings as trappers, skinning animals, selling their pelts and telling tales. Others market their abilities bounty hunters, guides, and scouts or trackers to the military, nobility or to caravans or individuals.

Some are adventurers seeking wealth, glory and power through deeds; others just crave the adventure; while still others explore the land, study it s wildlife and enjoy it s many splendors. Those who turn to a life of crime become bandits or join outlaw bands to waylay merchant caravans, travelers and even squads of soldiers.

Though Rangers gain their divine spells from the powers of nature, like anyone else they may worship a chosen deity, though gods of nature are often the choice.

The Ranger O.C.C.

Attribute Requirements: I.Q.: 9 P.S.:10 P.E.:13
Alignment: Any
Gender: Male or Female
Race: Any
O.C.C. Bonus: +2 to save vs. horror factor, able to pass through any familiar terrain without a trace, spellcasting at level 4, bonded animal companion at level 3.
O.C.C. Skills:

    Hand to Hand: Ranger
    W.P. Two of choice
    Animal Husbandry (+10%)
    Land Navigation (+10%)
    Languages: Native Tongue at 98% plus two of choice (+15% each)
    Identify Plants and Fruits (+15%)
    Skin/Prepare Animal Hides (+15%)
    Trap Animals (+20%)
    Tracking (+15%)
    Wilderness Survival (+20%)
    Spell Casting
    Magic Combat

O.C.C. Related Skills: Choose 8 other skills at level 1, plus 1 per level starting at level 2. All new skills start at Level. One proficiency

    Communications: Sign Language only
    Domestic: Any (+10%)
    Espionage: Detect Ambush and Intelligence only. (+10%)
    Horsemanship: General or Exotic Only. (+5%)
    Labour: Any
    Medical: Any except surgeon.
    Military: Any
    Naval: Any
    Performing Arts: Any
    Physical: Any
    Rogue: Cardsharp and Use/Recognize Poison (+6%) only
    Science: Any (+5%)
    Scholar/Technical: Any (+10%)
    Weapon Proficiencies: Any
    Wilderness: Any (+10%)

Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Level. One proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

Experiance and Combat:
LevelSpells/dayMagic CombatHand to Hand Combat: RangerExperiance
10N/A2 Attacks/melee, +2 roll with/pull punch0,000-2,060
20N/A+3 Strike/Parry/Dodge2,061-4,120
30N/A+2 Damage4,121-8,240
41+1 vs. Spell Magic+1 addition Attack/Melee8,241-15,100
52+1 vs. Circles/WardsKick Attacks: Karate style kick (2d4 dam) and 2 of choice except jump kicks15,101-23,100
63+1 Spell StrengthCritical Strike 18-2023,101-33,100
74Sense Evil 40%Additional +1 Strike/Parry/Dodge33,101-48,200
85Recognise Enchantment 30%Body Throw/Flip48,201-68,300
96+2 vs. Spell magic+1 Attack/Melee68,301-93,400
1072 spell AttacksAdditional +1 Damage, +2 Roll with/pull punch93,401-133,500
118+2 vs. Circles/WardsKnockout/Stun 18-20133,501-175,600
129+2 spell strengthAdditional +2 Strike/Parry/Dodge175,601-223,700
1310Sense Evil 65%Additional +2 Damage223,701-273,800
1411Recognise Enchantment 50%+1 Additional Attack273,801-325,900
1512+3 vs Spell magicDeath Blow Natural 20325,901-385,100

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