The RangerThe 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: Level | Spells/day | Magic Combat | Hand to Hand Combat: Ranger | Experiance | 1 | 0 | N/A | 2 Attacks/melee, +2 roll with/pull punch | 0,000-2,060 | 2 | 0 | N/A | +3 Strike/Parry/Dodge | 2,061-4,120 | 3 | 0 | N/A | +2 Damage | 4,121-8,240 | 4 | 1 | +1 vs. Spell Magic | +1 addition Attack/Melee | 8,241-15,100 | 5 | 2 | +1 vs. Circles/Wards | Kick Attacks: Karate style kick (2d4 dam) and 2 of choice except jump kicks | 15,101-23,100 | 6 | 3 | +1 Spell Strength | Critical Strike 18-20 | 23,101-33,100 | 7 | 4 | Sense Evil 40% | Additional +1 Strike/Parry/Dodge | 33,101-48,200 | 8 | 5 | Recognise Enchantment 30% | Body Throw/Flip | 48,201-68,300 | 9 | 6 | +2 vs. Spell magic | +1 Attack/Melee | 68,301-93,400 | 10 | 7 | 2 spell Attacks | Additional +1 Damage, +2 Roll with/pull punch | 93,401-133,500 | 11 | 8 | +2 vs. Circles/Wards | Knockout/Stun 18-20 | 133,501-175,600 | 12 | 9 | +2 spell strength | Additional +2 Strike/Parry/Dodge | 175,601-223,700 | 13 | 10 | Sense Evil 65% | Additional +2 Damage | 223,701-273,800 | 14 | 11 | Recognise Enchantment 50% | +1 Additional Attack | 273,801-325,900 | 15 | 12 | +3 vs Spell magic | Death Blow Natural 20 | 325,901-385,100 |
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