Previous   Next   Contents   Index   Cover

Rangers

Ability Requirement:    Strength 13+
Dexterity 13+
Constitution 14+
Wisdom 14+
Prime Requisite: Strength, Dexterity, Wisdom
Races Allowed: Elf, Half-Elf, Half-Vistani, Human

The ranger is a type of rugged warrior in tune with the wilderness and the beasts who dwell there. He might be a huntsman or a savage, a wandering explorer or a frontier woodsman.

Ability Requirements

In order to qualify as a ranger, a character must have Strength and Dexterity scores of at least 13, plus Constitution and Wisdom scores of not less than 14. A ranger with scores of at least 16 in his Strength, Dexterity, and Wisdom abilities gains a +10% bonus to any experience points that he is awarded during the course of play.

Alignment

All ranger characters must be of good alignment, although they are free to be lawful, neutral, or chaotic. The majority of rangers in Ravenloft are neutral good, although the other acceptable alignments are not uncommon.

Rangers must always work to retain their alignment. Any such character who willingly commits an evil act loses his status as a ranger and all the benefits that come with it. Although it may be difficult to define exactly what constitutes an "evil act," a good rule of thumb is that if the character is called upon to make a powers check (as described in Chapter Seven), he has committed an "evil act."

If a ranger commits an evil act involuntarily (as a result of some form of mental domination, for instance), the loss of status is only temporary. He can regain his powers and abilities by atoning for the act. Guidelines for such endeavors are found in Chapter Seven, under the discussion of Ravenloft powers checks.

If the evil deed was done purposefully and with malice, the loss is permanent. The character is, from that point on, simply a normal fighter. His level remains unchanged, and if he has more experience points than a fighter of that level would, the excess experience points are lost.

Arms and Armor

Rangers, like other types of warrior, make use of a great assortment of arms and armors. Several of their special abilities, however, function only when the rangers are clad in studded leather or lighter armor.

Two-Handed Attacks

Rangers, like all rogues and warriors, can attack with a weapon each hand. Of course, both weapons must be wielded one-handed and it is not possible to use a shield while fighting in this manner. One weapon must be specified as the primary one and the other must be lighter and smaller. The only exception to this rule is that a dagger can be used as both a primary and secondary weapon.

The special ability of rangers is that, when clad only in studded leather or lighter armor, they are not subject to the normal attack roll penalties associated with this tactic. If the ranger wears heavier armor, he suffers the normal -2 penalty to his attack roll with the primary weapon and a -4 adjustment to the roll made with the secondary weapon. The character's reaction adjustment still modifies these penalties, making them less severe for those with an exceptional Dexterity score.

The use of a second weapon entitles the character to one extra attack per round. As the ranger advances in level and earns the right to make more than one attack, the second weapon will still only allow him a single attack in each round. For example, a ranger who normally attacks once in one round and then twice in the second round (3/2) instead attacks twice in the first round and three times in the second round (5/2) when using a second weapon.

Archery

As woodsmen, the rangers of Ravenloft have come to depend upon their bows. These weapons win them the game that they cook over their fires and enable them to battle enemies from a distance and while concealed.

The exceptional skill of a ranger with his bow allows him to apply his missile attack adjustment (as determined by his Dexterity score) to both his attack and damage rolls. As a result, rangers with exceptional Strength and Dexterity gain a damage bonus with missile attacks. A Dexterity bonus applies only to long bows and short bows (not crossbows or other weapons).

Spells and Magical Items

Rangers have a limited ability to use spells, which sets them apart from the other members of the warrior group. The ability of these characters to use spells is similar to that of priest characters. At higher levels, rangers gain minor access to the animal and plant spheres.

Rangers do not gain bonus spells for high Wisdom scores and cannot use magical items intended for priest characters. Table 78: Ranger Spell Abilities indicates the spell abilities of a ranger character.

Table 78: Ranger Spell Abilities

Ranger
Level
   Casting
Level
   Priest Spell Level
1    2    3
8 1 1 - -
9 2 2 - -
10 3 2 1 -
11 4 2 2 -
12 5 2 2 1
13 6 3 2 1
14 7 3 2 2
15 8 3 3 2
16+ 9 3 3 3

Although rangers can cast certain priest spells, they cannot use priest scrolls or magical items unless the item's description specifically states that they can. As with the fighter class, though, rangers can use magical shields, armor, and weapons as well as many rings, potions, and protection scrolls.

Tracking

Rangers are familiar with the ways of the beasts and skillful in tracking and hunting them. To reflect this, all rangers begin play with the tracking proficiency and need not allocate any slots to purchase it. Slots can be used to increase the character's chances of success when using this skill, however. In addition, the ranger's ability with this skill increases as he advances in level. Table 79: Ranger Special Abilities details this adjustment.

Stealth

The grace and skill of a ranger gives him the ability to move silently and hide in shadows just as if he were a rogue. It must be noted, however, that he can use these abilities only when in studded leather or lighter armor.

The chance of success that a character has with these skills is based upon his level and is indicated on Table 79. Further, these values are based upon the assumption that the character is attempting to use the skill while in a wilderness environment. Elsewhere, for example in a crypt or dark alley, the chance of success is halved. The chances indicated in Table 79 are adjusted by the character's race, Dexterity score, and the type of armor worn by the character (if any). These modifiers are listed in Table 80: Adjustments to Ranger Special Abilities.

Table 79: Ranger Special Abilities

Ranger
Level
   Tracking
Slots
   Hide in
Shadows
   Move
Silently
1 1 10% 15%
2 1 15% 21%
3 2 20% 27%
4 2 25% 33%
5 2 31% 40%
6 3 37% 47%
7 3 43% 55%
8 3 49% 62%
9 4 56% 70%
10 4 63% 78%
11 4 70% 86%
12 5 77% 94%
13 5 85% 99%
14 5 93% 99%
15 6 99% 99%
16 6 99% 99%
17 6 99% 99%
18 7 99% 99%
19 7 99% 99%
20 7 99% 99%

Table 80: Adjustments to Ranger Special Abilities

Character Race    Hide in
Shadows
   Move
Silently
  Elf +10% +5%
  Half-Elf +5% -
  Half-Vistani - -
  Human - -
Dexterity Score
  17 +5% +5%
  18 +10% +10%
  19 +15% +15%
Armor Worn
  None +5% +10%
  Elven Chain -10% -10%
  Padded or Studded Leather -20% -20%

Special Enemies

The domains of Ravenloft are not subject to attacks by marauding bands of ores or the random frenzies of goblins and giants. Because of this, the rangers of the Demiplane do not have the ability to name a special enemy as their peers in other realms do.

Animal Emphaty

Rangers are familiar with the behavior of animals and can read their moods and handle them more skillfully than others. This ability enables them to calm wild beasts or those animals conditioned to attack strangers. This ability can only be used on natural creatures, not those of a fantastic nature.

When a ranger wishes to affect the reaction roll made for an animal, he does so by speaking calmly to it and by making soothing sounds. For its part, the animal must make a saving throw vs. rod, staff, or wand with a penalty of -1 per three experience levels of the ranger. Thus, an animal attempting to resist the overtures of 6th-level ranger would suffer a -2 on its saving throw. If the creature fails its saving throw, the ranger can alter the result of its reaction roll by one place.

Cure Lycanthropy

At 10th level, rangers become familiar enough with the plants and herbs of the Demiplane that they can concoct a brew that might cure lycanthropy. No more than one dose of this potion can be created per month since it requires a full thirty days to gather and process the needed materials. During these thirty days, the ranger can take breaks to attend to other matters such as eating and sleeping, but these breaks cannot be longer than a day. If a ranger does lose a day for some reason, not only must a day be added to the potion creation process, but materials previously gathered lose their potency. Once the ingredients of the potion start to lose their potency, there exists a higher possibility that the potion will fail in a deadly fashion.

The draught created by the ranger must be imbibed to be effective and only works on infected lycanthropes. True and cursed lycanthropes are immune to so simple a remedy. The potion takes effect almost as soon as it is swallowed, causing the creature extreme pain and disorientation. A system shock roll must be made by the lycanthrope, with success indicating that the cure has been effective. For every day that the completion of the potion was delayed during its creation, a 10% penalty is imposed on the system shock roll. Failure of the roll results in the death of the imbiber. The potion created by a ranger is not magical and retains its potency for only one hour per level f the ranger.

Followers

Although Ravenloft rangers forego the ability to acquire henchmen and hirelings at 8th level, they do have the ability to attract followers once they attain 10th level.

Henchmen and Hirelings

Rangers are generally loners who prefer the environs of the wilderness to the confines of the city and enjoy the company of animals more than that of men. To that end, no such character can acquire any form of henchmen, hirelings, or mercenaries even when they attain 8th level.

Animal Followers

Rangers in other realms often assemble a cadre of followers who join them. They are still permitted to do so on the Demiplane, but their choice of companions is reduced. No sentient creatures are available to the ranger as followers; only animals will join him.

After the ranger attains 10th level, the Dungeon Master secretly rolls 2d6 to determine how many followers show up throughout the ranger's career. Once this has been ascertained, the ranger can acquire his first follower. Thereafter, a new one arrives (at the Dungeon Master's discretion) as each additional level is acquired. The type of animal that joins the ranger is determined by a die roll and depends upon the climate of the area. Table 81: Ranger's Followers can be used to determine the exact nature of a ranger's followers.

Table 81: Ranger's Followers

1d8
Roll
   Cold
Climate
   Temperate
Climate
   Tropical
Climate
1 Badger Bear Camel
2 Bear Boar Cheetah
3 Owl Cougar Hyena
4 Fox Hawk Elephant
5 Otter Owl Rhino/Hippo
6 Stag Raccoon Monkey/Ape
7 Wolf Raven Tiger
8 Wolverine Wolf Hawk

It should be noted that Table 81 is intended to provide suggestions only. The Dungeon Master can ignore the result and send whatever type of animal he chooses to join the ranger. Similarly, a related animal could be used. For example, a "hawk" result might indicate a falcon, eagle, or other bird of prey, as appropriate to the situation and climate.

Should one of the ranger's animal followers be slain, it is not automatically replaced and still counts toward the ranger's total allowable followers.

Holdings

Like other warriors, rangers who originate from or make their homes in Ravenloft do not tend to make fortifications or strongholds. The nature of these folk is too nomadic and rustic to make this option palatable to them.

Wealth and Possessions

Rangers are not impressed with or desirous of material wealth. As such, they own no more than they can carry on their person (or in the saddlebags of their mount). Any excess wealth must be donated to a worthy charity or put to other good use. Such institutions must not be associated with another player character.

Previous   Next   Up

Hosted by uCoz