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.