"Black Dougal gasps 'Poison!' and falls to the floor. He looks dead."

Friday, April 17, 2009

Northern Marches Optional Class - Rangers

Rangers are humans that are adept at woodcraft and tracking.

The prime requisites for Rangers are Strength, Intelligence and Wisdom. A Ranger character who has a score of 13 or more in any two of his prime requisites will receive a 5% bonus to earned experience. Rangers whose Strength, Intelligence and Wisdom are 13 or greater will receive a bonus of 10% to earned experience.

RESTRICTIONS: Rangers use eight-sided dice (d8) to determine their hit points. They may not wear metal armour or use a shield but they may use any weapon. Rangers must have a minimum score of 9 in Strength, Intelligence, Wisdom and Constitution.

SPECIAL ABILITIES: Rangers are very accurate with all missile weapons and gain a bonus of +1, in addition to Dexterity adjustments, to their "to hit" rolls when using them. Outdoors Rangers are difficult to spot, having the ability to seemingly disappear into woods and underbrush. Rangers have only a 10% chance of being detected in this type of cover, and even in dungeons there is a one-third chance (a roll of 1 or 2 on a 1d6) that a Ranger will not be seen in normal light if that character finds some cover and remains absolutely quiet and still. Rangers have the ability to track the path of most creatures when outdoors and even in dungeons. Rangers are able to follow tracks outdoors one-third of the time (a roll of 1 or 2 on a 1d6) when looking for them. In dungeons Rangers have a 1 in 6 chance of following tracks.

COMBAT: Rangers fight and save as Fighters.

LEVEL PROGRESSION: Rangers use the Fighter experience table.

If you look carefully you can see that this is not much more than a halfling with higher hit dice, a tracking mechanic, armour restrictions and Fighter saving throws.

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