Thursday, February 9, 2012

RANGERS

"But in the wild lands beyond Bree there were mysterious wanderers. The Bree-folk called them Rangers, and knew nothing of their origin. They were taller and darker than the Men of Bree and were believed to have strange powers of sight and hearing, and to understand the languages of beasts and birds. They roamed at will southwards, and eastwards even as far as the Misty Mountains; but they were now few and rarely seen. When they appeared they brought news from afar, and told strange forgotten tales which were eagerly listened to; but the Bree-folk did not make friends of them." - Fellowship of the Ring
Rangers are humans that have left civilization in order to protect it from chaos & evil lurking in the forests, therefore they are always Lawful in alignment. If a Ranger ever does any action outside of this alignment, he immediately becomes a Fighter & loses all Ranger specifics. Rangers start out w/ 2 hit dice b/c they have already gained experience & heft in their relocation to the woods. Though they do not see eye-to-eye w/ Elves in all matters (if they are not themselves an elf), they usually become familiar w/ Elves & can speak Elvish by 2nd Level & read & write Elvish by 3rd Level. In addition, beginning w/ 4th Level, a Ranger has access to magic from the Elf Spell List (though it is limited to specific spells). The Ranger accesses this magic through primitive means (as the Elves first did), ie. communing w/ the forest, learning its wild laws, meditation, etc. They memorize their spells similarly to a cleric. Due to their stealth, Rangers cannot wear plate mail & also, when using missile weapons within the forest & w/ surprise, gain an additional +2 to hit.
 for now...

4 comments:

  1. What do you think of this?
    http://www.d20srd.org/srd/classes/ranger.htm

    ReplyDelete
  2. that is like 3rd edition, 4th edition stuff, way too complicated... stick w/ what we have on this post... it's complicated enough

    ReplyDelete
  3. interesting stuff from the ranger's handbook,
    on
    FOLLOWERS:
    Perhaps the ranger's most interesting ability is the chance to attract unusual followers.
    Unlike fighters and other character classes that acquire followers, the ranger's followers
    include animals and magical creatures as well as humans and demihumans. In fact, it's
    possible that all of a ranger's followers may be animals, which can result in unexpected
    benefits (strangers aren't as likely to mess with a ranger accompanied by a wolf pack) as
    well as unforeseen complications (ever try getting a room at an inn with a bear trotting
    behind you?).
    Humans and demihumans (and magical creatures) are drawn to a ranger because of
    his sterling reputation. They serve as followers out of loyalty and respect, remaining true
    to the ranger so long as he treats them decently. In this way, such followers are different
    from normal hirelings and mercenaries who serve for pay.
    The motivations of animal followers are less obvious. Animals have no conception of
    what constitutes a reputation, sterling or otherwise. Instead, animals bond to rangers by
    instinct. The nature of this bond lies somewhere between the relationship of an infant
    animal and its parent (picture a baby duck contentedly swimming behind its mother), and
    a master and his pet (think of a dog's affection for the person who provides him with
    companionship). If the ranger honors the bond, the follower will often remain loyal for its
    entire life.
    It's important to keep in mind that this bond has no magical basis. The follower stays
    with a ranger of its own volition, not from some supernatural compulsion, and may leave
    if conditions become intolerable. Likewise, a ranger doesn't control the actions of his
    followers, though he may instruct human followers to carry out specific functions, and
    train animal followers to perform various tricks and tasks.

    ReplyDelete
  4. More from the ADND Ranger Handbook:
    Ranger Requirements

    It's tough being a ranger. The requirements are high, among the most demanding of any character class.

    Table 1: Class Qualifications
    Ability Requirements
    Strength 13
    Dexterity 13
    Constitution 14
    Wisdom 14

    Prime Requisites
    Strength
    Dexterity
    Wisdom

    Races Allowed
    Human
    Elf
    Half-elf

    Alignments Allowed
    Lawful good
    Neutral good
    Chaotic good

    ReplyDelete