The
Ranger
Level
|
Base
Attack Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Parry
BAB
|
1st
|
+1/(+0)
|
+2
|
+2
|
+0
|
+0
|
2nd
|
+2/(+1)
|
+3
|
+3
|
+0
|
+0
|
3rd
|
+3/(+1)
|
+3
|
+3
|
+1
|
+1
|
4th
|
+4/(+2)
|
+4
|
+4
|
+1
|
+1
|
5th
|
+5/(+2)
|
+4
|
+4
|
+1
|
+2
|
6th
|
+6/(+3)
|
+5
|
+5
|
+2
|
+2
|
7th
|
+7/(+3)
|
+5
|
+5
|
+2
|
+3
|
8th
|
+8/(+4)
|
+6
|
+6
|
+2
|
+3
|
9th
|
+9/(+4)
|
+6
|
+6
|
+3
|
+4
|
10th
|
+10/(+5)
|
+7
|
+7
|
+3
|
+4
|
Description: A rugged, self-reliant member of
a fraternity of lawmen (or rebels) who work as protectors of rural areas. 10th
Level example: Robin Hood.
Hit
Die: d8.
Prime
Abilities:
Str, Con, and Dex.
Weapon
and Armor Proficiency: A Ranger is proficient with any weapon, and with leather armor (also
magical Elven chain mail), but not shields. Medium and heavy armor impedes
their Stealth, Parry, and Swift Shot abilities, but may otherwise be used.
Standard Starting Gear: 5+1d10 GP, pack, 3 days rations,
waterskin, 2 useful items, short bow, 20 arrow quiver, short sword, dagger.
Swift
Shot: A Ranger
may make two attacks per rd with a bow. The first attack is at the first BAB value; the second at the
next. These attacks may be used against a single opponent or divided against
multiple opponents. Only one melee
attack may be made per rd at the first attack BAB.
Crack
Shot: A Ranger
may make a successful bow attack into a melee fight without making a Called
Shot, but only making a single bow attack that rd.
Mounted Archery: A mounted Ranger may make a
ranged bow attack with their full BAB, but only a single attack.
Parry: If a Ranger is wielding two melee weapons (example: sword and
dagger), the first missed melee
attack by an opponent allows the Ranger an immediate counterstrike attack
against that attacker. The counterstrike is done with the offhand weapon at the
Parry BAB (Str and magic bonuses
still apply). The offhand weapon may be no more powerful than a short sword
(essentially a 1d6 weapon). Rangers may not Parry Surprise Attacks, Sneak
Attacks, or Rear Attacks.
Detection: A Ranger may detect ambushes and
traps adding (Int + Wis bonuses)/2 + ½
level to the attempt. This does not apply to trapped items.
Stealth: A Ranger may sneak and hide
adding (Dex + Int + Wis bonuses)/3 + ½
level to attempts.
Track: A Ranger adds (Int + Wis bonuses)/2 + ½ level to the
attempt. Assume DC 12 for a fresh trail by someone not trying to hide, DC 18 on
an old trail or by someone covering their tracks.
First
Aid: A Ranger
knows how to apply first aid to heal the wounded.
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