Tuesday, October 2, 2012

Fantasy Core RPG--The Ranger

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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