Ranger
aragorn_and_halbarad_pencils_by_ainulaire-d32urf2.jpg

Requirements: Intelligence 12, Wisdom 12, Constitution 15
Prime Requisite: Strength, Intelligence, Wisdom
Hit Dice: 1d12
Starting GP: 50-200 (5d4x10)

The Rangers of the Northern Reaches are a hardy, rough-looking lot. Rangers prefer to work alone and spend most of their time in the wilderness. Rangers will ally with elves, and druids, and those who share their values. They are particularly adept at hunting packs of evil humanoids.

Possessions: May only own what they can carry. Other items must be donated (not to other PCs)
Henchmen: May not hire henchmen until 8th level
Rangers: Only two rangers may adventure together at any one time
Racial Enemies: Rangers receive +1 DMG/level against goblinoids (goblins, orcs, kobolds, hobgoblins, bugbears, ettins, trolls, ogres) and all giants.
Surprise: Rangers are surprised only on a 1 in 6; they may surprise others on a 1-3 on d6.
Tracking: Rangers possess tracking abilities (see AEC 19)
•8th Level: Rangers may cast druid spells at 8th level
•9th Level: Rangers may use magic-user spells at 9th level.

Experience Points Character Level Level Title To Hit Bonus Hit Dice (D12)
0 1 Wanderer +0 1
2,235 2 Rover +0 2
4,465 3 Scout +1 3
8,925 4 Gadabout +2 4
17,851 5 Strider +3 5
35,701 6 Master Scout +4 6
71,401 7 Outrider +5 7
135,001 8 Pathfinder +5 8
255,001 9 Master Pathfinder +6 9

Races: Human, Half-Orc, Elf, Half-Elf, Halfling, Gnome, Dwarf
Classes: Fighter, Barbarian, Ranger, Paladin, Assassin, Thief, Cleric, Druid, Monk, Magic-User, Illusionist

Equipment

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