Ranger

Ranger Prime Requisites


Strength
Dexterity
Wisdom

Ranger Allowed Races


Human
Elf
Half-elf
Dwarf (See Demi-human Rangers)
Gnome (See Demi-human Rangers)
Halfling (See Demi-human Rangers)
Swanmay
Centaur
Giant-kin, Voadkyn

Ranger Allowed Alignments


Lawful good
Neutral good
Chaotic good

The Ranger's Armor

Abbreviations
T-W = Two-weapon fighting penalty. ("Yes" means the standard penalties for two-weapon
fighting are ignored while wearing this armor.)
HS/MS = Hide in shadows/move silently. ("Yes" means these abilities can be used while
wearing this armor. "B" means these abilities can be used if the DM uses the Optional Armor
Adjustments.)


ArmorACCost (gp)Weight (lb.)T-WHS/MS
Leather8515YesYes
Padded8410YesYes
Studded Leather72025YesYes
Ring Mail710030YesYes
Hide61530NoB
Brigandine612035NoB
Scale Mail612040NoB
Chain Mail57540NoB
Splint Mail48040NoB
Banded420035NoB
Bronze Plate440045NoB
Plate Mail360050NoB
Field Plate2200060NoB
Full Plate14000+70NoB

The ranger is a hunter and woodsman who lives by not only his sword, but also his wits. Robin Hood, Orion, Jack the giant killer, and the huntresses of Diana are examples of rangers from history and legend. The abilities of the ranger make him particularly good at tracking, woodcraft, and spying.

Ranger Requirements

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

Not all Dungeon Masters allow these alternative methods, effectively restricting the number of rangers in their campaigns to a tiny minority. Players wanting ranger characters may find such restrictions frustrating, but remember that good DMs usually have their reasons for imposing these limitations. Perhaps rangers aren't prevalent in the campaign world, or he may feel that rangers will introduce problems of balance; rangers are, after all, a most formidable character class.

It is recommended that the player use Method VII to generate character ability scores.

The ranger must have scores not less than 13 in Strength, 14 in Constitution, 13 in Dexterity, and 14 in Wisdom. The prime requisites of the ranger are Strength, Dexterity, and Wisdom. Rangers are always good, but they can be lawful, neutral, or chaotic. It is in the ranger's heart to do good, but not always by the rules.

As any player knows who's tried to roll up a ranger using the Standard Method (Method I), the dice seldom cooperate. In fact, it's just about impossible to generate the high die-rolls required for a ranger by this method. Method II isn't much better, and though Methods III and IV improve the chances somewhat, the odds are hardly favorable. Only by using Methods V, VI, and VII do you have a fighting chance of rolling up a ranger from scratch.

A ranger who has Strength, Dexterity, and Wisdom scores of 16 or more gains a 10 percent bonus to the experience points he earns.

Arms, Armor & Special Abilities

Like all warriors, the ranger is allowed to wear any type of armor. However, lighter armor provides him with special benefits, while heavier armor imposes a few restrictions.

A ranger may use two weapons simultaneously without the standard penalties (which are -2 for his main weapon, -4 for the second weapon) when wearing studded or lighter armor (armor with an Armor Class of 7 or more). The following restrictions also apply:

The ranger must be able to wield his main weapon with one hand.

The second weapon must be smaller in size and must weigh less than the main weapon.

The ranger can't use a shield when using two weapons.

Note, however, that the above may be modified if the ranger has specialized in the Two-Weapon Fighting Style.

The ranger's choice of armor also determines whether he can hide in shadows and move silently. Armor with an AC of 6 or less--scale mail armor or heavier--is too inflexible and too noisy to enable him to take advantage of these special abilities.

The Ranger's Armor table summarizes the AC, costs, and weight of the armor available to the ranger. The table also notes whether the armor allows the ranger to fight with two weapons without penalty, and to use his abilities to hide in shadows and move silently.

Rangers can use any weapons listed in the Weapons table. As they rise in level, they're able to make more than one attack per round, as shown in Table 15 Warrior Melee Attacks Per Round.

As explained in Attacking with Two Weapons, a character fighting with two weapons is allowed to make an extra attack each combat round with his second weapon. This is added to any multiple attack routine the ranger receives at higher level. For instance, a 13th-level ranger normally makes two attacks per round (see Table 15). However, when fighting with two weapons, he's allowed three attacks per round, two with the primary weapon and one with the secondary weapon.

Level Advancement

As rangers earn experience, they advance in level at a different rate than normal fighters. They acquire 1d10 hit points for each level up to 9th, and thereafter gain 3 hit points per level. The rates of advancement and hit point acquisition, along with the ranger's THAC0 scores (the number rolled on 1d20 to hit armor class 0), are listed in Table 14 the experience table.

The Ranger Level Improvements table below shows the number of weapon and nonweapon proficiency slots available to the ranger per level. Saving Thrown target numbers are also on the table.














Warrior Level Improvements

W: Weapon Proficiency slots
N/W: Nonweapon Proficiency Slots
PPDM: Paralyzation, Poison, Death Magic
RSW: Rod, Staff, Wand
PP: Petrification, Poison
BW: Breath Weapon
S: Spells


LevelWN/WPPDMRSWPPBWSAttacks
14314161517171/1
24314161517171/1
35413151416161/1
45413151416161/1
55411131213141/1
66511131213141/1
76510121112133/2
86510121112133/2
97681099113/2
107681099113/2
11767988103/2
12877988103/2
1387576582/1
1487576582/1
1598465472/1
1698465472/1
1798354462/1
18109354462/1
19109354462/1
20109354462/1

Ranger Spell Progression

*Maximum Spell Ability


Ranger LevelCasting LevelPriest Level 1Level 2Level 3
1-7----
811--
922--
10321-
11422-
125221
136321
147322
158332
16+93*3*3*

Spell Use

When a ranger reaches 8th level, he can learn priest spells of the Animal and Plant spheres. He acquires and employs spells the same way as a priest. Rangers & Religion explains the special relationships between rangers and priests.

The Spell Progression table shows the number of spells a ranger may have memorized at each level. The "Casting Level" indicates the level at which spells are cast. For instance, the 1st level Invisibility to Animals spell cast by a 12th-level ranger has duration of 1 turn + 5 rounds (the spell lasts for 1 turn + 1 round/level, and the 12th-level ranger casts the spell at 5th level). The 2nd level Warp Wood spell cast by a 16th-level ranger has a range of 90 yards (the range is 10 yards/level, and the 16th-level ranger casts the spell at 9th level).

Regardless of his actual character level, a ranger's spells are never cast beyond 9th level.

The following restrictions also apply:

Unlike priests, rangers don't get bonus spells for high Wisdom scores.

Rangers may only use magical items specifically allowed to the warrior group. In no case may a ranger use clerical scrolls.

Base Thief Abilities

A master of stalking and tracking, the ranger shares the thief's talents for hiding in shadows and moving silently when he is in a natural outdoor setting. As a ranger's level increases, so dohis abilities, as shown in the Base Thief Abilities table.

The base percentages in the Base Thief Abilities table are modified by the ranger's race, Dexterity score, and armor. The tables in the Ranger Thief Abilities article list these adjustments, and include adjustments for race, dexterity, armor, and kit, as well as the base score for the ranger. These adjustments reflect the predispositions of various character types for Hiding In Shadows and Move Silently.

When attempting to hide in shadows, the ranger armor is assumed to cover his armor. Except for leather armor and elven chain mail, which can be concealed by normal clothing, a cloak or equivalent is needed to cover armor.

If a ranger attempts to move silently or hide in shadows in an indoor or underground setting, his cumulative chance of success is halved. Further considerations and restrictions of a ranger's thief abilities are discussed in Chapter 2.

Regardless of modifiers, the ranger's chance to hide in shadows or move silently can never be more than 99% or less than zero.

Optional Rule: Normally, thief abilities are denied to rangers wearing armor heavier than studded leather. However, the DM may decide to override this rule in his campaign, allowing rangers to wear any armor they like and still be able to hide in shadows and move silently. (Also, certain character kits allow rangers to hide in shadows and move silently when wearing armor of AC 6 or less). The table for Optional Armor Adjustments is also listed in the Ranger Thief Abilities article.

Primary Terrain

Though rangers work well in all types of outdoor settings, most of them have one particular environment with which they are exceptionally familiar and feel especially comfortable. This environment, called the primary terrain, may be similar to the area where the ranger grew up, received his training, or currently calls home. A ranger operates best in his primary terrain, thanks to his intimate knowledge of this type of setting.

A ranger's primary terrain has no particular function in and of itself. Rather, it's used to generate special benefits and other variables described elsewhere in this book. For instance, certain character kits in Chapter 4 grant bonuses to rangers when they occupy their primary terrain. A ranger's primary terrain also helps determine his species enemy and followers.

Types of Primary Terrain

The concept of primary terrain presumes that similar survival techniques, modes of transportation, flora and fauna, and physical features prevail in similar environments, regardless of where in the world they're located. Therefore, primary terrain doesn't refer to a particular area, such as the High Moor of the FORGOTTEN REALMS® setting, but to a general category of terrain, such as swamp or mountains. Conceivably, any combination of geographical features and climate could serve as a primary terrain, but for convenience, we'll confine the possibilities to nine general types:

Aquatic: This terrain type includes all areas consisting primarily of water, such as lakes, oceans, and rivers. At the DM's discretion, this category may also include islands and coastal regions.

Arctic: This includes any region covered with ice and snow where temperatures rarely rise above zero degrees. The North Pole is good example of arctic terrain.

Desert: This includes any barren, flat areas covered with sand or hard-packed earth. Desert climates are extremely dry and hot, with daytime temperatures commonly in excess of 100 degrees, followed by much colder nights. Vegetation is usually sparse, with special adaptations. Much of a desert may be unsettled or unexplored.

Forest: This category comprises any woodland areas in temperate climates. At the DM's option, subarctic and subtropical climates may also be included. Forests abound with a variety of animal species, and vegetation flourishes. Not surprisingly, Forest is the primary terrain of choice for the majority of rangers.

Hill: These are highlands, often wild and rough, which may or may not be forested. They usually form an intermediate zone between lowlands, such as Plains or Desert, and the highest lands, which are Mountain terrain.

Jungle: These are tropical lands (including rain forests) overgrown with dense vegetation and trees, and teeming with animal life. Such regions are often hot, humid, and hostile to civilization.

Mountain: This category includes terrain consisting of high rocky peaks, typically 4,000 feet or more above sea level, with sparse vegetation, severe slopes, and jagged cliffs. Subtropical to subarctic climates are typical, though a wide range of temperatures is possible.

Plains: These are flat areas with stretches of low rolling land, including pastures, meadows, fields, and farmlands. Grazing animals are common here. Such regions are usually covered with grasses or scrub vegetation and are usually temperate in climate.

Swamp: This includes bogs, marshes, and other low elevation areas with standing water or waterlogged soil. Many species of reptiles, birds, and insects live in these regions. Vegetation grows in abundance. The climate may be oppressively hot and humid or cold and misty.

An ambitious DM may wish to define these primary terrain categories more precisely. Instead of a general Aquatic primary terrain category, he may include both Freshwater Aquatic and Saltwater Aquatic, or distinguish them further by designating Temperate Freshwater Aquatic, Tropical Freshwater Aquatic, and so on. In such cases, the DM will need to adjust the primary terrain references elsewhere in this book; for instance, creating his own Freshwater Aquatic Species Enemy Table like the tables in Chapter 2.

For most campaigns, however, the nine categories listed above should suffice. Though obvious differences exist, say, between saltwater and freshwater settings, a ranger's associated skills--the ability to swim, an understanding of aquatic ecology, a familiarity with water-breathing creatures--are applicable to both. Hence, a ranger whose primary terrain is Aquatic is presumably comfortable in a variety of watery environments.

Random Primary Terrain


D100 RollPrimary Terrain
01-04Aquatic
05-06Arctic
07-10Desert
11-50Forest
51-65Hill
66-75Jungle
76-85Mountain
86-95Plain
96-00Swamp

Choosing a Primary Terrain

The player chooses his ranger's primary terrain as part of the character creation procedure, subject to the DM's approval. Each ranger has only one primary terrain. Because the primary terrain reflects many years, perhaps a lifetime, of exposure to a particular environment, the primary terrain never changes. In exceptional campaign circumstances, however, the DM may allow a ranger to discard an old primary terrain and choose a new one; for instance, if a ranger whose primary terrain is Forest spends a few decades exploring the Great Glacier, his primary terrain may become Arctic. But as a rule, the primary terrain remains constant throughout a ranger's career.

In most cases, the choice of the primary terrain will be obvious, as it usually derives from the ranger's background. It will be similar to the area where the ranger was raised, or the region where he's spent most of his life. The primary terrain of a ranger who grew up in the barren wastelands of the WORLD OF GREYHAWK® Bright Desert would probably be Desert. A ranger trained to oversee a private hunting reserve in the Wendle Wood of the DRAGONLANCE® setting would probably have Forest as his primary terrain.

A ranger's primary terrain can be randomly rolled on the Random Primary Terrain table. The results are subject to the approval of the DM.

Once the ranger has a primary terrain, it can be used as a basis for developing the character's personal history. If the primary terrain is Arctic, for example, consider how the ranger might have become familiar with such an extreme environment. Was he hired by a king to oversee a seal refuge? Abandoned in the Great Glacier as a youth when his explorer parents were killed by a polar bear? Accepted as an apprentice by a famous white dragon hunter? Let your imagination soar!

Optional Rule: Primary Terrain Specialization

As an option, a ranger may be allowed to specialize in his primary terrain. This confers a +2 bonus when tracking in that terrain, a +2 bonus when training animals from that terrain, general a +2 bonus on any proficiency check associated with that terrain, and an additional -2 penalty to anyone trying to track the ranger through his primary terrain. On the other hand, the terrain-specialized ranger has a -2 penalty in all terrains except the one in which he is specialized. This specialization in terrain does not cost any proficiency slots. The ranger cannot specialize in more than one type of terrain.

Ranger Abilities

Regardless of whether they're wardens of private game reserves, arctic explorers, or freelance monster hunters, all rangers share a set of special abilities that distinguish them from other character classes. Just as wizards have an innate aptitude for casting spells and thieves have a natural talent for picking pockets, rangers have the inborn ability to track other creatures, hide in shadows and move silently in outdoor settings, react to specific enemies, empathize with animals, understand the complexities of nature, survive in extreme conditions, build strongholds, and acquire followers. Quite a list--but that's what makes the ranger such an exceptional character.

Thanks to his keen senses and thorough understanding of animal behavior, the ranger is an expert tracker. He reads an impression in the mud or a bend in a twig like words on a printed page. He can determine the identity of his quarry and how fast it was traveling by the depth of a footprint. He can tell the size of a slug from the trail of slime it left behind. He can track an orc in the darkest forest, a rabbit though the thickest jungle, an escaped convict across the most desolate mountain range.

A ranger's tracking skills apply to characters as well as creatures, and to underground and interior settings as well as all types of outdoor environments. His tracking skills are inherent; that is, he receives the Tracking nonweapon proficiency automatically at the outset of his career, expending no proficiency slots. Furthermore, this skill improves by +1 for every three levels the ranger has earned if the optional nonweapon proficiency system is not used (3rd to 5th level. +1; 6th to 8th level, +2. etc.).

In their roles as protectors of good, rangers tend to focus their efforts against some particular creature, usually one that marauds their homeland. Before advancing to 2nd level, every ranger must select a Species Enemy. Typical enemies include giants, orcs, lizard men, trolls, or ghouls (your DM has final approval on the choice).

Rangers are adept with both trained and untamed creatures, having a limited degree of Animal Empathy empathy. If a ranger carefully approaches or tends any natural animal, he can try to modify the animal's reactions. (A natural animal is one that can be found in the real world—a bear, snake, zebra, etc.) When dealing with domestic or non-hostile animals, a ranger can approach the animal and befriend it automatically. He can easily discern the qualities of the creature (spotting the best horse in the corral or seeing that the runt of the litter actually has great promise).

When dealing with a wild animal or an animal trained to attack, the animal must roll a saving throw vs. rods to resist the ranger's overtures. (This table is used even though the ranger's power is non-magical.) The ranger imposes a -1 penalty on the die roll for every three experience levels he has earned (-1 at 1st to 3rd, -2 at 4th to 6th, etc.). If the creature fails the saving throw, its reaction can be shifted one category as the ranger chooses. Of course, the ranger must be at the front of the party and must approach the creature fearlessly.

For example, Beornhelm, a 7th-level ranger, is leading his friends through the woods. On entering a clearing, he spots a hungry black bear blocking the path on the other side. Signaling his friends to wait, Beornhelm approaches the beast, whispering soothing words. The DM rolls a saving throw vs. rods for the bear, modified by -3 for Beornhelm's level. The bear's normal reaction is unfriendly, but Beornhelm's presence reduces this to neutral. The party waits patiently until the bear wanders off to seek its dinner elsewhere.

Later, Beornhelm goes to horse market to buy a new mount. The dealer shows him a spirited horse, notorious for being vicious and stubborn. Beomhelrn approaches it carefully, again speaking soothingly, and mounts the stallion with no difficulty. Ridden by Beornhelm, the horse is spirited but well-behaved. Approached by anyone else, the horse reverts to its old ways.

All rangers have an inherent understanding of Natural Lore, encompassing a broad set of principles involving conservation, ecology, and natural order. Though not every ranger knows specific details about particular situations, all of them understand the general concepts at work.

A ranger can learn priest spells, but only those of the plant or animal spheres, when he reaches 8th level (see the Ranger Spell Progression table above). He gains and uses his spells according to the rules given for priests. He does not gain bonus spells for a high Wisdom score, nor is he ever able to use clerical scrolls or magical items unless specifically noted otherwise.

Rangers can build castles, forts, or Strongholds, but do not gain any special followers by doing so.

At 10th level, a ranger attracts 2d6 followers. These followers might be normal humans, but they are often animals or even stranger denizens of the land. The Ranger's Followers articles has more information on the followers a ranger may attract.

Of course, your DM can assign particular creatures, either choosing from the list above or from any other source. He can also rule that certain creatures are not found in the region—it is highly unlikely that a tiger would come wandering through a territory similar to western Europe!

These followers arrive over the course of several months. Often they are encountered during the ranger's adventures (allowing you and your DM a chance to role-play the initial rneeting). While the followers are automatically loyal and friendly toward the ranger, their future behavior depends on the ranger's treatment of them. In all cases. the ranger does not gain any special method of communicating with his followers. He must either have some way of speaking to them or they simply mutely accompany him on his journeys. ("Yeah. this bear's been with me for years. Don't know why—he just seems to follow me around. I don't own him and can't tell him to do anything he don't want to do." said the grizzled old woodsman sitting outside the tavern.)

Of course, the ranger is not obligated to take on followers. If he prefers to remain independent, he can release his followers at any time. They reluctantly depart, but stand ready to answer any call for aid he might put out at a later time.

Like the paladin. the ranger has a code of behavior.

A ranger must always retain his good alignment. If the ranger intentionally commits an evil act, he automatically loses his ranger status. Thereafter he is considered a fighter of the same level (if he has more experience points than a fighter of his level, he loses all the excess experience points). His ranger status can never be regained. If the ranger involuntarily commits an evil act (perhaps in a situation of no choice), he cannot earn any more experience points until he has cleansed himself of that evil. This can be accomplished by correcting the wrongs he committed, revenging himself on the person who forced him to commit the act, or releasing those oppressed by evil. The ranger instinctively knows what things he must do to regain his status (i.e.. the DM creates a special adventure for the character).

Furthermore, rangers tend to be loners, men constantly on the move. They cannot have henchmen, hirelings, mercenaries, or even servants until they reach 8th level. While they can have any monetary amount of treasure, they cannot have more treasure than they can carry. Excess treasure must either be converted to a portable form or donated to a worthy institution (an NPC group, not a player character).

[Player's Handbook]
[Complete Ranger's Handbook]

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