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Advanced Dungeons and Dragons Classes The Ranger Class From the Players Handbook page 28 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 a ranger are Strength, Dexterity, and Wisdom, and having 16 or better in these scores will give the Ranger a 10% bonus to the experience points he/she gains. Rangers are always of a good alignment and it's in a ranger's heart to do good but not always the rule. Although a ranger can wear any armor and use any weapon,
some of the ranger's special abilities can only be used while wearing
studded leather or lighter armor. Although he/she has the basic skills
of a warrior, the ranger has several advantages over a fighter and even
a paladin. When wearing studded leather or lighter armor, a ranger can
fight two handed with no penalties to his/her attack rolls. That is, he/she
can fight with 2 weapons at the same time, but the ranger is restricted
to the same Att/rnd that his/her level allows. When fighting with two
weapons, the ranger may opt to use the second weapon to block a successful
attack and a Dexterity roll is necessary to determine if the block is
successful. The ranger is like the paladin in the respect to having a special code of conduct. If a ranger intentionally commits an evil act, he/she loses his/her ranger status and it may not be re-instated no matter what act of redemption is done. Rangers also tend to be loners and always on the move so he/she cannot retain any henchmen, hirelings, or mercenaries until they reach level 8. Rangers also never have more money than they can carry, excess amounts are usually converted to a portable form or donated to a worthy institution (an NPC Group not another PC) For more info on the Ranger, pick up The Players Handbook.
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