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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 a successful woodsman. Even if the optional proficiency rules aren't being used, the ranger has the Tracking proficiency. If the proficiency rules are being used, the ranger has the Tracking proficiency without expending any points.
In their roles as protectors of good, rangers tend to focus their efforts against a particular creature, usually one that marauds their homeland. Before advancing to the 2nd level, a ranger must choose a species enemy. Thereafter,  the ranger gains a +4 to hit against that enemy but suffers a -4 to all reactions when encountering this enemy.
A ranger may learn and cast priest spells, but they are restricted to spells of the plant or animal spheres. If you have the Unearthed Arcana Book, you can choose spells from the Druid Spells list.
Rangers can build castles or strongholds but they do not gain any special followers by doing so.

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.