You and your fellow Rangers are the inheritors of ancient scholarship, students of forgotten skills and lore passed on from teacher to student over the generations, preserving the legacy through times when the light of civilization wavered and dimmed. The Rangers retreated to the wilderness and the outlands long ago; they seldom visit the decadent, glittering cities, for these are places that have turned aside from much of the lore the Rangers protect. As a Ranger, you are well-versed in the subtle skills of the wilderness, and you are a dangerous opponent in battle. Moreover, when you reach higher level, your studies and understanding of ancient lore will have developed to the point where you can actually cast spells. You are a guardian of civilization and a protector of the weak, normally hunting the creatures of chaos in the wild places where they lurk. You take the battle directly to the enemy, in its very lair.
Prime Attribute: Strength 13+ (the character gains a +5% experience bonus if their Prime Attribute is 13 or higher.)
Rangers must be, and remain, Lawful in alignment, or they will lose all Ranger abilities and be treated as ordinary Fighters.
When a Ranger attains 8th level, other Rangers will refer to the character by the title of “Ranger-Knight.” At this point, certain class restrictions no longer apply.
Other than what is necessary for food and shelter, a Ranger must donate all treasure to charities or temples associated with the Lawful alignment. This restriction is lifted when the character becomes a Ranger-Knight.
Until reaching the status of a Ranger-Knight (8th level), the character may not hire or accept followers of any kind, not even lantern-bearers or servants. They even prefer to fetch their own ale at taverns rather than being waited upon.
Until the character reaches the status of a Ranger-Knight (8th level), a Ranger may not operate in concert with more than one other Ranger. This does not restrict the Ranger’s membership in an order of Rangers – it only restricts the number of Rangers that can participate in a particular mission or expedition.
Rangers are able to track down other creatures in the wild, in cities, and even through underground passages.
Outdoors, the basic chance for successful tracking (on a day-to-day basis) is 90%, modified by a –10% for each day old the tracks are, and modified by –10% (for the entire effort thereafter) for each day of rain (or snow) that has fallen on the trail.
Underground and City Tracking
Tracking in the city (any urban or populated area) or underground ,makes it considerably harder to find and follow a trail. First, the beginning of the trail must be no more than an hour old. The base chance to track is still 90%, but each time the trail changes (as described below), there is a chance for the Ranger to lose the trail and be unable to track it further; that is, the Ranger cannot pick up the trail even by circling the area where the trail was lost.
The circumstances under which the prey can “lose” the Ranger are as follows:
A party containing a Ranger is unlikely to be surprised, with only a 1 in 6 chance.
Rangers can use any magic items that can normally be used by Fighters.
Rangers are well trained to deal with giants, trolls, ogres, orcs, goblins, and kobolds. Against any of these sorts of monsters, Rangers gain +1 damage per level with a successful to-hit roll.
At 8th level, a Ranger’s scholarship allows the character to use certain magic items not normally usable by fighter-types. Rangers of this level can employ Clerical healing scrolls and any other magic items which heal damage or disease. Note that if the item has other abilities in addition to healing, the Ranger cannot employ these other powers unless the item is normally usable by Fighters.
At 9th level, a Ranger can use any and all magic items, including spells from scrolls, that involve scrying magic. Examples would be the clairvoyance spell, or crystal balls.
Also at 9th level, a Ranger may employ any and all magic items, including spells from scrolls, that use magic involving teleportation, dimensional travel, or passing through objects. Examples would be a passwall or a passplant scroll).
At 9th level, the Ranger may build a fortress in the wilderness in order to house the character’s growing number of loyal retainers. When the fortress (which may be small or quite large, depending on the Ranger’s purposes) is completed, the Ranger’s reputation will draw a number of new followers, as well as peasants seeking a safe place to settle. Roll 2d12 to determine the number of followers. Determine the class of each in this order: Half of the total will be Fighters, a quarter of them will be Clerics, one-fifth of them will be Magic-Users, and if there are over 20 followers, one of them will be a Neutral-aligned Thief. The followers will be at least second level; for each there is a 25% chance to add 1d4 to the base second level. Also, for each of these followers, there is a 2% chance that the follower is actually a highly unusual type instead of whatever the dice originally indicated. Roll 1d6 as follows: 1 or 2 – another Ranger (level 1d6+1); 3 or 4 – a lycanthrope (werebear or wereboar); 5 – a mated pair of unicorns; 6 – a pegasus.