Karameikos and Beyond
Rangers are a special variation of the fighter class. They are modeled on such characters of fiction as Aragorn and Robin Hood and are particularly expert in wilderness situations. Rangers are defenders of the poor and serve to protect civilization from the evil forces that lurk beyond civilized lands.
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Requirements: To become a Ranger, a character must have a Strength score of 9 or higher (just as with any Fighter), a Wisdom of 11 or higher, and a Dexterity of 11 or higher. They may use any weapon and may wear any armor, but note that some of the Ranger’s special talents and abilities are unavailable when wearing heavier than leather armor. Humans, Elves, Half-Elves and Halflings may become Rangers.
Special Abilities: Rangers can move silently, hide, and track when in wilderness areas, at percentages given in the table below. Apply a -20% penalty when attempting these abilities in urban areas. Move silently and hide may not be used in armor heavier than studded leather.
When tracking, the Ranger must roll once per hour traveled or lose the trail.
Damage Bonus vs Humanoids: Rangers receive a bonus of +1 damage per ranger level against evil humanoid or giantish opponents (including such creatures as orcs, goblins, and giants, for example). Thus, a 3rd level ranger would receive +3 damage per hit against these creatures. This damage bonus applies only in hand-to-hand “melee” combat.
Rangers are always expert bowmen. When using any regular bow (shortbow or longbow, but not crossbow), a Ranger adds +2 to his or her Attack Bonus. At 5th level, a Ranger may fire three arrows every two rounds (a 3/2 rate of fire). This means one attack on every odd round, two on every even round, with the second attack coming at the end of the round. At 9th level, the Ranger may fire two arrows every round, with the second attack coming at the end of the round.