Rangers start with two HD.Rangers are a sub-class of Fighting Men, similar in many ways to the new sub-class Paladins, for they must always remain Lawful or lose all the benefits they gained (except, of course, experience as a fighter). Strength is their Prime Requisite, but they must also have both Intelligence and Wisdom scores of at least 12 each, and a Constitution of at least 15.
**spell progression is as follows: when only 1st Level are usable, then only one spell is usable, when 2nd Level spells can be taken then the R-L gets 2 1st Level and 1 2nd Level, and at 3rd Level it is 3, 2 and 1 respectively. Until they attain the 8th level (Ranger-Knight) characters in the Ranger class are relatively weak, for they have a number of restrictions placed upon them, These restrictions are:
- They may own only that which they can carry with them, and excess treasure or goods must be donated to a worthy cause.
- They may not hire any men-at-arms or other servants or aides of any kind whatsoever.
- Only two of the class may operate together.
Advantages which accrue to low-level Rangers are:
+They receive no regular bonuses for advancement due to ability, but they automatically gain 4 experience points for every 3 earned.
+They have the ability to track the path of most creatures when outdoors, and even in dungeons they are often able to follow:
Monsters Action - - - - - - - - - - - - -Ranger Needs to Track
goes down a normal passage - - - - - -65% chance
goes through a normal door - - - - - - 55% chance
goes through a trap door - - - - - - - -50% chance
goes up/down a chimney - - - - - - - - 40% chance
goes through a secret door - - - - - - - 30% chance
The ranger so tracking must have observed the monster no more than six turns previously when in dungeon situations. On the outdoor he has a basic 90% chance of following a trail, with a 10% reduction for every day old the signs are. Because of their ability to track Rangers also are difficult to surprise, requiring a roll of 1 instead of 1 or 2.
All Rangers gain a special advantage when fighting against monsters of the Giant Class (Kobolds - Giants). For each level they have gained they add +1 to their damage die against these creatures, so a 1st Level Ranger adds +1, a 2nd Level +2, and so on. Upon reaching the 8th and higher levels, Rangers begin to accrue a number of advantages besides the use of spells already indicated.
+From 2-24 followers will join the character as soon as 9th level is attained by him. These followers are detailed later.
+Ranger-Knights are able to employ magic items which heal or cure disease, including scrolls.
+Ranger-Lords are able to employ all devices which deal with Clairvoyance, Clairaudience, ESP, Telepathy, Telekenesis, and Teleportation, including scrolls.
Drawbacks which apply to the 8th and higher levels are:
-The 4 experience points for every 3 earned bonus is lost.
-Followers who are killed cannot be replaced, although regular mercenaries can be.
-As already mentioned, if a Ranger turns Neutral or Chaotic he loses all benefits of the class, becoming an ordinary Fighting Man.
Special Followers: For each of the 2-24 followers the Ranger gains a dice roll must be made to determine what the follower is. Further dice rolls to determine type, class, and/or level will also be necessary.
These are most of the original information. After this I will post a number of different bits of information and ideas before I post my new writeup.Type
Class (Men Only)
01-60 Man
61 -75 Elf or Half-Elf
76 - 90 Dwarf
91 - 99 2 Hobbits
00 Extraordinary (see below)
Multi-Class (Elves Only)
01 - 50 Fighter
51 - 75 Fighter/Magic-User
76 - 90 Magic-User
91-00 Fighter/Magic-User/Thief
Class (Men Only)
01 - 50 Fighter
51 - 75 Cleric
75- 95 Magic-User
95- 00 Thief
Level of Ability (Roll for each)
01 - 50 2nd Level
51 - 65 3rd Level
66 - 80 4th Level
81 - 90 5th Level
91 - 99 6th Level
00 7th Level
Extraordinary Followers
01 - 20 Ranger, 3rd - 7th Level
21 - 40 Lawful Werebear
41 -55 2 Unicorns
65 - 70 Pegasus
71-80 Hill Giant
81 - 90 Stone Giant
91 - 99 Golden Dragon
00 Take two rolls ignoring any 00's which might come up
Where not otherwise specified Rangers perform as Fighting Men. They may build strongholds. In all cases the Ranger will prefer Lawful to Neutral types.
One change I am making is that in OD&D both Rangers and Paladins are LAWFUL and serve LAW so it would not be uncommon to find Rangers and Paladins working together and forming Partnerships.
Disclaimer: Please note that anything I post in any thread I create here in the Workshop is solely intended to illuminate what I do IMCs and, where applicable, the reasoning behind it. Anything I post here in the Workshop, is not intended to comment in anyway on anything you do in your campaign or on any opinion or belief that you may or may not hold in regard to anything, but to solely and exclusively be my opinion as it relates to my campaigns and game worlds alone.
