(A friend was looking for a Delving Deeper ranger class and no one fessed up. So I wrote one for him.)
Rangers are highly trained fighters of the wilds, using stealth and woodcraft to defeat their enemies. They fight most effectively against goblins and giants, learning their ways and weaknesses to protect the wilderness from their deprivations.
They may wear leather or chain armor and shields, as well as wield any weapon. Rangers can use magic swords and most other weapons, especially missile weapons.
As a protector of the wild places and the plants and animals therein, a ranger's greatest enemies are the goblins and giants. A ranger may add their level to the damage when fighting goblins, hobgoblins, orcs, bugbears, ogres, trolls, and giants.
Rangers are especially skilled in woodcraft techniques including:
At 6th level, rangers gain the ability to cast spells. They cast magic user spells first, learning cleric spells at 7th level. Rangers commune with the wilderness to cast cleric spells, just like a Cleric. They memorize and cast magic user spells like a magic user does. Rangers will start a spellbook at 6th level, writing their spells in it. The referee will determine which spells are in the spellbook.
Strength is the Prime Requisite of Rangers.
Rangers are highly trained fighters of the wilds, using stealth and woodcraft to defeat their enemies. They fight most effectively against goblins and giants, learning their ways and weaknesses to protect the wilderness from their deprivations.
They may wear leather or chain armor and shields, as well as wield any weapon. Rangers can use magic swords and most other weapons, especially missile weapons.
As a protector of the wild places and the plants and animals therein, a ranger's greatest enemies are the goblins and giants. A ranger may add their level to the damage when fighting goblins, hobgoblins, orcs, bugbears, ogres, trolls, and giants.
Rangers are especially skilled in woodcraft techniques including:
- Hide and move silently through cover,
- Track game and enemies, as well as avoiding being tracked,
- Forage for food and water,
- Calm and pacify wild animals, and
- Surprise or ambush enemies in the wilderness.
At 6th level, rangers gain the ability to cast spells. They cast magic user spells first, learning cleric spells at 7th level. Rangers commune with the wilderness to cast cleric spells, just like a Cleric. They memorize and cast magic user spells like a magic user does. Rangers will start a spellbook at 6th level, writing their spells in it. The referee will determine which spells are in the spellbook.
Strength is the Prime Requisite of Rangers.
Table 1.24: Ranger Progression
Ranger Level
|
Experience Points Required
|
Hit Dice
|
Poison
|
Wands Rays
|
Paralysis Petrify
|
Breath Weapons
|
Spells
|
1
|
0
|
1+2
|
12
|
15
|
14
|
13
|
16
|
2
|
2,000
|
2+1
|
12
|
15
|
14
|
13
|
16
|
3
|
4,000
|
3
|
10
|
15
|
12
|
11
|
14
|
4
|
8,000
|
4
|
10
|
12
|
12
|
11
|
14
|
5
|
16,000
|
5
|
10
|
12
|
12
|
11
|
14
|
6
|
32,000
|
6
|
8
|
12
|
10
|
9
|
12
|
7
|
65,000
|
7
|
8
|
12
|
10
|
9
|
12
|
8
|
130,000
|
8+1
|
8
|
9
|
10
|
9
|
12
|
9
|
240,000
|
9+2
|
6
|
9
|
8
|
7
|
10
|
10
|
360,000
|
10
|
6
|
9
|
8
|
7
|
10
|
11
|
480,000
|
10+2
|
6
|
9
|
8
|
7
|
10
|
12
|
600,000
|
11
|
4
|
6
|
6
|
5
|
8
|
A ranger requires 240,000 experience points per level beyond the 12th.
A ranger adds one hit die per two levels beyond the 9th.
Ranger Level
|
1st Level MU Spells
|
2nd Level MU Spells
|
3rd Level MU Spells
|
1st Level Cleric Spells
|
1st Level Cleric Spells
|
1st Level Cleric Spells
|
6
|
1
|
-
|
-
|
-
|
-
|
-
|
7
|
2
|
-
|
-
|
1
|
-
|
-
|
8
|
2
|
1
|
-
|
2
|
-
|
-
|
9
|
2
|
2
|
-
|
2
|
1
|
-
|
10
|
2
|
2
|
1
|
2
|
2
|
-
|
11
|
2
|
2
|
2
|
2
|
2
|
1
|
12
|
2
|
2
|
2
|
2
|
2
|
2
|
(This class is mostly drawn from +James Spahn and his White Box Companion, before converting to DD. Thanks for your inspiration.)
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