Rangers are highly skilled individuals composed of three other combined character types: archer, fighter and stealthling. These are the scouts, trackers and guides through the great wilderness. Although probably well at home in any town or settlement, they specialise in the outside lands. Usually where there are no roads, homes or forts, no inns, signposts or stores in which to purchase goods and supplies. the ranger is able to find or make do with what they find outside in the wilderness.
Often used by military forces as guides and scouts rangers are commonly encountered in one of three forms: Rangehunters, clan or family, and professional.
Rangehunters are usually unaware they are rangers, but their upbringing has taught them the ways of the wild, they know how and where to find shelter, water, food, or animals that can lead them to these things. they have learnt to fight to protect themselves from the creatures and evil races which lurk in every dark shadow.
Clan rangers are normally born into a family of clan rangers; from birth they are taught the tenets of their clan. Taught to consider the ways of nature and how to use it, defend it, and when necessary fight it. Committed to ranging for life they rarely settle down in towns.
Professional rangers are people who, loving the wilderness, have been trained by another ranger the ways of forest and plain, stream and mountain. trained to track and find their way, be it path, fellow man or creature.
All three of these forms of ranger share the same abilities and skills, not one is greater that the other necessarily, but all share the stealth, the wits, and the resources to win their way alone, for taking others through the unknown (or to them alone, known), difficulties of the wilderness.
Often a ranger will lean towards one aspect of the rangers repertoire be it the sword and spear, bow and cloak, or berry and owl. They are not quite masters of none, but jacks of all trades. Their commitment and love of the countryside is their passion. Rangers also use the Weapon Use Bonus that applies to all classes.
Rangers have many ways to leave signs to other rangers in the wild. One of the most sophisticated is that of Landsigns. A language using natural items left in a particular fashion, style or placing that other rangers can interpret, and follow the message left previously. One aspect of Landsigns is an obvious arrangement of leaves and other foliage parts that are used to spell or indicate something important. Each species of plant leaf has a specific meaning, these can be strung together, spiked upon a sharpened twig or strung along a length of vine or twine that when interpreted by another ranger can spell out or indicate specific things that a ranger may wish another ranger to find. Although they may seem obvious to anyone else who sees the twig with many pierced leaves upon it or a string with leaves tied upon it, it does not give any sense and look merely like a child's plaything or simple ornamentation. To another ranger however with Landsigns it can mean a great deal. Sometimes the leaves needed are not available of course, this is where the ranger leaving the message could place other objects to indicate spaces or missing parts. These items could be completely different substances (wood or small berries etc.) or they could simply be damaged or torn parts of leaves that indicate they are what they are. These signs can also be left on bushes for a more subtle approach that only a very trained ranger would notice. An oak leaf pierced on the end of a beech tree may well go unnoticed by all but the most observant, but the ranger is observant and the message may be obvious to them. Another way to leave Landsigns in an arid or barren landscape is for the ranger to carry with them a series of different leaves, which can then be left under a rock or in a crevice for the next ranger to recover and organize in their correct order to gain the message. The most common use of Landsigns is to indicate a path or give some measure of a warning. This allows other rangers to either follow the trail and messages or else realize there is something in the area to be aware of.
Common deities worshipped by Rangers include: Meter, Enos
Lesser-worshipped deities include: Dythos, Elthanharna.
TITLE | LEVEL | XP | ABV/DBV | INT | DEX | STR | END | BONUSES |
Wildman | 1 | 0 | +3/+0 | +16 | +21 | +21 | +26 | Fire 2 arrows/Rnd |
Tracker | 2 | 2,750 | +4/+1 | +2 | +2 | +2 | +2 | Fire 3 arrows/Rnd +2 Fletching +10 divided as wished between Tracking/Plains Lore/Forest Lore/Navigation |
Guide | 3 | 6,000 | +3/+2 | +2 | +2 | +2 | +2 | 50% chance of 4th arrow/Rnd +2 Fletching +15 divided as wished between Plains Lore/Forest Lore/Herbalism/Medicinal |
Ranger | 4 | 15,000 | +4/+2 | +2 | +2 | +2 | +2 | Fire 4 arrows/Rnd +2 Fletching, +1 Hear sense, +25 divided as wished between any Lore/Medicinal/Herbalism/Time Keeping/ Camouflage/Detect Hidden/Move Silently/Cooking |
Rangemaker | 5 | 30,000 | +5/+1 | +4 | +4 | +4 | +4 | 50% chance of 5th arrow/Rnd +5 Fletching, +50 divided as wished between Swim/Track/Trap/Search/Weather Lore/Climb/Memorising/Geology/Subdue |
Leaguewalker | 6 | 60,000 | +3/+3 | +6 | +6 | +6 | +6 | Fire 5 arrows/Rnd +2 Fletching, +5 to all Saving Throws, Pick 1 Weapon Flare, +50 divided as wished between any skills (minimum of 3 skills) |
Note: All bonuses/penalties are cumulative |
Death Penalty: INT -15, DEX -10, END -5
Lawner | Classes | Roleplaying