RANGER
For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty Rangers, Rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these Rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game—even fugitives among their own people.
Role: Rangers are deft skirmishers, either in melee or at range, capable of skilfully dancing in and out of battle. Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable against all manner of enemies.
Theme: Hunter, Scout, Bounty Hunter, Tracker, Woodsman, etc
Alignment: Any
Attribute Bonus
+ 1 Prowess
+1 Aptitude
Health: Body x 4
Power: Body x 1
Armour Proficiency: Cloth, Leather or Mail
Starting Equipment: A Ringmail hauberk, a hand weapon, a Long bow or Arbalest and a dagger
Skill Priority
Primary: Combat
Secondary: Basic
Tertiary: Advanced
Basic Skills
Athletics +10%
Concentration +10%
Endurance +10%
Evade +10%
First Aid +10%
General Knowledge +10%
Perception +10%
Scavenging +10%
Choose 2 at +10%
Combat Skills
2 at +20%
1 at +10%
Advanced Skills
Outdoor at +20%
Choose 4 at +10%
Animal Handling
Craft
Devices
Expert
Interrogation
Investigation
Knowledge
Languages
Navigation
Riding
Ranger Talents
Hide in Shadows
Casting Time 1, Power 1
A Ranger can blend in to shadows and become invisible when standing still +20% to Stealth tests
Taunt
Casting Time 1, Power 1
A fighter can chose to make a bonus “free” action and make an opposed Persuasion vs Persistence roll to force an enemy to become so enraged that they will only attack the fighter and leave their current target alone on their next action.
Sure Strike
Casting Time 1, Power 1 per +1, Prowess 12+
A hero can improve their chance to hit by +5% up to a max of their relevant attribute modifier per attack. For
example a Warrior with a Body of 16(4) can add up to a +20% to hit.
Rain of Death
Casting Time 1, Power 10, 1+1/target in arrows.
A Ranger can fire a volley of arrows into an area of 20’ diameter anyone in that area must make an evade test to avoid being struck.
Call of the Wild
A Ranger can summon an animal, and have it become his companion during his time in the wilderness upon entering a civilised place, village, town, dungeon, etc. it will return to the wild. During the companion’s time with the Ranger it is tame and loyal. A normal animal is rolled for and it gains the “Veteran” bonus to its attributes.
Roll 2D6 Animal
2-4 Black Bear
5-6 Wild Boar
7-8 Sabre Cat
9-10 Razorclaw
11-12 Grey Wolf
Favoured Enemy
A Ranger selects a creature type to counts as a favoured enemy. He gains a +10% bonus on Persuasion (intimidate), Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +10% bonus on weapon attack and damage rolls against them. A Ranger may make Knowledge skill checks untrained when attempting to identify these creatures. For every Mind modifier the Ranger has he gains one addition favoured enemy from the table below. In addition, at each such interval, the bonus against any one favoured enemy. If the Ranger chooses humanoids or outsiders as a favoured enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favoured enemy, the Ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favoured Enemies
Aberration
Animal
Construct
Dragon
Fey
Humanoid (select subtype)
Magical beast
Monstrous humanoid
Ooze
Outsider (select subtype)
Plant
Undead
Vermin
Word count: 0