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Saturday, May 3, 2014

Classes Revisited: The Ranger


The Ranger, Warden of the Woods, Master of the Hunt

Art by Henry Justice Ford
The Ranger is a master of the wilderness, it's defender and protector, they may serve as a King's Warden, or belong to one of the Five Orders of the Grove. Rangers are good morally but can be of any alignment, however neutral aligned rangers tend to be in service of one of the Druidic Orders of the Wayward Wood. Rangers of Wayward Wood are very militant and act as the military arm of the Druids of Wayward Wood, some are rumored to be Lycanthropes.

Rangers can also serve in military units as scouts or commandos, they are effective wilderness guides and are often called into service by kingdoms and governments for their unique abilities. In some lands of Ganth far from the temperate regions other types of rangers exist. The Golden South has the nomadic Salyeld and the Plains of Prynn have the mounted Korucu.

Rangers are skilled woodsmen that can operate as rural sheriffs or game wardens for the local rulers. It is not uncommon for rangers to be in the service of local law enforcement working as bounty hunters.

Ranger's in Ganth retain most of their abilities however they lose all spell casting, instead starting at level one the have a group of skills similar to thieves called Wilderness Skills.

Table: Wilderness Skills

Level
Climb Terrain
Healing
Hear Sounds    (d6)
Camouflage/Hide
Move Silently
Nature Lore
1
80
10
-
10/5
15
-
2
81
15
-
15/10
20
-
3
82
20
-
20/15
25
-
4
83
25
3 in 6
25/20
30
15
5
84
30
3 in 6
30/25
35
20
6
85
35
3 in 6
35/30
40
25
7
86
40
3 in 6
40/35
45
30
8
87
45
4 in 6
45/40
50
35
9
88
50
4 in 6
50/45
55
40
10
89
55
4 in 6
55/50
60
45
11
90
60
4 in 6
60/55
65
50
12
91
65
5 in 6
65/60
70
55
13
92
70
5 in 6
70/65
75
60
14
93
75
5 in 6
75/70
80
65
15
94
80
5 in 6
80/75
85
70
16+
Remains at 95%
Remains at 85%
Remains at 6 in 6
Remains at 85%/80%
Remains at 90%
Remains at 75%

Climb Terrain: This skill covers all types of natural terrain and most constructed walls of structures. Rangers require the use of climbing gear or suffer a -10% penalty per 10ft to the max of -90%.
Healing: The healing skill allows the Ranger to produce non-magical healing salves, non-magical poison antidotes, and stabilize a character a 0 hit points.
Art by Angus McBride
  • Healing Salve: A Ranger can craft 1 salve plus his current level per day. Meaning a 1st level Ranger can create 2 healing salves. The healing slave can only be created in natural environments and the ranger can use nature lore to determine if the correct ingredients can be discovered in the immediate area. Every hour spent searching gives the Ranger a +10% bonus to Nature Lore checks to a max of 30%. The GM is the final judge in determining if an environment is "natural". Healing slaves heal 1d6 hit points plus the level of the Ranger. This bonus caps at +10 hit points. Healing salve will spoil in 1d3 days, this roll is determined by the GM and hidden from the ranger unless he inspects the slave before applying, other wise the salve poisons the wound doing 1d3 points of damage if a save is failed. It takes one full hour to create the salve. Only one slave can be used per hour.
  • Antidote: A ranger is limited in the number of antidotes he can craft per day and can only create non-magical cures for non-magical poisons. A ranger can create 1 antidote per level, the antidote instantly cures a non-magical poison. An antidote will spoil in 1d3 days, and as with Healing Slaves this result is hidden from the player unless he checks the antidote. Just like healing salves the ranger can use his nature lore roll to locate adequate materials for the antidote, and they can only be collected in a "natural" environments, to be determined by the GM. A spoiled antidote has no other effect other than failing to cure the poison. It takes 1 full hour to create the antidote.
  • Stabilize: Last of all the ranger is able to stabilize a fallen comrade who is at 0 hit points, this is assuming the use of the -10 rule that states at -10 hit points a character dies. Stabilizing requires the use of a antidote or healing salve to be successful, depending on the source of the damage, this process takes one round to determine how to best stabilize the comrade. A ranger cannot stabilize a comrade that is already in the negative hit point range. Once stabilized the comrade is at 1 hit point but is unable to perform any action other than half movements and defending themselves, anything more risks the character slipping back to 0 hit points and falling unconscious. However a unconscious character at this point does not lose any more hit points, unless further damaged. A healing salve can only return one hit point and only one salve can be used per hour.
Hear Sounds: The ranger can hear noises as the thief class.
Camouflage: This skill works much like the thief and assassins ability to hide in shadows, however it only works in a natural environment and a ranger must spend 10 rounds preparing his camouflage using natural material. After the 10 rounds are up the Ranger makes a camouflage check, on a success the camouflage is ready, and the ranger receives a +5% bonus per level to hide in natural environments. This bonus maxes at +95%. A failed camouflage rolls requires another 10 rounds to complete, however after this point another attempt can not be made until the Ranger moves off into a new area as he has clearly damaged the surroundings with his attempts. This skill gains a +10% on a successful nature lore roll.
Move Silently: The ranger can move silently as a thief.
Nature Lore: Nature lore is a general knowledge of nature, It covers a wide area of knowledge of the mundane, non-magical natural world. Nature lore also help modify several wilderness skill as discussed above.

Other Notes:
  • Rangers of Ganth are not bound by the charity rule in S&W Complete.
  • Rangers can and will associate with other rangers, ranger units are common in military units.
  • Rangers Track as covered in S&W Complete also the receive a bonus in Natural environments when a successful Nature Lore check is made. +10% one time tracking bonus per day.
  • Rangers do not receive bonuses when fighting Giants or goblin kind.
  • Rangers in Ganth do not receive "Scholar of Travel Magic" or "Scholar of Scrying Magic".
  • All other Ranger Abilities apply.

3 comments:

  1. This is a great take on the class. If we see the Ranger as an "alternate Thief", it opens up the possibility for many other specialty classes as modifications of the Thief as well, which is a great way to treat a lot of classes that use specialty skills without going so far as to create a general skill system. This class also reminds me of Gygax's Hunter class. Ever seen that one?

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  2. Naw, was that in a Dragon Magazine?

    ReplyDelete
  3. Yeah, sometime in 1988. Here's the DF thread: http://www.dragonsfoot.org/forums/viewtopic.php?t=3589

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