Difference between revisions of "Ranger"

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===Description===
===Description===
A Paladin must obey a code of honor, as defined by the Game Master, and must try to perform duties assigned by his or her deity or religious hierarchy. If the Paladin breaks the code, all powers granted are taken away, and the character must atone for his or her actions as soon as possible. Until the Paladin successfully atones, as defined by the Game Master, he or she is considered an ordinary [[Fighter]].
Rangers are specialized warriors who roam the borderlands, where their mission is to keep the beasts and monsters of the untamed lands at bay. They generally operate alone or in small groups, and rely on stealth and surprise to meet their objectives.


===Weapons and Armor===
===Weapons and Armor===
* Any and All
* Any and All, Though wearing heavier than [[Leather Armor]] prevents use of Hide and Move Silently
===Features===
===Features===


* 10' Aura of [[Spell:Protection from Evil|Protection from Evil]] (or good, depending on the Paladin's particular faith)
* Rangers can [[Move Silently]], [[Hide]], and [[Tracking|Track]] when in wilderness areas, at percentages given in the table below. Apply a -20% penalty when attempting these abilities in urban areas. When tracking, the Ranger must roll once per hour traveled or lose the trail.


* [[Spell:Detect Evil|Detect Evil]] (or good, as above) at will, as the spell.
* A Ranger must declare a chosen enemy. Against this chosen enemy, the Ranger gets a bonus of +3 to damage. This enemy might be a certain category of creature such as giants, humanoids, or dragons. With the GM's permission, the list might include rival oganizations, nations, or similar agencies.


*Once per day, per level, a Paladin can make his or her non-magical melee weapon or attack form equivalent to a magic weapon for purposes of hitting creatures only able to be struck with a silver or magical weapon. This effect lasts for a turn.
* Rangers are always expert bowmen. When using any regular bow (shortbow or longbow, but not crossbow), a Ranger adds +2 to his or her Attack Bonus. At 5th level, a Ranger may fire three arrows every two rounds (a 3/2 rate of fire). This means one attack on every odd round, two on every even round, with the second attack coming at the end of the round. At 9th level, the Ranger may fire two arrows every round, with the second attack coming at the end of the round.
*Once per day, the paladin can [[Lay on Hands]] to any wounded character and heal 2 points of damage; add the Paladin's Charisma bonus to this figure. On each odd-numbered level (3rd, 5th, etc.) the Paladin may do this one additional time per day (so, twice per day at 3rd level, three times per day at 5th level, etc.) Starting at 7th level, the Paladin may choose to [[Spell:Cure Disease|cure disease]] (as the spell) instead of providing healing as above. At 11th level, the Paladin may also substitute [[Spell:Neutralize Poison|neutralize poison]].


*A Paladin can [[Turn Undead|Turn (or command) undead]] as a Cleric of a level equal to half his or her own, rounded down, tarting at 2nd level.
[[File:RangerSkillChart.png]]
 
*Paladins gain the ability to cast appropriate Clerical spells at level 10. For purposes of spell effects that vary based on the
Cleric's level, use one-half the Paladin's level, rounded down.


===Restrictions===
===Restrictions===
* Abilities: [[Strength]] 9, [[Wisdom]] 11, [[Charisma]] 11
* Abilities: [[Strength]] 9, [[Wisdom]] 11, [[Dexterity]] 11
* Tithe: 10% of loot goes to the church
* Race: [[Human]], [[Elf]], [[Halfling]]
* Strict Code of Conduct
[[Category:Class]]
[[Category:Class]]

Latest revision as of 03:17, 10 May 2022

Ranger

Ranger01.png

Progression

RangerLevelChart.png FighterSavesTable.png

AttackBonusTable.png

Description

Rangers are specialized warriors who roam the borderlands, where their mission is to keep the beasts and monsters of the untamed lands at bay. They generally operate alone or in small groups, and rely on stealth and surprise to meet their objectives.

Weapons and Armor

  • Any and All, Though wearing heavier than Leather Armor prevents use of Hide and Move Silently

Features

  • Rangers can Move Silently, Hide, and Track when in wilderness areas, at percentages given in the table below. Apply a -20% penalty when attempting these abilities in urban areas. When tracking, the Ranger must roll once per hour traveled or lose the trail.
  • A Ranger must declare a chosen enemy. Against this chosen enemy, the Ranger gets a bonus of +3 to damage. This enemy might be a certain category of creature such as giants, humanoids, or dragons. With the GM's permission, the list might include rival oganizations, nations, or similar agencies.
  • Rangers are always expert bowmen. When using any regular bow (shortbow or longbow, but not crossbow), a Ranger adds +2 to his or her Attack Bonus. At 5th level, a Ranger may fire three arrows every two rounds (a 3/2 rate of fire). This means one attack on every odd round, two on every even round, with the second attack coming at the end of the round. At 9th level, the Ranger may fire two arrows every round, with the second attack coming at the end of the round.

RangerSkillChart.png

Restrictions