Post by Stix on Jul 13, 2008 17:18:12 GMT -5
Ability Requirements: Strength 13, Dexterity 13, Constitution 14, Wisdom 14
Prime Requisites: Strength, Dexterity, Wisdom
Hit Die: d10
Weapons: Any
Armor: Any
Empathy with animals: When dealing with a domestic or non-hostile animal, the ranger can approach and befriend it automatically. The ranger also can discern the health and nature of such animals. When approaching wild animals or those trained to attack, the animal must make a saving throw vs. rods to resist the ranger’s friendly overtures. There is a –1 penalty to the roll for every three experience levels of the ranger. For example, if the approaching ranger is 7th level, the animal’s saving throw penalty is –2. If the animal fails the save, the ranger can adjust the animal’s reaction by one category.
Special enemy: The PC gains a +4 to THAC0 and -4 to reaction modifiers when dealing with his special enemy.
Thief ability: The PC can move silently and hide in shadows as a thief. The ranger’s percentile score increases as noted on Table 19: Thief Average Ability Table of the DMG. Modifiers for race, armor worn, and Dexterity still apply to this score.
Tracking ability: The PC receives tracking proficiency which automatically improves by +1 for every three levels.
Two-weapon style: The PC can fight with two weapons and suffer no penalties as per the PHB or S&P.
Priest Spells: At 8th level, the Ranger may cast priest spells from the Animal and Plant spheres.
Followers: At 10th level, the PC attracts followers as per PHB.
A ranger may use Character Points to buy the following abilities at character creation:
1d12 hit die (10): The PC rolls d12 for hit points.
High wisdom bonus (5): If the ranger has the Priest Spells option, the ranger receives bonus spells based on his high wisdom identical to the way clerics do.
Increased movement (5): The PC is quicker than most and adds a +3 to movement rate.
Increased spell power (7): A ranger with this power casts spells with an effective casting level only four levels less than his true level and has no maximum casting level. Spell progression is unaffected; only level-based characteristics of an individual spell are affected by this ability.
Increased spell progression (7/12): A ranger with this power gains his spell ability earlier than 8th level. For 7 points, he begins to gain spells at 6th level; for 12 points, he begins to gain spells at 4th level. In all other respects, his spell powers are unchanged, and he simply enters the Table 18 at the level indicated. Each level he gains from that point on advances him one level on the chart.
A ranger may buy the following abilities at any level:
Access to new spheres (3+): The ranger develops magical abilities beyond others of his class. Spheres may be bought for the following costs:
Additional enemy (10): The PC gains a +4 to THAC0 and -4 to reaction modifiers when dealing with his special enemy. This ability is fully described in the PHB and S&P, but the ranger may now select planar beings as enemies including fiends.
Animal bond (10): The PC has forged a unique, almost symbiotic bond with a particular animal. When the ranger and the animal fight alongside one another, both gain a +1 to AC and attack rolls.
Animal master (15): At 5th level, the PC has learned how to control the natural fauna around him. Once a week, the ranger may cast animal growth, antianimal shell, conjure animals, or hold animal. At 9th level, the ranger can enact each of these abilities once a week.
Bow bonus (5): +1 attack bonus with any bow.
Pass without trace (10): Ranger can pass without trace as the druid ability.
Planar attunement (5): Ranger can attune herself to the plane he is on and become vividly aware of naturally occurring phenomena of the plane such as the will-sapping entropy of the Gray Waste. This ability takes one complete turn of uninterrupted concentration per phenomena to be discerned.
Planar defender (10): Ranger gains a +2 bonus to hit, to damage, and initiative as well as a +1 bonus to AC when fighting on his home plane against non-natives of the plane. Can only be purchased after the PC has fought non-natives of his home plane while on it.
Plant master (15): At 3rd level, the ranger has learned how to effectively manipulate surrounding flora and may, once a week, cast anti-plant shell, hold plant, plant growth, or wall of thorns. At 8th level, the ranger can enact each ability once a week.
Polymorph self (5/10): At 5th level, ranger can polymorph self once a day into any natural animal native to his plane of origin. For 10 points, ranger can polymorph into any creature he desires within the spell’s limitations.
Savage ranger (15): The union of planar energies and the ranger’s relationship with nature have combined to make him a savage fighter. Once a day, the ranger can cast Tenser’s transformation on himself with the following differences: ranger uses his own THAC0 and may fight with any weapon which he chooses (proficiency rules still apply).
Speak with animals (5/10): Once a day, the PC can speak with animals as the spell. For 10 points, the ranger can employ this ability once a day for every three experience levels possessed.
Thief ability (5+): Each 5 CPs allows the ranger to select an additional ability, up to a maximum of four abilities. (Backstab and thieves’ cant may be selected as abilities.) The ranger’s percentile score increases as noted on Table 19: Thief Average Ability Table of the DMG. Modifiers for race, armor worn, and Dexterity still apply to this score.
Weapon specialization (10): This ranger can specialize in a particular weapon.
Rangers may also select any of the following limitations:
Limited armor (5/10/15): The PC with this restriction is limited in his selection of armor. If the PC is restricted to chain mail or lighter armor, this restriction gives 5 CPs; if limited to studded leather or lighter armor, PC gains 10 CPs; and if the PC refuses to wear any armor at all, he gains 15 CPs. All warriors may still use a shield.
Limited weapon selection (5): The PC is limited in his choice of weapons. He can gain proficiency with weapons in only one of the following groups: melee weapons (no missile weapons allowed); rogue weapons; weapons of only one type (P/S/B).
Limited magical item use (5+): The PC refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs. The categories are:
Prime Requisites: Strength, Dexterity, Wisdom
Hit Die: d10
Weapons: Any
Armor: Any
Level | XP Required | Hit Dice |
1 | 0 | 1 |
2 | 2,250 | 2 |
3 | 4,500 | 3 |
4 | 9,000 | 4 |
5 | 18,000 | 5 |
6 | 36,000 | 6 |
7 | 75,000 | 7 |
8 | 150,000 | 8 |
9 | 300,000 | 9 |
10 | 600,000 | 9+3 |
11 | 900,000 | 9+6 |
12 | 1,200,000 | 9+9 |
13 | 1,500,000 | 9+12 |
14 | 1,800,000 | 9+15 |
15 | 2,100,000 | 9+18 |
16 | 2,400,000 | 9+21 |
17 | 2,700,000 | 9+24 |
18 | 3,000,000 | 9+27 |
19 | 3,300,000 | 9+30 |
20 | 3,600,000 | 9+33 |
Empathy with animals: When dealing with a domestic or non-hostile animal, the ranger can approach and befriend it automatically. The ranger also can discern the health and nature of such animals. When approaching wild animals or those trained to attack, the animal must make a saving throw vs. rods to resist the ranger’s friendly overtures. There is a –1 penalty to the roll for every three experience levels of the ranger. For example, if the approaching ranger is 7th level, the animal’s saving throw penalty is –2. If the animal fails the save, the ranger can adjust the animal’s reaction by one category.
Special enemy: The PC gains a +4 to THAC0 and -4 to reaction modifiers when dealing with his special enemy.
Thief ability: The PC can move silently and hide in shadows as a thief. The ranger’s percentile score increases as noted on Table 19: Thief Average Ability Table of the DMG. Modifiers for race, armor worn, and Dexterity still apply to this score.
Tracking ability: The PC receives tracking proficiency which automatically improves by +1 for every three levels.
Two-weapon style: The PC can fight with two weapons and suffer no penalties as per the PHB or S&P.
Priest Spells: At 8th level, the Ranger may cast priest spells from the Animal and Plant spheres.
Followers: At 10th level, the PC attracts followers as per PHB.
A ranger may use Character Points to buy the following abilities at character creation:
1d12 hit die (10): The PC rolls d12 for hit points.
High wisdom bonus (5): If the ranger has the Priest Spells option, the ranger receives bonus spells based on his high wisdom identical to the way clerics do.
Increased movement (5): The PC is quicker than most and adds a +3 to movement rate.
Increased spell power (7): A ranger with this power casts spells with an effective casting level only four levels less than his true level and has no maximum casting level. Spell progression is unaffected; only level-based characteristics of an individual spell are affected by this ability.
Increased spell progression (7/12): A ranger with this power gains his spell ability earlier than 8th level. For 7 points, he begins to gain spells at 6th level; for 12 points, he begins to gain spells at 4th level. In all other respects, his spell powers are unchanged, and he simply enters the Table 18 at the level indicated. Each level he gains from that point on advances him one level on the chart.
A ranger may buy the following abilities at any level:
Access to new spheres (3+): The ranger develops magical abilities beyond others of his class. Spheres may be bought for the following costs:
- All: 3
- Animal: 5
- Astral: 3
- Chaos: 5
- Charm: 5
- Combat: 5
- Creation: 5
- Divination: 5
- Elemental (all): 8
- Elemental (air): 2
- Elemental (earth): 3
- Elemental (fire): 3
- Elemental (water): 2
- Guardian: 3
- Healing: 5
- Law: 5
- Necromantic: 5
- Numbers: 5
- Plant: 5
- Protection: 5
- Summoning: 5
- Sun: 3
- Thought: 5
- Time: 5
- Travelers: 3
- War: 3
- Wards: 5
- Weather: 5
Additional enemy (10): The PC gains a +4 to THAC0 and -4 to reaction modifiers when dealing with his special enemy. This ability is fully described in the PHB and S&P, but the ranger may now select planar beings as enemies including fiends.
Animal bond (10): The PC has forged a unique, almost symbiotic bond with a particular animal. When the ranger and the animal fight alongside one another, both gain a +1 to AC and attack rolls.
Animal master (15): At 5th level, the PC has learned how to control the natural fauna around him. Once a week, the ranger may cast animal growth, antianimal shell, conjure animals, or hold animal. At 9th level, the ranger can enact each of these abilities once a week.
Bow bonus (5): +1 attack bonus with any bow.
Pass without trace (10): Ranger can pass without trace as the druid ability.
Planar attunement (5): Ranger can attune herself to the plane he is on and become vividly aware of naturally occurring phenomena of the plane such as the will-sapping entropy of the Gray Waste. This ability takes one complete turn of uninterrupted concentration per phenomena to be discerned.
Planar defender (10): Ranger gains a +2 bonus to hit, to damage, and initiative as well as a +1 bonus to AC when fighting on his home plane against non-natives of the plane. Can only be purchased after the PC has fought non-natives of his home plane while on it.
Plant master (15): At 3rd level, the ranger has learned how to effectively manipulate surrounding flora and may, once a week, cast anti-plant shell, hold plant, plant growth, or wall of thorns. At 8th level, the ranger can enact each ability once a week.
Polymorph self (5/10): At 5th level, ranger can polymorph self once a day into any natural animal native to his plane of origin. For 10 points, ranger can polymorph into any creature he desires within the spell’s limitations.
Savage ranger (15): The union of planar energies and the ranger’s relationship with nature have combined to make him a savage fighter. Once a day, the ranger can cast Tenser’s transformation on himself with the following differences: ranger uses his own THAC0 and may fight with any weapon which he chooses (proficiency rules still apply).
Speak with animals (5/10): Once a day, the PC can speak with animals as the spell. For 10 points, the ranger can employ this ability once a day for every three experience levels possessed.
Thief ability (5+): Each 5 CPs allows the ranger to select an additional ability, up to a maximum of four abilities. (Backstab and thieves’ cant may be selected as abilities.) The ranger’s percentile score increases as noted on Table 19: Thief Average Ability Table of the DMG. Modifiers for race, armor worn, and Dexterity still apply to this score.
Weapon specialization (10): This ranger can specialize in a particular weapon.
Rangers may also select any of the following limitations:
Limited armor (5/10/15): The PC with this restriction is limited in his selection of armor. If the PC is restricted to chain mail or lighter armor, this restriction gives 5 CPs; if limited to studded leather or lighter armor, PC gains 10 CPs; and if the PC refuses to wear any armor at all, he gains 15 CPs. All warriors may still use a shield.
Limited weapon selection (5): The PC is limited in his choice of weapons. He can gain proficiency with weapons in only one of the following groups: melee weapons (no missile weapons allowed); rogue weapons; weapons of only one type (P/S/B).
Limited magical item use (5+): The PC refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs. The categories are:
- potions, oils, and scrolls
- rods, staves, wands, and miscellaneous magical items
- weapons
- armor