The Ranger in Athea | World Anvil

The Ranger

Written by Bryan David Sage

We are using the Swords & Wizardry Ranger (pg 21-22 S&W Handbook) along with some abilities noted below that are a compilation of various OSR/RPG editions and a few homespun tweaks.   Prime Attribute: Strength, 13+ (+5% experience bonus).
Hit Dice: 2d8 at first level, 1d8/level thereafter. (Gains 2 hp/level after 9th).
Armor/Shield Permitted: Any.
Weapons Permitted: Any.
Playable Species: Human, Centaur.
Alignment: Strictly Lawful.
  At every fourth level gained (4th, 8th, 12th, etc.): a Ranger receives +1 to any ability point.    

Core Class Skills

 

Defensive/Offensive Combat Stance

  Any warrior class (see Combat House Rules) may claim offensive, normal fighting, or defensive stance during the announcing spells and abilities phase at the beginning of the combat round.   Offensive stance: +2 hit -4 AC (plus any other bonuses/penalties).   Normal stance: Regular bonuses/penalties apply.   Defensive stance: +2 AC -4 hit (plus any other bonuses/penalties).   Note: This feature is situational and not automated on the actor sheet. All modifiers for this skill are calculated during combat dice rolls.  

Animal Empathy

  A Ranger can use body language, vocalizations, and demeanor to improve the attitude of a domestic or wild animal (such as a bear or a horse). The Ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Also the Ranger must be 30 feet away from any other party member. A successful wisdom check (with -1 / every three levels modifier) will improve an animal’s attitude one reaction category (ie from hostile to indifferent, OR indifferent to hostile!) and failure will move the reaction slot in one unintended direction (ie, from friendly to indifferent). There can only be one attempt for each animal during any 24 hour period and once an animal reaches hostility, no further attempts can be made.  

Nomadic Existence

  Rangers may own only those goods and treasure which they can carry on their person and/or place upon their mount; all excess must be donated to a worthy communal or institutional cause (but never to another player character).  

Spell Use

  According to Swords and Wizardry, when Rangers attain ninth level, they may employ Cleric and Wizard spells. Since there is no traditional wizards or divine magic on Athea, Rangers may gain Druid and Hedge-Mage spells instead and use the same spell progression chart on page 21 of the S&W handbook.  

Pass Without Trace

  As excellent trackers, Rangers can also hide their own tracks as well as their party in both urban and natural terrain. Use the base 90% chance from S&W Handbook (page 21) with a -10% modifier for each member/npc/mount in the party.


Cover image: by Willgard Krause

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