Ranger (1.2) Adventurer Class
Rangers, also known as Scouts, can be found in every culture. Either on the frontier protecting towns, scouting ahead for large armories, hunting food for the families or communities, or taking excursions out from civilization for those that pay.
Playing the Ranger
The Ranger has lots of varied abilities that help them to survive the rigors of adventuring in the wilderness. They are good in combat but even better in quests. If you want a warrior that has lots of other skills, can dual wield weapons, wears little armor, and has skill with a bow and arrow, the Ranger is for you.
Abilities
Armor Allowed: Light (Level 1)
Weapons Allowed: Knife, Dagger, Stick, Club, Bow and Arrow (6x/day), Shortsword, Longsword, One-Handed Axe, Throwing Axe (3x/day), Hand-and-a-Half Sword
Level 1
Dual Wielding: Can dual wield two longswords, longsword and knife, one-handed axe and shortsword, or longsword and shortsword.
Bow and Arrow Use: Six arrows per day (6x/day), can be refilled by smith, forge, or a high enough level druid.
Cartography: You receive a map of the quest areas at the start of the game. Cannot be traded, stolen, or sold.
Favored Enemy: Upon character creation the player chooses a monster, culture, or class that becomes the character's “Favored Enemy.” Any damage dealt to a target that meets the classification requirements of this favored enemy receives an extra +1 combat damage, and the damage is the same type as the weapon would normally do. This damage bonus applies to all weapons that the Ranger can use. The Favored enemy must be listed on the player’s character sheet, and cannot be changed after character creation.
Level 2
Nature Scroll Training: You can use Nature scrolls.
Level 3
Cultural Ability
Level 4
Dexterous Movement: Due to your quick movement and dodging ability you have +1 APR. This stacks with other sources of APR improvement including armor.
Level 5
Improved Favored Enemy: You now receive +2 weapon damage against the type of enemy you picked for Favored Enemy. In addition you may now pick a second favored enemy and receive a +1 weapon damage against the new type of enemy.
Level 6
Cultural Ability
Level 7
Warden: You gain the title and rank of Warden. At the start of each event gain 10 GP for protecting the lands of villagers, kingdoms, the church, and others.
Heightened Senses: You can now detect magic, detect monsters, and detect undead.
- Detect Magic: Once per day (1x/day) you may ask the local Guard or Loremaster if there are any magic items in the area. You will then be told the type and number.
- Detect Monsters: Once per day (1x/day) you may ask the local Guard or Loremaster if there are any monsters in the area. You will then be told the type and number present currently. Can be renewed.
- Detect Undead: Once per day (1 x/day) you may ask the local Guard or Loremaster if there are any undead in the area. You will then be told the type and number.
Ghost Talker: You can communicate with ghosts.
Level 8
Bonded Animal: YYou may carry a stuffed animal familiar. If you do so, you are granted +1 Maximum HP
Level 9
Cultural Ability
Level 10
Ranger Lord: You gain the title and rank of Ranger Lord. At the start of each event gain 20 GP for protecting the lands of villagers, kingdoms, the church, and others.
Improved Bonded Animal: You may carry a stuffed animal familiar. If you do, you are granted +1 Maximum HP and gain +1 damage to all melee attacks.
BOW AND ARROW USE DOESNT NEED TO BE LISTED, ITS UNDER THE WEAPONS ALLOWED. HEIGHTENED SENSES INSTEAD OF IMPROVED SENSES.