Player's Guide to Rangers and Rogues

The Vigilant & the Villainous
The enigmatic ranger and the silent rogue are masters of the hunt, whether after a hated enemy or in pursuit of profit. Their subtle abilities, whether used for ends noble or foul (or something in between), are often indispensable.
This is the fourth sourcebook in the essential Player's Guide Series from Sword & Sorcery Studios, detailing the strengths and abilities of rangers and rogues. This Player's Guide is published under the Open Game License and is 100% compatible with revised 3rd Edition rules and the d20 System.
 

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The Scarred Lands Guide to Rangers and Rogues is a 128 page sof cover sourcebook. The cover depicts one angry looking fellow, a ranger (and I'm betting Kinthas Ardante, the Silverblade, Vigil of Vesh), and a halfling wielding a hand crossbow (while I'm not sure I think this may be Vohro Nobi, Halfing Revolutionary).

The book begins with the obligatory Introduction chapter where once again SSS is trying to sell us on the idea that the category Science Fantasy belongs along side gothic horror, and High and Low Fantasy. We are then also treated to another sampling of ideas for a one-class campaign. I've stated my opinion on these kinds of chapters before they might as well post in bold letters across each page "keep turning the page"

Fortunatly that's the only part of this book that irked me.

Book I: Rangers

Chapter 1: We're treated to the history of rangers in the scarred lands. It starts off pretty standard, but it also has a few running themes throughout it, such as a ranger's self reliant attitude but their need for close relationship and society's distaste for loners but their need for their trailblazing, that make it a good read.

An interesting note: This chapter addresses something that has bothered me for a while. Rangers with spells... I was never able to rationalize it, but here rangers know spells because they were handed down to them by the ancient druids they served... making them, in ancient days, the Titan-Worshipping equivlant to a paladin.

Of course those days are behind the majority of rangers, this chapter really made me respect rangers a bit more (also be on the look out for the intruiging "true history of the Veshian Vigils" side bar, you'll be glad you did ^_~ )

Chapter 2: This chapter deals with organizations made up largely of rangers throughout the scarred lands. A great deal of space is devoted to the famous Veshian Vigils... having read alot about them in Secrets and Socities I was tempted to skip over this part, but I read it and discovered feats for each Vigil (as they each police their own corner of the world) and in some cases insight into the realtions between various vigils. I apperciate the extra information this section gave me, even though I've already read so much about the Veshian Vigils.

The next section of this chapter deals largely with ranger organizations elsewhere in the world and this bunch is definetly unquie.
Brotherhood of the Crimson Temple- Worshippers of the Snake Titaness Mormo who serve as defenders of a horrid temple built upon the ground where she died.
Hornsaw Sentiels- Pyschopathic warriors bent on protecting the tainted Hornsaw Forest, even from those who want to help it.
Kelder Brotherhood- Foes of the Calastian forces, largely active in the Wartorn lands of Burok Torn and Durrover.
King's Foresters- King Virduk's wardens keeping his wife's personal forest free of titanspawn, while some (working for the king's Vizier) are looking for what made the queen want the forest so badly.
Order of the Black Thorn- Special warriors in service of Chardun, vicious killers hunting down the Slaver's foes.
Society of the Manacle- Professional Bounty Hunters, born in the Charduni Empire, but have spread beyond those rather unfriendly origins.
Ukrudan Wanderers- Desert Dwellers who wear no armor, but excell in surviving in horrible conditions.

They also give rangers groups from the land of Termana as well, The Bear men, who avoid women at all costs, The Motley, Foes of the Carnival of Shadows, and the Paekuri Fellowship, Gnomish rangers

Chapter 3: Here we have something of a chapter I would have skipped over without reading if I wasn't going to write a review (btw I should really thank you folks for that sometime). The ranger's usefulness, not to mention role as a wilderness master, gets a huge boost due to this chapter. The first part of this chapter describes the use of special techniquies to gain advantages in the wild, how to fall from great heights with minimal injury, creating false trails, using rock dust to blend into rocky backgrounds, diging a burrow in a sandstorm and streaching out your food rations, all with a simple Survival Check (a skill I'm loving more and more). None of these rules strike me as unbalanced, and they all seem to fit the concept of Rangers as wilderness warriors perfectly.

The remainder of the chapter is filled with enviormental hazards.... now normally I don't enjoy these things, but I found the hazards detailed here truly inspiring. How does this pretain to rangers? Well rangers get Survival Checks to detect these things from a distance. Included are also tell tale signs of these things, so you as a GM can say more than "yep it's dangerous over there".

Book II: Rogues

Chapter 4: How do you write a chapter describing a history of Rogues? Well they take the approach of detailing it as a history of law, because as the quote at the start of the chapter makes clear, nothing is more fun than breaking the spirit of the law and then having to make them apologize to you when the letter of it is with you. The various systems of law are presented in chronological form by a member of the Asuras Family... a group I've come to think are the biggest thieves of all.This is driven home by a notes section at the end of each law system entry detailing how best to "bend" the law.

Chapter 5: This is an extensive chapter detailing Thieves Guilds, Merchant Organizations, and other shadowy organizations throughout the campaign setting. There are simply too many to list, but I never found them getting repetitive or anything like that. All these groups are useful and I can see them all getting use within a game.

Chapter 6: Oh look a chapter called tricks of the trade, outside of a potential lawsuit with Mongoose, I liked this chapter. It starts out with a new concept, contacts. In a nutshell a contact is someone you know who likes you enough to help you out. But Contacts don't come easy... they cost points (but you get 1d4 +1d4 for every +1 charisma bonus every level), their cost depends on their level and for even more points they can become friends and will go above and beyond for you. Now I originally thought this was a bad Idea as it limited Role Playing, but then they specifically tell you outside of 1st level the aqquisition of Contacts should be achieved through Role Playing and the use of points only keeping you from heading out and trying to make friends with a 25th level wizard at level 1.

Next we get a few sample contact concepts, and they all represent a good sampling of the kids of people a PC rogue would know and be able to call in favors for.

The chapter rounds out with something Rogues desperately need. Archtypes of rogues with favored skills and feats for each kind. It's not a character concept, not a prestige class, just a way to make your rogue (and the rogues in you campaign) less generic.

The Appendix I: Ahhh Feats... lots of feats. They give us a boat load of feats that give you a +2 in 2 related skills. That along with three reprintings from The Guide to Fighters and Barbarians are the low part of the book. But they also introudce two types of feats, 6 of them give a small bonus of skill points based on one ability score (one for each ability score), and Terrain feats. These feats, Ranger only, give a bonus to two skills while used in the terrain and an extra bonus within that terrain. For example Plainsman gives a bonus to survival and hide checks on the plains and free use of the far shot feat in that terrain as well. This appendix ends with new special abilities for high level rogues to take. My favorite of course being dirty fighting, with a picture of a very pleased looking woman standing over a chump in armor clutching his groin.

Appendix II: Because d20 Law Demands it... PRESTIGE CLASSES. I will score them on a 1-10 point scale and add a sentance or so describing them.

Black Thorn Ranger (7)- A cross between a Blackguard and a Ranger, serving Chardun.
Blood Sea Pirate (7)- A mariner twisted by the taint of the blood sea.
Bounty Hunter (9)- A hunter, specializing in human prey, subdual damage and the expert use of manacles. A really fun class.
Brother of the Crimson Temple (8)- Mormo worshipper, gains poison blood, and a decreasingly human form, plus snake animal companions.
Goreguard (5)- Overweight power house pit fighters... of course the picture depicts a thin person... and the perform requirement is pretty steep (11 ranks?!?)
Huntsman (10)- A friend of the wolves, takes on the characteristics and on the night of the full moon can enter a blinding rage and control entire wolf packs.
Master of the Scaled (7)- The quintessetinal Roguish rogue, complete with a small degree of magical know-how and an ability to talk his way out of trouble.
Oaken Shadow (7)- Another organization protecting the Gangus? Well this bunch are technically outlawed by their own kind and specialize in striking thier targets from the distance in the shadows.
Trapmaster (6)- Gnomes... they have traps... but wait... their favored enemy bonuses go toward their traps? Interesting indeed.
Vigilant Arcanist (8)- Because the Vigils weren't tough enough now they have an arm specialized in being almost as rough and tumble as their ranger brethern and able to toss spells about.
Vigil Stalker (9)- Veshian spys... so secret that even most of the vigilants dont know they exist.

Average Score? 7.5... An impressive collection hampered by a couple of duds.

Appendix III: The first section of this chapter details mundane thief tools

[Rant] Unlike the old TSR Thief book this section isn't filled with an army of thief tools bent of getting tiny bonuses and filling equipment lists. There are only three of these items and none of them are unbalanced. [/rant]

Next we get a collection of magic items, mostly aimed at rogues. Then a listing of spells, all aimed (strangely enough) on rangers. Evertthing here is good, some are downright fun and my new apperciation of Ranger magic grows.

Final Verdict: This is by far the best of the Scarred Lands player's guides that I've seen yet (note: My copy of Clerics & Druids is in the mail). Outside of some editing errors I find myself awed by the usefulness of this book. In a scarred lands game you'll find yourself making great use of this book. If the Cleric and Druid book is this good I'll buy Paladins and Monks when it comes out without a second thought.
 

As one of the authors of this book, I'm glad you liked it. :) I'm also glad you enjoyed two of my three Prestige entries. Blood Sea Pirate, Brother of the Crimson Temple, and Trapmaster. (Guess they decided to drop the gnome part of the name.)
 

I was impressed by the Blood Sea Pirate, I was expecting alot of generic skills ::coughs:: Dread Pirate ::Coughs:: but It was treat to see a class that really used the Blood Sea aspect of their name.
The Brother of the Crimson Temple was simply beyond cool, I can't wait to throw those suckers at some players.
Hehe I liked Trapmaster pretty well, just a little disappointed that it was gnome specfific... either way Goreguard disappointed me alot more...
 

Yeah well with Blood Sea Pirate we all felt we wanted more than just "Hey here's a pirate on the Blood Sea!" kind of deal. As for the Brother, well it was easy to make them the bad guy for the most part. As for why I chose gnome, well quite honestly I felt (and many agreed) we needed something Termana specific. So Gnomish Trapmaster was my answer.
 

Well perhaps I'll be a little more keen on Termana after I get a hold of that big campaign setting book for it, as it is I would only send players there for the Forsaken Elves and the Blood Bayou.
 

The Player's Guide to Rangers and Rogues is titled as a core sourcebook for revised 3rd edition fantasy roleplaying. The funny thing is that no where on the front does it indicate that this is a Scarred Lands campaign book, but rather, on the back in the left hand corner.

The book provides options for both classes but draws heavily upon the Scarred Lands setting and provides examples through history and organizations native to that setting. For example, how these classes interact and effect a campaign world. For non-Scarred Lands players, while the information can be useful for home brews in terms of example and tone, it will not be useful to others.

The history of the rangers involves some titan offering them power and making them druid guardians, and the information on the vigils is great, it's not something I'm going to be able to use in my Forgotten Realms or Greyhawk Games. Those settings are too large to have a centralized myth from which all rangers spring. I'm also a little at a loss as to why the rogue's history is more or less a history of how the laws have evolved. There is some discussion on how best to overcome those laws legally, but it too is heavily stepped in the setting.

Because I also run a Scarred Lands campaign, I don't mind the details and information. I find it useful that when they list the various guilds, including thieves, beggars and assassins, that they include preferred skills and feats. This makes it easier to model your own NPCs to follow in those footsteps. Some of the guilds are fairly generic in nature, even though they are specific. The Cult of Ancients for example, worships Belsameth and are a 'fairly typical assassin's cult, fanatically devoted to a god...” while the separation of the traditionalist, gives you “the Society”, an ultra smooth and professional guild. In some ways, it reminds me of Green Ronin's Assassin's Master Class book with its religious fanatics battling the professionals. Others like the Association of Exploration can easily be fleshed out with other books like AEG's Explorer's Society.

Chapters Three and Six are more appropriate for all campaigns, but still have a Scarred Lands feel and examples. Chapter Three, To Endure the Wilds, gives those who have the Survival Skill more examples and uses. Want to leave a false trail? Survive an avalanche or extend your rations with no ill effects? Than this section is for you. Chapter Six, Tricks of the Trade, provides solid rules and ideas for making contacts and more examples of how skills and feats should be allocated for different paths a rogue can take like burglar, cutthroat and swashbuckler. Some sample NPCs of each type would've been appropriate and with the white space on page 3, 7, 17, 33, 49, 65, 75, 76, 83, 84, 87, 90, 93, 96, 99, 102, 106, 112, 115, 119, and 120, there is room enough for many stat blocks.

The mechanical meat of the book is in the appendix. I was a little disappointed with the feats as there are too many of the dreaded +2 to two skills (burglar, dashing, infiltrator, spy, and trap springer). While a new type of feat was included, such as Charming, where you get a number of bonus skill points equal to the stat bonus, in this case Charisma, that can only be applied to Charisma, it should've been a template feat. I don't need one for each stat. (Brawny, Charming, Clever, Learned, Quick, Sturdy).

My favorite part of this section has to be the new rogue special abilities. Higher level rogues get to pick a special ability at 10th, 13th, 16th, and 19th levels and now they have more options like dirty fighting, where they can pick from several subabilities once per day to search mastery, where they 'find something interesting on a roll of 20'. This allows the GM to put little extras into the game and perhaps lead the campaign in different directions.

Now those looking for PrCs will want to flip to the back of the book. I was pleased to note that they covered the core prestige classes and how they fit into the Scarred Lands setting before going into the new ones. Now for me, the Vigilant from Relics & Rituals, is the quintessential Ranger for this setting. It's not updated to 3.5 here. Instead, we get Vigilant Arcanist, spellcasting rangers with a touch of arcane magic alongside Vigil Stalkers. These individuals are the super spies and information gatherers even as the Vigilant is the ultimate ranger.

Some other standards are covered. What would a book of rogues be without a bounty hunter or a trapmaster? I find the section most useful when it is unique, such as with the blood seas pirate. Much like the anointed knight from the BoED or the warrior of darkness from the BoVD, these individuals use alchemy to augment themselves. For example, they can brew one for greater insight and gain a free feat or gain the might of Kadum for a +2 bonus t other strength scores. The section includes enough material that there should be something for any player of a ranger or rogue looking for either a traditional role or a campaign specific one.

The book ends with new equipment, magic items and spells. It's a shallow chapter with no new weapon or weapon types, odd since there are many famous rangers via Vesh in the setting who surely would've had a high powered item or two. The spells are listed in straight alphabetical order with no master listing. These are combat oriented spells like bramble blade where every hit is considered a potential critical or fiery vengeance, where the caster channels fire from close burning matter and arches it towards his enemies.

The art is solid. Layout is standard two column. White Space and what I'd consider wasted pages, a little high. For example, each section, like previous books, starts with a full page with the illustration for the cover with the non-covered individual grayed out. Just like in Dungeon Magazine, I don't need to see the cover more than once. Page count on this one has dropped from 144 and $24.95 to 128 and $21.95, average price.

Overall the Player's Guide to Rangers and Rogues offers options to any campaign. Those that will gain the most out of it are those playing in the Scarred Lands, in the Ghelspad portion.
 

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