Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Secrets of the Shadowend: Variant Classes for Swords & Wizardry
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Nellisir" data-source="post: 6077111" data-attributes="member: 70"><p><strong>The Ranger</strong></p><p></p><p><span style="font-size: 15px"><strong>Ranger</strong></span></p><p>Goblin-hunter, giant-killer, dragon-slayer: these are rangers. They are independent, cunning, and experienced in fighting the monstrous creatures that prey on civilization. They live in the frontiers and borderlands, protecting gentler lands by hunting threats in the wilderness.</p><p>[HR][/HR]<strong>Hit Dice</strong>: 1d6+2 (+3 hp per level after 9[SUP]th[/SUP] level.)</p><p><strong>Armor</strong>: Any light or medium armor, shields.</p><p><strong>Weapons</strong>: Any weapon.</p><p><strong>Skills</strong>: Feats of endurance and dexterity, climbing, natural lore, perception, stealth, swimming, survival, and tracking.</p><p></p><p>[ATTACH]56086[/ATTACH]</p><p></p><p><span style="font-size: 15px"><strong>Restrictions</strong></span></p><p></p><p><strong>Self-Sufficient</strong>: Rangers, by temperament and training, do not rely on others. They do not adventure with more than two other rangers, and do not keep more wealth than they can easily carry. Fellowships often include more than three rangers, but they spread their protection out over a large area, and do not travel together.</p><p></p><p></p><p><span style="font-size: 15px"><strong>Class Features</strong></span></p><p><strong>Alertness (1st): </strong>Rangers have only a 1 in 6 chance of being surprised.</p><p><strong>Ambush </strong><strong>(1st)</strong><strong>:</strong> A ranger can create an ambush, increasing the chance of surprising an opponent. This takes one round per party member, and adds 1 to the chance of surprising the opponent. Characters that are have knacks or skills in hiding or sneaking do not add to the preparation time. The ambush is stationary and the targets must move into it.</p><p>Opponents that are expecting a fight, and would not ordinarily be surprised, instead have a 1 in 6 chance of being surprised, at the GM’s discretion. </p><p><strong>Keen-Eyed </strong><strong>(1st)</strong><strong>:</strong> Rangers have advantage on perception and tracking checks.</p><p><strong>Implacable Foe </strong><strong>(1st)</strong><strong>:</strong> A ranger has a +1 on rolls against the humanoid races (bugbears, gnolls, goblins, hobgoblins, kobolds, ogres, and orcs) at 1[SUP]st[/SUP] level. This applies to saves, checks (i.e. tracking or surprise), attack rolls, and damage rolls. This increases to +2 at 5[SUP]th[/SUP] level, and includes giants and trolls. At 9[SUP]th[/SUP] level the bonus becomes +3, and includes dragons.</p><p>Whether or not the bonus applies is at the GM’s discretion. It is reasonable to apply it to a save versus a goblin trap in a goblin lair, but not against a trap in a thieves’ guild that includes goblins as members.</p><p><strong>Marksman </strong><strong>(1st)</strong>: A ranger adds his Dexterity bonus to his to-hit roll with ranged weapons.</p><p><strong>Far Shot (3rd)</strong>: At 3[SUP]rd[/SUP] level, the range on a ranger’s missile weapons increases by 50%.</p><p><strong>Woodland Stride (3rd)</strong>: At 3[SUP]rd[/SUP] level, the ranger moves at his normal movement rate through non-magical wilderness, including undergrowth and other hindrances, and cannot be tracked except by a ranger of higher level.</p><p><strong>Companion (7th)</strong>: At 7[SUP]th[/SUP] level the ranger gains a companion. This might be a 1[SUP]st[/SUP] level ranger, or an animal companion. If the companion dies, another will replace him the next time the ranger gains a level, depending on the circumstances surrounding the death of the previous companion(s). </p><p><strong>Swift (7th)</strong>: At 7[SUP]th[/SUP] level the ranger’s speed increases by either +10 feet per round or +3, depending on the rule system.</p><p><strong>Fellowship (9th)</strong>: At 9[SUP]th[/SUP] level the ranger attracts a small band of like-minded allies and companions to aid and assist him. Intelligent animals, monsters, and various player-character races are all possible members of the fellowship.</p><p><strong>Deadeye (11th)</strong>: Once per day at 11[SUP]th[/SUP] level the ranger can make a careful, steady attack on a foe. For each full round he spends aiming, the ranger gets a +2 bonus to hit, to a maximum of +6 at three rounds. In addition, he does double damage after the first round of aiming, triple damage after the second round, and quadruple damage after the third round.</p><p>The ranger cannot move while aiming, and the target must be visible, within range, and not moving faster than a walk. Any damage to the ranger while he is aiming disrupts his attack.</p></blockquote><p></p>
[QUOTE="Nellisir, post: 6077111, member: 70"] [b]The Ranger[/b] [SIZE=4][B]Ranger[/B][/SIZE] Goblin-hunter, giant-killer, dragon-slayer: these are rangers. They are independent, cunning, and experienced in fighting the monstrous creatures that prey on civilization. They live in the frontiers and borderlands, protecting gentler lands by hunting threats in the wilderness. [HR][/HR][B]Hit Dice[/B]: 1d6+2 (+3 hp per level after 9[SUP]th[/SUP] level.) [B]Armor[/B]: Any light or medium armor, shields. [B]Weapons[/B]: Any weapon. [B]Skills[/B]: Feats of endurance and dexterity, climbing, natural lore, perception, stealth, swimming, survival, and tracking. [ATTACH=CONFIG]56086._xfImport[/ATTACH] [SIZE=4][B]Restrictions[/B][/SIZE] [B]Self-Sufficient[/B]: Rangers, by temperament and training, do not rely on others. They do not adventure with more than two other rangers, and do not keep more wealth than they can easily carry. Fellowships often include more than three rangers, but they spread their protection out over a large area, and do not travel together. [SIZE=4][B]Class Features[/B][/SIZE] [B]Alertness (1st): [/B]Rangers have only a 1 in 6 chance of being surprised. [B]Ambush [/B][B](1st)[/B][B]:[/B] A ranger can create an ambush, increasing the chance of surprising an opponent. This takes one round per party member, and adds 1 to the chance of surprising the opponent. Characters that are have knacks or skills in hiding or sneaking do not add to the preparation time. The ambush is stationary and the targets must move into it. Opponents that are expecting a fight, and would not ordinarily be surprised, instead have a 1 in 6 chance of being surprised, at the GM’s discretion. [B]Keen-Eyed [/B][B](1st)[/B][B]:[/B] Rangers have advantage on perception and tracking checks. [B]Implacable Foe [/B][B](1st)[/B][B]:[/B] A ranger has a +1 on rolls against the humanoid races (bugbears, gnolls, goblins, hobgoblins, kobolds, ogres, and orcs) at 1[SUP]st[/SUP] level. This applies to saves, checks (i.e. tracking or surprise), attack rolls, and damage rolls. This increases to +2 at 5[SUP]th[/SUP] level, and includes giants and trolls. At 9[SUP]th[/SUP] level the bonus becomes +3, and includes dragons. Whether or not the bonus applies is at the GM’s discretion. It is reasonable to apply it to a save versus a goblin trap in a goblin lair, but not against a trap in a thieves’ guild that includes goblins as members. [B]Marksman [/B][B](1st)[/B]: A ranger adds his Dexterity bonus to his to-hit roll with ranged weapons. [B]Far Shot (3rd)[/B]: At 3[SUP]rd[/SUP] level, the range on a ranger’s missile weapons increases by 50%. [B]Woodland Stride (3rd)[/B]: At 3[SUP]rd[/SUP] level, the ranger moves at his normal movement rate through non-magical wilderness, including undergrowth and other hindrances, and cannot be tracked except by a ranger of higher level. [B]Companion (7th)[/B]: At 7[SUP]th[/SUP] level the ranger gains a companion. This might be a 1[SUP]st[/SUP] level ranger, or an animal companion. If the companion dies, another will replace him the next time the ranger gains a level, depending on the circumstances surrounding the death of the previous companion(s). [B]Swift (7th)[/B]: At 7[SUP]th[/SUP] level the ranger’s speed increases by either +10 feet per round or +3, depending on the rule system. [B]Fellowship (9th)[/B]: At 9[SUP]th[/SUP] level the ranger attracts a small band of like-minded allies and companions to aid and assist him. Intelligent animals, monsters, and various player-character races are all possible members of the fellowship. [B]Deadeye (11th)[/B]: Once per day at 11[SUP]th[/SUP] level the ranger can make a careful, steady attack on a foe. For each full round he spends aiming, the ranger gets a +2 bonus to hit, to a maximum of +6 at three rounds. In addition, he does double damage after the first round of aiming, triple damage after the second round, and quadruple damage after the third round. The ranger cannot move while aiming, and the target must be visible, within range, and not moving faster than a walk. Any damage to the ranger while he is aiming disrupts his attack. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Secrets of the Shadowend: Variant Classes for Swords & Wizardry
Top