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The Relative Ranger: kids love it! (TM)
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<blockquote data-quote="John Quixote" data-source="post: 3018" data-attributes="member: 694"><p>[code][color=limegreen]</p><p> Base Fort Ref Will </p><p>Lvl Attack Bonus Save Save Save Special</p><p> 1 +1 +2 0 0 Track, Quarry Bonus +1</p><p> 2 +2 +3 0 0 Favored Enemy</p><p> 3 +3 +3 +1 +1 Dash</p><p> 4 +4 +4 +1 +1 Sneak Attack +1d6,</p><p> Ranger Spells</p><p> 5 +5 +4 +1 +1 Quarry Bonus +2</p><p> 6 +6/+1 +5 +2 +2</p><p> 7 +7/+2 +5 +2 +2 </p><p> 8 +8/+3 +6 +2 +2 Sneak Attack +2d6</p><p> 9 +9/+4 +6 +3 +3</p><p>10 +10/+5 +7 +3 +3 Quarry Bonnus +3</p><p>11 +11/+6/+1 +7 +3 +3</p><p>12 +12/+7/+2 +8 +4 +4 Sneak Attack +3d6</p><p>13 +13/+8/+3 +8 +4 +4</p><p>14 +14/+9/+4 +9 +4 +4</p><p>15 +15/+10/+5 +9 +5 +5 Quarry Bonus +4</p><p>16 +16/+11/+6/+1 +10 +5 +5 Sneak Attack +4d6</p><p>17 +17/+12/+7/+2 +10 +5 +5</p><p>18 +18/+13/+8/+3 +11 +6 +6</p><p>19 +19/+14/+9/+4 +11 +6 +6</p><p>20 +20/+15/+10/+5 +12 +6 +6 Quarry Bonus +5,</p><p> Sneak Attack +5d6[/color][/code]</p><p><span style="font-size: 12px"><span style="font-family: 'times new roman'"><strong>Hit Die:</strong> d10</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'times new roman'"><strong>Skill Points:</strong> 4 + Int bonus/level.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'times new roman'"><strong>Class Skills:</strong> As standard ranger.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'times new roman'"><strong>Proficiencies:</strong> As standard ranger. Note: While all warrior types are familiar with simple weapons, martial weapons, shields, light armors, and medium armors, it is the fighters, paladins, and psychic warriors who prefer heavy armor. Rangers and barbarians do not, however, so we at Old Jack's Guild of Rogues recommend that <em>both</em> these classes be accorded two-weapon fighting and amibexterity to compensate for the lack of armor skill. </span></span></p><p><span style="font-size: 12px"><span style="font-family: 'times new roman'"><strong>Alignment:</strong> Rangers are the defenders of the frontier, and must swear to protect those weaker than themselves. They must adhere to a Good alignment, or become ex-rangers.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'times new roman'"><strong>Track:</strong> Gained as a bonus feat at 1st level.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'times new roman'"><strong>Quarry Bonus:</strong> The ranger chooses the target of his hunt, either at the beginning of the session or when the player characters would normally be preparing spells, as the DM prefers. The bonus applies to attack rolls and Bluff, Listen, Sense Motive, Spot, and Wilderness Lore (Track) checks made when dealing with the chosen Quarry.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'times new roman'"> Normally the Quarry Bonus applies to a single individual the ranger is hunting for at the time, in which case the full bonus is awarded. Alternatively, the ranger may choose a small party (a number of specific foes up to his level) against which he receives one-half the bonus, or an entire race or organization against which he receives one-third the listed bonus. When reducing the bonus, round all fractions up. At every five levels after the first, the base Quarry Bonus rises by +1.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'times new roman'"><strong>Favored Enemy:</strong> At 2nd level, the ranger chooses one particular class of creatures as a Favored Enemy. He may choose any class of beings other than Outsiders or Humanoids (the ranger must be specific in these cases, such as "fiendish Outsiders" or "goblinoid Humanoids"). The ranger always gets the full listed bonus when choosing his favored enemy as his Quarry. In addition, merely passing within 60 feet of hidden or concealed creatures of this type grants the ranger a free Spot or Listen check to detect his enemy. The check should be rolled in secret by the DM and opposed by the creatures' Hide or Move Silently check.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'times new roman'"> Rangers who wish to keep their alignment and status usually do not take their own race as their favored enemy, or any other good race for that matter. Celestial Outsiders make a very poor choice for a ranger's Favored Enemy!</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'times new roman'"><strong>Dash:</strong> Gained as a bonus feat, the ranger's Speed increases by 5'.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'times new roman'"><strong>Sneak Attack:</strong> The ranger gains the ability to make Sneak Attacks, just like a rogue. When a target is flanked or denied his Dexterity bonus to AC for any reason, the ranger deals extra damage thanks to training towards striking vital areas. Sneak Attack does not apply against creatures that lack vital areas such as oozes, constructs, plants, and undead (though we all know that vampires have vital areas, since they can be staked through the heart with wooden spikes and beheaded with silver swords and what-not, so the DM may wish to rule... you know what? Ignore me when I ramble like this.).</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'times new roman'"><strong>Ranger Spells:</strong> As standard ranger.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'times new roman'"><strong>Ex-Rangers:</strong> A ranger who ceases to be good in alignment loses all divine spells and the loyalty of his animal companions. He retains all proficiencies, feats, and other abilities, but may no longer gain levels as a ranger until he returns to a good alignment and receives atonement from a cleric of sufficient level.</span></span></p></blockquote><p></p>
[QUOTE="John Quixote, post: 3018, member: 694"] [code][color=limegreen] Base Fort Ref Will Lvl Attack Bonus Save Save Save Special 1 +1 +2 0 0 Track, Quarry Bonus +1 2 +2 +3 0 0 Favored Enemy 3 +3 +3 +1 +1 Dash 4 +4 +4 +1 +1 Sneak Attack +1d6, Ranger Spells 5 +5 +4 +1 +1 Quarry Bonus +2 6 +6/+1 +5 +2 +2 7 +7/+2 +5 +2 +2 8 +8/+3 +6 +2 +2 Sneak Attack +2d6 9 +9/+4 +6 +3 +3 10 +10/+5 +7 +3 +3 Quarry Bonnus +3 11 +11/+6/+1 +7 +3 +3 12 +12/+7/+2 +8 +4 +4 Sneak Attack +3d6 13 +13/+8/+3 +8 +4 +4 14 +14/+9/+4 +9 +4 +4 15 +15/+10/+5 +9 +5 +5 Quarry Bonus +4 16 +16/+11/+6/+1 +10 +5 +5 Sneak Attack +4d6 17 +17/+12/+7/+2 +10 +5 +5 18 +18/+13/+8/+3 +11 +6 +6 19 +19/+14/+9/+4 +11 +6 +6 20 +20/+15/+10/+5 +12 +6 +6 Quarry Bonus +5, Sneak Attack +5d6[/color][/code] [size=3][FONT=times new roman][b]Hit Die:[/b] d10 [b]Skill Points:[/b] 4 + Int bonus/level. [b]Class Skills:[/b] As standard ranger. [b]Proficiencies:[/b] As standard ranger. Note: While all warrior types are familiar with simple weapons, martial weapons, shields, light armors, and medium armors, it is the fighters, paladins, and psychic warriors who prefer heavy armor. Rangers and barbarians do not, however, so we at Old Jack's Guild of Rogues recommend that [i]both[/i] these classes be accorded two-weapon fighting and amibexterity to compensate for the lack of armor skill. [b]Alignment:[/b] Rangers are the defenders of the frontier, and must swear to protect those weaker than themselves. They must adhere to a Good alignment, or become ex-rangers. [b]Track:[/b] Gained as a bonus feat at 1st level. [b]Quarry Bonus:[/b] The ranger chooses the target of his hunt, either at the beginning of the session or when the player characters would normally be preparing spells, as the DM prefers. The bonus applies to attack rolls and Bluff, Listen, Sense Motive, Spot, and Wilderness Lore (Track) checks made when dealing with the chosen Quarry. Normally the Quarry Bonus applies to a single individual the ranger is hunting for at the time, in which case the full bonus is awarded. Alternatively, the ranger may choose a small party (a number of specific foes up to his level) against which he receives one-half the bonus, or an entire race or organization against which he receives one-third the listed bonus. When reducing the bonus, round all fractions up. At every five levels after the first, the base Quarry Bonus rises by +1. [b]Favored Enemy:[/b] At 2nd level, the ranger chooses one particular class of creatures as a Favored Enemy. He may choose any class of beings other than Outsiders or Humanoids (the ranger must be specific in these cases, such as "fiendish Outsiders" or "goblinoid Humanoids"). The ranger always gets the full listed bonus when choosing his favored enemy as his Quarry. In addition, merely passing within 60 feet of hidden or concealed creatures of this type grants the ranger a free Spot or Listen check to detect his enemy. The check should be rolled in secret by the DM and opposed by the creatures' Hide or Move Silently check. Rangers who wish to keep their alignment and status usually do not take their own race as their favored enemy, or any other good race for that matter. Celestial Outsiders make a very poor choice for a ranger's Favored Enemy! [b]Dash:[/b] Gained as a bonus feat, the ranger's Speed increases by 5'. [b]Sneak Attack:[/b] The ranger gains the ability to make Sneak Attacks, just like a rogue. When a target is flanked or denied his Dexterity bonus to AC for any reason, the ranger deals extra damage thanks to training towards striking vital areas. Sneak Attack does not apply against creatures that lack vital areas such as oozes, constructs, plants, and undead (though we all know that vampires have vital areas, since they can be staked through the heart with wooden spikes and beheaded with silver swords and what-not, so the DM may wish to rule... you know what? Ignore me when I ramble like this.). [b]Ranger Spells:[/b] As standard ranger. [b]Ex-Rangers:[/b] A ranger who ceases to be good in alignment loses all divine spells and the loyalty of his animal companions. He retains all proficiencies, feats, and other abilities, but may no longer gain levels as a ranger until he returns to a good alignment and receives atonement from a cleric of sufficient level.[/FONT][/size] [/QUOTE]
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