![]() You and your fellow Rangers are the inheritors of ancient scholarship, students of forgotten skills and lore passed on from teacher to student over the generations, preserving the legacy through times when the light of civilization wavered and dimmed. The Rangers retreated to the wilderness and the outlands long ago; they seldom visit the decadent, glittering cities, for these are places that have turned aside from much of the lore the Rangers protect. As a Ranger, you are well-versed in the subtle skills of the wilderness, and you are a dangerous opponent in battle. Moreover, when you reach higher level, your studies and understanding of ancient lore will have developed to the point where you can actually cast spells. You are a guardian of civilization and a protector of the weak, normally hunting the creatures of chaos in the wild places where they lurk. You take the battle directly to the enemy, in its very lair. Prime Attribute: Strength 13+ (the character gains a +5% experience bonus if their Prime Attribute is 13 or higher.)
Requirements and LimitationsMust be LawfulRangers must be, and remain, Lawful in alignment, or they will lose all Ranger abilities and be treated as ordinary Fighters. TitleWhen a Ranger attains 8th level, other Rangers will refer to the character by the title of “Ranger-Knight.” At this point, certain class restrictions no longer apply. Must be Charitable
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Cleric/Magic-User Spells: Is the indicated number the level of the magic-user or the cleric class, or are they the number of spells which are available?
The numbers at the top are for spell level, and inside each box it shows how many spells of that type the ranger can memorize. Thus, at 14th level, a ranger can cast (4) 1st level cleric spells, (3) 1st level magic-user spells, (3) 2nd level cleric spells, (2) 2nd level magic-user spells, (1) 3rd level cleric spell and (1) 3rd level magic-user spell.
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