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.)
Hit Dice: 2d8 at first level, 1d8/level thereafter (a Ranger gains 2 hp/level after 9th.)
Armor/Shield Permitted: Rangers are able to use all types of armor and shields equally effectively.
Weapons Permitted: Rangers are able to use all weapons equally effectively.
Race: Only humans may be Rangers

Table: Ranger Advancement
Level Experience Points Required for Level Hit Dice (d8)* Saving Throw Number of Spells (by level)**
1 2 3
1 0 2 14
2 2,500 3 13
3 5,000 4 12
4 12,000 5 11
5 25,000 6 10
6 50,000 7 9
7 100,000 8 8
8 175,000 Ranger-Knight 9 7
9 275,000 10 6 Cleric 1
10 550,000 10+2 hp 5 Cleric 2
Magic-User 1
Cleric 1
11 825,000 10+4 hp 4 Cleric 2
Magic-User 2
Cleric 1
Magic-User 1
12 1,100,000 10+6 hp 4 Cleric 3
Magic-User 2
Cleric 2
Magic-User 1
Cleric 1
13 1,375,000 10+8 hp 4 Cleric 3
Magic-User 3
Cleric 2
Magic-User 2
Cleric 1
Magic-User 1
14 1,600,000 10+10 hp 4 Cleric 4
Magic-User 3
Cleric 3
Magic-User 2
Cleric 1
Magic-User 1
15 1,800,000 10+12 hp 4 Cleric 4
Magic-User 4
Cleric 3
Magic-User 3
Cleric 1
Magic-User 1
16 2,000,000 10+14 hp 4 Cleric 4
Magic-User 4
Cleric 3
Magic-User 3
Cleric 2
Magic-User 1
17 2,200,000 10+16 hp 4 Cleric 4
Magic-User 4
Cleric 3
Magic-User 3
Cleric 2
Magic-User 2
18 2,400,000 10+18 hp 4 Cleric 5
Magic-User 4
Cleric 4
Magic-User 3
Cleric 2
Magic-User 2
19 2,600,000 10+20 hp 4 Cleric 5
Magic-User 5
Cleric 4
Magic-User 4
Cleric 2
Magic-User 2
20 2,800,000 10+22 hp 4 Cleric 5
Magic-User 5
Cleric 4
Magic-User 4
Cleric 3
Magic-User 2
21+ +200,000 per level +2 hp/level 4 Cleric 5
Magic-User 5
Cleric 4
Magic-User 4
Cleric 3
Magic-User 3

Requirements and Limitations

Must be Lawful

Rangers must be, and remain, Lawful in alignment, or they will lose all Ranger abilities and be treated as ordinary Fighters.

Title

When 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

Other than what is necessary for food and shelter, a Ranger must donate all treasure to charities or temples associated with the Lawful alignment. This restriction is lifted when the character becomes a Ranger-Knight.

Followers

Until reaching the status of a Ranger-Knight (8th level), the character may not hire or accept followers of any kind, not even lantern-bearers or servants. They even prefer to fetch their own ale at taverns rather than being waited upon.

Must Not Associate with Other Rangers

Until the character reaches the status of a Ranger-Knight (8th level), a Ranger may not operate in concert with more than one other Ranger. This does not restrict the Ranger’s membership in an order of Rangers – it only restricts the number of Rangers that can participate in a particular mission or expedition.

Class Abilities

Track

Rangers are able to track down other creatures in the wild, in cities, and even through underground passages.

Outdoor Tracking

Outdoors, the basic chance for successful tracking (on a day-to-day basis) is 90%, modified by a –10% for each day old the tracks are, and modified by –10% (for the entire effort thereafter) for each day of rain (or snow) that has fallen on the trail.

Underground and City Tracking

Tracking in the city (any urban or populated area) or underground ,makes it considerably harder to find and follow a trail. First, the beginning of the trail must be no more than an hour old. The base chance to track is still 90%, but each time the trail changes (as described below), there is a chance for the Ranger to lose the trail and be unable to track it further; that is, the Ranger cannot pick up the trail even by circling the area where the trail was lost.

The circumstances under which the prey can “lose” the Ranger are as follows:

    • Turns down a side passage: 25% chance to lose trail.
    • Goes through a door: 35% chance to lose trail.
    • Goes up or down through a trap door or ladder: 40% chance to lose trail.
    • Climbs a wall up or down (including pits and shafts): 50% chance to lose trail.
Alertness

A party containing a Ranger is unlikely to be surprised, with only a 1 in 6 chance.

May Use Fighter Magic Items

Rangers can use any magic items that can normally be used by Fighters.

Bonus Damage vs. Giants and Goblin-Types

Rangers are well trained to deal with giants, trolls, ogres, orcs, goblins, and kobolds. Against any of these sorts of monsters, Rangers gain +1 damage per level with a successful to-hit roll.

Scholar of Healing Magic

At 8th level, a Ranger’s scholarship allows the character to use certain magic items not normally usable by fighter-types. Rangers of this level can employ Clerical healing scrolls and any other magic items which heal damage or disease. Note that if the item has other abilities in addition to healing, the Ranger cannot employ these other powers unless the item is normally usable by Fighters.

Scholar of Scrying Magic

At 9th level, a Ranger can use any and all magic items, including spells from scrolls, that involve scrying magic. Examples would be the clairvoyance spell, or crystal balls.

Scholar of Travel Magic

Also at 9th level, a Ranger may employ any and all magic items, including spells from scrolls, that use magic involving teleportation, dimensional travel, or passing through objects. Examples would be a passwall or a passplant scroll).

Establish Fortress

At 9th level, the Ranger may build a fortress in the wilderness in order to house the character’s growing number of loyal retainers. When the fortress (which may be small or quite large, depending on the Ranger’s purposes) is completed, the Ranger’s reputation will draw a number of new followers, as well as peasants seeking a safe place to settle. Roll 2d12 to determine the number of followers. Determine the class of each in this order: Half of the total will be Fighters, a quarter of them will be Clerics, one-fifth of them will be Magic-Users, and if there are over 20 followers, one of them will be a Neutral-aligned Thief. The followers will be at least second level; for each there is a 25% chance to add 1d4 to the base second level. Also, for each of these followers, there is a 2% chance that the follower is actually a highly unusual type instead of whatever the dice originally indicated. Roll 1d6 as follows: 1 or 2 - another Ranger (level 1d6+1); 3 or 4 - a lycanthrope (werebear or wereboar); 5 - a mated pair of unicorns; 6 - a pegasus.