Ranger Class for DCCRPG

By Raskal

You are a tough wilderness warrior, living and lurking at the fringe of civilized areas. Your life is often a lonely one but you can guide adventuring parties across dangerous regions. You are trained to survive in wilderness environments. As a survivalist warrior, you excel at martial combat against your favored enemies (often humanoids, creature and giants) using your proficiency in dual-weapon wielding or your archery talent. Tough and resolved, you are attuned to your surroundings and in the wilderness you have a keen expertise in stealth and survival.

 

Hit Die: A ranger gains 1d10 hit points at each level.

Alignment: Rangers adhere to different moral codes and are often fighting to protect the Balance of Nature; so they are usually neutral. Chaotic rangers are fearless raiders, Nature defender extremists, obsessive trophy hunters and sometimes human hunters. Lawful rangers act as army scouts, skirmishers,  frontiersmen patrolling the marches or  bounty hunters tracking down criminals for the rewards offered. Neutral rangers are often lone wanderers following their own way.

Weapon training: Rangers are trained with these weapons :  club, crossbow, dagger, dart, handaxe, javelin, longbow, longsword, mace, shortbow, shortsword, sling, spear, staff. Rangers do not use a combination of shield and armor with a total Check Penalty of -6 or higher.

Attack modifier: Rangers do not receive a fixed attack modifier at each level. Instead, they receive a random modifier, known as a deed die. At 1st level, this is a d3. The ranger rolls his deed die on each attack roll and applies it to both his attack roll and his damage roll. This deed die functions like the Warrior’s Mighty Deed of Arms but is limited to either melee or ranged attacks depending on the path chosen by the ranger.

Ranger Path: A ranger must choose one of these two paths:

Wilderness Skills: A long life in the wilderness trains rangers to survive in natural hostile environments. Rangers are considered trained in these skills and receive a bonus to skills checks equal to his class level plus an Ability Score Modifier.

Climb (Agility) : Rangers can climb natural slopes, steep hillsides and trees. DC 20 is a very steep cliff. A tall tree with few low branches is DC 10.

Find and neutralize natural trap (Agility) : Rangers can detect, neutralize and build simple natural traps. A large, bulky trap is DC 10 (pit in the floor covered by brush, or snares). More subtle traps are DC 15, 20, or even higher. A natural 1 on these checks triggers the trap.

Sneak and Hide (Agility) : Rangers are very good at stealth in natural environments, able to sneak silently and hide in natural cover. This can be used in the same manner as a thief’s abilities.

Strider (Agility) : Rangers can walk or run without leaving any tracks and without being hampered by difficult terrain. DC 10 is for familiar terrain and  DC 15 if not familiar with the terrain or environment.

Survival  (Personality) : This skill allows the ranger to find shelter and sustenance (food, water), to start fire, to find direction and to give some local knowledge (geography, animal, plants). The ranger can follow tracks of any creature, identify them and tell the number. DC 10 is for familiar terrain, DC 15 if the ranger is not alone (between 2 and 8 people) and DC 20 if not familiar with the terrain or environment or if there is more than 8 people.

 

Favored Enemies: At Level 1, the ranger must choose one type of favored enemies from the following list: lawful humanoids (bugbears, goblins, hobgoblins), neutral humanoids (kobolds), chaotic humanoids (gnoll, orcs) and chaotic giants (cyclops, hill giants, frost giants, fire giants, cloud giants, ogres). At level 3, 6 and 9, the ranger can choose another favored enemies type but the ranger must have already fought this enemy.  A Judge can allow the player to choose other types of favored enemies: perversions of nature (slimes, etc.), ape-men, lizardmen, or even subhumans, humans or demi-humans.

When fighting against his chosen favored enemies the Deed Die is improved by one shift. The improved Deed Die is also added to Wilderness skills checks involving favored enemies.  The Judge may prohibit this improvement of the Deed Die if the ranger has not fought his favored enemies sometime while progressing through his previous level.

Luck: While outdoors, the ranger may make a Luck check to avoid being surprised. This is in addition to any perception and surprise checks.

Languages : A ranger knows two additional languages for every point of Intelligence  modifier. These languages must be one of his favored enemies (bugbear, goblin, gnoll, hobgoblin, kobold, ogre, orc, giant) or an animal one (bear, eagle, ferret, horse, wolf).

Action dice: A ranger always uses his action dice for attacks. At 5th level a ranger gains a second attack for each round with his second attack die.

Level

Attack (Deed Die)*

Crit Die/Table

Action Dice

Ref

Fort

Will

1

+d3

d10/II

1d20

+1

+1

+0

2

+d3

d12/II

1d20

+1

+1

+0

3

+d4

d12/II

1d20

+1

+2

+1

4

+d4

d12/II

1d20

+2

+2

+1

5

+d5

D14/II

1d20+1d14

+2

+3

+1

6

+d6

d14/II

1d20+1d16

+2

+4

+2

7

+d7

d14/II

1d20+1d20

+3

+4

+2

8

+d8

d16/II

1d20+1d20

+3

+5

+2

9

+d10

d16/II

1d20+1d20

+3

+5

+3

10

+d10+1

d20/II

1d20+1d20+1d14

+4

+6

+3

* A ranger attack modifier is rolled anew, according to the appropriate die, with each attack. The result modifies both attack and damage rolls. When fighting favored enemies, the Deed Dice is improved by one shift.

 

Level

Title by Alignment

 

Lawful

Chaotic

Neutral

1

Frontiersman

Hunter

Runner

2

Trailblazer

Chaser

Rover

3

Vanguard

Trailer

Rambler

4

Guide

Tracker

Wanderer

5

Warden

Raider

Wayfarer

 

Author’s note: A special Thanks to Gansk and Brad.