Originally by Joe Fischer
-
Rangers are a sub-class of fighter
who are adept at woodcraft, tracking, scouting, and infiltration and spying.
All rangers must be of good alignment (q.v.), although they can be lawful, chaotic, or neutral otherwise.
A ranger must have STR of not less than
13, intel of not less than 13, wisdom of not less than 14, and a 14 or
greater constitution.
If the ranger has ability scores of greater
than 15 in strength, intel and wisdom, he or she gains the benefit of adding
10% to xperience.
1.
Damage
Bonus vs. Humanoids: When fighting humanoid-type creatures of the "giant
class",
listed hereafter, rangers add 1 HP
for each level of
experience they have attained to the points
of damage scored
when they hit in melee combat. Giant class
creatures are:
bugbears,
ettins, giants, gnolls, goblins, hobgoblins,
kobolds,
ogres, ogre magi, orcs, and trolls.
Example:
a Tracker (R5) hits a bugbear in melee combat, <actually, a 5th level
Ranger is a Courser>
and the
damage done to the opponent will be according to the ranger's weapon type,
modified
by STR,
and +5
(for his or her experience level) because the opponent is a bugbear -
a "giant
class"humanoid.
bugbear | goblin | ogre mage |
cyclopskin | grimlock | ogrillon |
dune stalker | hobgoblin | orc |
ettin | kobold | quaggoth |
flind | meazel | tasloi |
giant | norker | troll |
gibberling | ogre | xvart |
gnoll | - | - |
- Official Changes for Rangers, by Gary
Gygax, Dragon 94.9
>
<with regards to trolls, i would apply the bonus to all trolls - Prespos>
2. Alert Against Surprise: Rangers
surprise
(q.v.) opponents 50% of the time (d6, score
1 through 3) and are themselves surprised
only 16 1/3% of the
time (d6, score 1).
3. Tracking: Tracking is possible both outdoors && underground in dungeons and like settings: <>
a. Underground
the ranger must have observed the creature to be tracked within 3 turns
(30 minutes) of the commencement of tracking,
and the ranger must begin tracking at a place where the creature was observed:
Creature's Action | Chance to Track |
going along normal passage or room | 65% |
passes through normal door or uses stairs | 55% |
goes through a trap door | 45% |
goes up through a chimney or through concealed door | 35% |
passes through a secret door | 25% |
b. Outdoors
there is a base 90% chance of a ranger to being able to follow a creature,
modified as follows:
-- for each creature above 1 in the party being tracked | +02% |
-- for every 24 hours which have elapsed
between the track
and tracking |
-10% |
-- for each hour of precipitation | -25% |
4. Spell Casting: At 8th level,
rangers gain limited druidic spell ability, and
additional spells are added through 17th
level.
5. Spell Casting: At 9th level rangers
gain limited magic-user spell ability, as
with druidic spell ability. Rangers cannot
read druid or magic-user
spells from magic scrolls in any event.
6. Scrying Device Use: At 10th level
(Ranger Lord), rangers are able to employ all
non-written magic items which pertain
to clairaudience,
clairvoyance,
ESP,
and telepathy.
7. Band of Followers: Also at 10th
level, each ranger attracts a body of 2-24
followers. Note that these henchmen <followers,>
once lost, can never be
replaced, although mercenaries can be
hired, of course. These
followers are determined by the DM who
then informs the ranger.
The following restrictions and strictures apply to rangers:
1. Any change to non-good alignment immediately
strips the
ranger of all benefits, and the character
becomes a fighter,
with eight-sided hit dice, everafter,
and can never regain
ranger status.
2. Rangers may not hire men-at-arms, servants,
aides, or
henchmen until
they attain 8th or higher level.
3. No more than three rangers may ever
operate together at any time.
(SA: Why?)
4. Rangers may own only those goods and
treasure which they
can carry on their person and/or place
upon their mount; all
excess must be donated to a worthy communal
or institutional
cause (but never to another PC). (cf.
Paladin
above.)
Although rangers do not attract a body
of mercenaries to serve them when, and if,
rangers construct strongholds, they conform
to the fighter class in other respects.
Q: If a ranger can
only own what he
can carry, how can he build
a
stronghold?
A: You might also
ask -- If a ranger can only
own what he can carry, how
can he own a
mount? -- In fact, the restriction
applies
only to personal items,
treasure, weapons,
magic items, etc. The property
restriction
is not intended to turn
rangers into medieval
bag ladies. It merely reflects
the
class's nonmaterialistic
outlook. A stronghold
is not strictly for a character's
personal
use; it is a home for all
the
character's hirelings, and
also serves to
enforce the character's
interests and promote
the fundamentals of the
character's
alignment within the area
that the stronghold
controls. As such, a stronghold
is not
an item of personal property
and falls
outside the restriction.
(139.66)
XP | Experience
Level |
Hit Dice
(d8) |
Level Title | THACO
/
Multiple Attacks |
Saves | Proficiencies | SCL* | D1 | D2 | D3 | MU1 | MU2 | NPC
XP Value |
---- | - | - | - | - | - | - | - | - | - | - | - | - | - |
- | - | - | - | - | - | - | - | - | - | - | - | - | - |
0 ---- 2,250 | 1 | 2 | Runner | 20 | d14, p15, r16, b17, s17 | 3/2 | - | - | - | - | - | - | - |
2,251 ---- 4,500 | 2 | 3 | Strider | 19 | d14, p15, r16, b17, s17 | ^ | - | - | - | - | - | - | - |
4,501 ----10,000 | 3 | 4 | Scout | 18 | d13, p14, r15, b16, s16 | ^ | - | - | - | - | - | - | - |
10,001 ---- 20,000 | 4 | 5 | Courser | 17 | d13, p14, r15, b16, s16 | ^ | - | - | - | - | - | - | 375 (T1) |
20,001 ---- 40,000 | 5 | 6 | Tracker | 16 | d11, p12, r13, b13, s14 | 4/3 | - | - | - | - | - | - | - |
40,001 ---- 90,000 | 6 | 7 | Guide | 15 | d11, p12, r13, b13, s14 | ^ | - | - | - | - | - | - | - |
90,001 ---- 150,000 | 7 | 8 | Pathfinder | 14 | d10, p11, r12, b12, s13 | ^ | - | - | - | - | - | - | - |
150,001 ---- 225,000 | 8: May employ followers | 9 | Ranger | 13 (3/2) | d10, p11, r12, b12, s13 | ^ | D1, - | 1 | - | - | - | - | - |
225,001 ---- 325,000 | 9 | 10 | Ranger Knight | 12 (3/2) | d8, p9, r10, b9, s11 | 5/4 | D2,
MU1 |
1 | - | - | 1 | - | - |
325,001 ---- 650,000 | 10 | 11 | Ranger Lord | 11 (3/2) | d8, p9, r10, b9, s11 | ^ | D3,
MU2 |
2 | - | - | 1 | - | 5000 (T2) |
650,001 ---- 975,000 | 11 | 11+2 | Ranger Lord (11th level) | 10 (3/2) | d7, p8, r9, b8, s10 | ^ | D4,
MU3 |
2 | - | - | 2 | - | - |
975,001 ---- 1,300,000 | 12 | 11+4 | Ranger Lord (12th level) | 9 (3/2) | d7, p8, r9, b8, s10 | ^ | D5,
MU4 |
2 | 1 | - | 2 | - | - |
1,300,000 ---- 1,625,000 | 13 | 11+6 | Ranger Lord (13th level) | 8 (3/2) | d5, p6, r7, b5, s8 | 6/5 | D6,
MU5 |
2 | 1 | - | 2 | 1 | - |
1,625,001 ---- 1,950,000 | 14 | 11+8 | Ranger Lord (14th level) | 7 (3/2) | d5, p6, r7, b5, s8 | ^ | D7,
MU6 |
2 | 2 | - | 2 | 1 | - |
1,950,001 ---- 2,275,000 | 15 | 11+10 | Ranger Lord (15th level) | 6 (2/1) | d4, p5, r6, b4, s7 | ^ | D8,
MU7 |
2 | 2 | - | 2 | 2 | - |
2,275,001 ---- 2,600,000 | 16 | 11+12 | Ranger Lord (16th level) | 5 (2/1) | d4, p5, r6, b4, s7 | ^ | D9,
MU8 |
2 | 2 | 1 | 2 | 2 | - |
2,600,001 ---- 2,925,000 | 17 | 11+14 | Ranger Lord (17th level) | 4 (2/1) | d3, p4, r5, b4, s6 | 7/6 | D10,
MU9 |
2 | 2 | 2 | 2 | 2 | - |
2,925,001 ---- 3,250,000 | 18 | 11+16 | Ranger Lord (18th level) | 4 (2/1) | d3, p4, r5, b4, s6 | ^ | D11,
MU10 |
2 | 2 | 2 | 2 | 2 | - |
3,250,001 ---- 3,575,000 | 19 | 11+18 | Ranger Lord (19th level) | 4 (2/1) | d3, p4, r5, b4, s6 | ^ | D12,
MU11 |
2 | 2 | 2 | 2 | 2 | - |
3,575,001 ---- 3,900,000 | 20 | 11+20 | Ranger Lord (20th level) | 4 (2/1) | d3, p4, r5, b4, s6 | ^ | D13, MU12 | 2 | 2 | 2 | 2 | 2 | - |
325,000 XP per level for each additional level above the 12th.
Rangers gain 2 HP
per level after the 10th.
CON-based HP adjustments no longer apply
after the 10th level. - OSRIC
* Spell Casting Level.
NB: Rangers do not gain
bonus druid spells for having high wisdom. This ability is limited to "true"
priests, i.e. clerics || druids.
<THACO indicates per level progression>
ADQ: Do high CON rangers get
a bonus for both 1st level dicec?
ADA: Yes. CON bonuses to HP
are a function of HD, not level.
(Polyhedron #16)
SPELLS USABLE BY
CLASS AND LEVEL -- RANGERS (FIGHTERS)
Spell Level
Ranger Level | Druidic 1st | Druidic 2nd | Druidic 3rd | Magic-User 1st | Magic-User 2nd |
8 | 1 | - | - | - | - |
9 | 1 | - | - | 1 | - |
10 | 2 | - | - | 1 | - |
11 | 2 | - | - | 2 | - |
12 | 2 | 1 | - | 2 | - |
13 | 2 | 1 | - | 2 | 1 |
14 | 2 | 2 | - | 2 | 1 |
15 | 2 | 2 | - | 2 | 2 |
16 | 2 | 2 | 1 | 2 | 2 |
17* | 2 | 2 | 2 | 2 | 2 |
* maximum spell ability
** The ranger must
check as to which spells he or she can learn, just as if he or she were
a magic-user.
ADQ: How do rangers
acquire MU spells?
ADA: Just as MUs
do -- they
must be taught by higher
level
MUs.
(Polyhedron #16)
ADQ: Do rangers &
paladins need
material components for
their spells?
ADA: YES. Unless
otherwise stated, spells
CAST by rangers & paladins
require the
same components as the corresponding
MU, clerical, or druidic
spells.
(Polyhedron #16)
Q. Are rangers' spells
identical to true
wizard spells (ie requiring
the
ranger to possess a spell
book, use
material components etc),
or merely
similar in effect?
A. The use of wizard
spells by
rangers is identical in
all respects to
their use by true wizards.
Rangers are bound by the
restrictions
of INT as far as the number
of wizard spells they may
know
is concerned. THey
are also subject to
the rules concerning the
acquisition
of
wizard spells set out on p39 of
the Dungeon Masters Guide.
However,
there is a major difference
with spells which are variable
in their effects by the
level of the
caster (such as dancing
lights). In a
case like this, the ranger
is treated as
being his or her level minus
8 for
wizard spells, or his or
her level
minus 7 for druidic spells.
Thus a
10th level ranger casts
wizard
spells as though a 2nd level
wizard
and druidic spells as though
a
3rd level druid.
(Imagine #12)
<find original Answer #1 in Sage Advice>
Answer #2: The third
inquiry concerned a Ranger character. The writer
claimed that his or her
DM combined with a lawful good Ranger to
insist that a wounded Wyvern
was to be protected, not slain, unless it
attacked the party. Here
is a classic case of players being told that
(lawful) good equates with
stupidity. To assert that a man-killing
monster with evil tendencies
should be protected by a lawful good
Ranger is pure insanity.
How many lives does this risk immediately?
How many victims are condemned
to death later? In short, this is not
"good" by any accepted standards!
It is much the same as sparing a
rabid dog or a rogue elephant
or a man-eating tiger.
Question: Do rangers
automatically get a first-level spell
book, rolling for spells
as does a Prestidigitator (MU1), or
must they research them
and build from scratch?
Answer: Rangers must
research
their spells. They just don’t wake
up one morning and say,
“Why, I can cast spells now!” When the
ranger reaches the 8th level,
he discovers he has the ability to learn
druids’ spells as he does
for magic-users’ spells at 9th level. Whether he
learns them or not depends
on how successful his attempts are.
Q: How do rangers
acquire magic-user
spells?
A: A ranger learns
magic-user spells from a
magic-user, just as a 1st-level
magic-user
does. Start the ranger out
with read magic,
plus three other spells
from the table in
the DMG, page 39.
The cost of the initial
spell book is assumed to
be part of the
training cost for reaching
9th level. The
ranger must follow all the
normal rules
for spell use (e.g., chance
to know a spell
by intelligence, casting
time, material
components, armor worn,
etc.).
(139.66)
Question: Do Paladins
&& Rangers have to have special gods to pray
to in order to obtain their spells?
Do their gods have to be
patron gods of Paladins and Rangers?
Answer: No.
The only absolute restriction
on the selection of
a deity by a Paladin
or Ranger is based on alignment -- that is,
the character’s god obviously
cannot be of an evil nature. While
a Paladin could be expected
to only pay homage to a lawful
good deity, in general it
would be possible for a Ranger (for
example) of neutral good
alignment to pray to a chaotic good
deity. — J. Wells
Question:
How can the level of spell use be determined for a paladin or a ranger?
Is a ranger required to
carry a spell book?
Do druids, bards, paladins,
or rangers gain bonus spells for high wisdom?
Answer: An 8th-level
ranger or a 9th-level paladin begins using spells
as a caster of the 1st experience
level in the appropriate class.
When a ranger reaches 9th
level, he or she will operate for
spell-casting purposes as
a 1st-level magic-user or a 2nd-level
druid, depending on which
category of magic is employed. The
“level of casting” for paladins
and rangers increases by one
each time the character
gains a new experience level, so that a
20th-level paladin would
cast spells as a 12th-level cleric and a
17th-level ranger would
have the spell-casting ability of a 10th-
level druid and a 9th-level
magic-user.
Is this
fair? Sure —a whole lot more fair than the other
obvious alternative, which
would be to let a 9th-level paladin
(for example) cast spells
as a 9th-level cleric, by equating actu-
al level with spell-casting
level. This just doesn’t make sense, in
terms of game balance or
for so-called realistic reasons. The
Players Handbook describes
the spell ability of both rangers
and paladins as “limited,”
and the charts on pages 24 and 25
illustrate many of the ways
in which that ability is so limited.
One restriction
not specifically mentioned is the one suggested
above, “limiting” the effective
level of a spell-casting paladin or
ranger to the number of
“spell-casting levels” the character has
attained. This certainly
follows the intent of the rules, and is
logical and playable.
Yes,
a ranger needs a spell book to cast magic-user
spells,
and mistletoe to make effective
use of his or her druid spell
ability. And a paladin won’t
get far as a caster of cleric spells
without a holy
symbol. The rules and regulations on
how (and
whether) spells are acquired
and CAST must be met for the
spelt-caster, regardless
of class, to make the magic work.
The
druid class should be allowed bonus spells for high
wisdom, because it is a
sub-class of cleric and thereby entitled
to the bonus, the same way
that the ranger and paladin can
have exceptional strength
since they are fighter sub-classes.
But,
bards should not be allowed bonus spells for high wisdom,
first and foremost they
are never truly members of that class.
Second, nothing in the PH
indicates that a bard
was intended to get this
bonus. Any bard needs a wisdom score
of at least 15, so if the
wisdom bonus were meant to be taken
into account, every bard
would start off with three druid spells
— more than some 1st-level
druids are capable of having.
Because
they’re not actually druids or clerics, rangers and
paladins don’t get bonus
spells for high wisdom. As with the
bard, their wisdom requirements
are so high that any paladin or
ranger would automatically
get bonus spells upon acquiring
spell ability, making those
characters much more magically
powerful than they deserve
to be. Paladins, rangers, and bards
should be allowed to cast
their spells with a 0% chance of
failure, just as a cleric
or druid of equally high wisdom would
— but that should be the
only way in which wisdom affects
spell-casting for those
three classes.
The
ranger’s intelligence does, however, have an effect on
how many magic-user spells
he or she can learn. High intelli-
gence doesn’t give any direct
benefit in the number of spells a
character can use at one
time; that ability, even for magic-users
and illusionists, is tied
to level of experience and not intelli-
gence. Instead, intelligence
is a measure of the character’s
capacity to learn a certain
spell and store a certain number of
such spells for future reference.
The rules state that a ranger
“must check as to which spells
he
or she can learn, just as if he or she were a magic-user” (PH,
page 25), and it follows
that rangers would also abide by the
minimums and maximums regarding
how many spells can be
learned. A 9th-level ranger
with minimal (13) intelligence will
have a 55% chance to know
any particular 1st-level magic-user
spell, and will be able
to compile a repertoire of no fewer than
six and no more than nine
1st-level spells — but the character
can still only memorize
(and later employ) one spell at a time.
Q: At what level do
rangers cast their
spells?
A: The character's
spell-casting level is
based upon the first level
at which he can
cast spells. An 8th-level
ranger, for example,
casts his druidic spell
at 1st level. A
9th-level ranger casts his
magic-user spell
at 1st level, but he casts
his druid spell at
2nd-level; at 10th level,
a ranger casts his
druid spells at third level
and his magicuser
spell at second level, and
so on.
(139.66)
ADQ: May a ranger
cast druid and/or
magic-user spells while
wearing metallic
armor?
ADA: If the restrictions
concerning
what a ranger may wear are
followed to
the letter, this is within
the rules.
(Polyhedron #13)
Q. At what level of
magic use does a
ranger cast druidic &
magic-user
spells? This affects range,
duration,
and damage.
A. When a ranger
reaches 8th level he
or she then starts using
druidic
spells. The number and level
of spells
are given in a
chart in the ranger
class description (PLAYERS
HANDBOOK
p. 25) -- they do not get
any
bonuses for wisdom.
The casting
level is one for an 8th
level ranger, and additional
levels
increase the casting level.
Thus, the
'druid level' of the ranger
is always
his or her level minus 7.
Rangers
gain the ability to use magic
user spells at 9th level.
Magic use
takes a great deal of practice.
The
ranger must find a tutor,
get a spell
book, and study spells as
a normal
M-U would. The level
of magic
use is always equal to the
ranger's
level minus 8.
Starting
spell books and other details
are handled normally for
the ranger
who gains the ability to
use magic-user
spells.
(Imagine #3)
SPELLS / MAGIC-USER SPELLS
ADQ: May a ranger
cast a Find Familiar
spell and have a familiar
in the
same manner as a magic-user?
ADA: The nature of
the ranger subclass
is such that one would not
want the aid
of a familiar. Further,
the powers
conferred upon a magic-user
from a familiar
would not easily apply to
the
ranger.
On the
other hand, the nature of the
subclass makes it perfectly
possible for
the ranger to develoop a
highly trained
creature of the forest to
aid him/her in
much the same way that a
familiar
would help a magic-user.
(Polyhedron #13)
SPELLS / BONUS SPELLS
Q: Do rangers receive
bonus druidic
spells for high wisdom?
A: No, only clerics
and druids get them.
(139.66)
SPELLS / CASTER
LEVEL
QUESTION: Do Rangers
and Paladins cast spells at their level or do they cast them as a first
level?
Would a 9th-level Ranger
cast a spell as a 1st-level MU or would he
cast it as a Sorcerer (MU9)?
ANSWER: He would cast
it as though he were a Sorcerer (MU9).
I don’t agree with this,
but I am informed that it is correct.
I still think they should
cast spells as a Prestidigitator (MU1).
(Correction: Rangers
and paladins CAST at 1st level when they first gain the ability to cast
spells. See here.)
Q: At what level of
magic use does a
ranger cast druidic and
magic-user
spells? This affects range,
duration, and
damage all the time.
A: This has been long
debated among
the Game Wizards, and a
decision has
been reached. When a ranger
reaches
8th level, he or she then
starts using
druid spells; the number
and level of
spells are given in a chart
in the ranger
class description, and they
do NOT get
any bonuses due to wisdom.
Their casting
level is ONE at that point,
and additional
levels increase the casting
level.
Thus, the "druid level" of
the ranger is
always his or her level
minus 7.
Magic use takes a lot of
practice, and
there's no reason why a
9th level ranger,
a novice at the craft, should
be able to
dump off 5 magic missiles
the first time
it's tried. The ranger must
find a tutor,
get a spell book, and study
spells as a
normal magic-user would
(we recommend
that the DM allow the ranger
to
find a tutor easily). The
level of magic
use is always equal to the
ranger's level
minus 8.
Starting spell books and
other details
are all handled normally
for the ranger
who reaches 9th level and
gains the
ability to use magic-user
spells.
(Polyhedron #7)
ANSWER: It depends.
I say no, but others say yes.
It doesn’t say that there
is an anti-anything in any of the AD&D
books.
If you play straight BtB,
there is no anti-Paladin or anti-Ranger.
Questions: Why are
elves unable to become rangers?
Why do half-elves have limited
ranger abilities?
Shouldn’t sylvan elves have
ranger-like talents?
How are certain of the elven
deities able to have ranger fighting abilities if their subjects do not?
Answer: These questions
are all interrelated to some degree, and are
some of the most-asked questions
about elves in general. The
answer to all of them lies
in the nature of the ranger class.
Rangers developed among
humanity as a response to the
presence of the giant-class
humanoids as direct competitors
for food, living space,
and power within the worlds governed by
the laws of the AD&D™
game. The deities of humanity saw fit to
encourage certain persons
to take up roles of guardianship, in
essence entrusted with the
safety and security of the human
race. Rangers are intended
to be self-reliant, strong, hardy, and
possessed of the wisdom
and intelligence to fully appreciate
their roles as guardians.
They operate in outdoor environments
by and large, thus being
familiar with normal woodcrafts like
tracking, hunting, and camping.
Rangers develop skills related
to stealthy movement, spying,
and so forth, so they may better
serve as scouts, keeping
tabs on local humanoid groups in the
wilderness and in so doing,
keeping their home communities
and allied settlements informed
of all happenings.
Tracking,
however, does not a ranger make. One of the facts
of life about being a ranger
is that rangers are going to be on the
hot spot, in the middle
of some very savage fighting, on a fairly
frequent basis. Humanoids
don’t like having humans around
them, much less having humans
spy on them; furthermore,
rangers, in their roles
as scouts, are somewhat more vulnerable
since they prefer travelling
in smaller groups.
(Update: Elves are
able to be rangers, as per UA).
It is forbidden for more
than three rangers to travel together, because when this
happens rangers interpret this as meaning that they are leaving some other place undefended, and they will immediately try to spread out and cover the widest AREA possible. |
Q: In the Players
Handbook it states that rangers will not congregate
in groups larger than three, but in The Lord of the Rings by J. R. R. Tolkien this restriction does not appear. A: The rangers in
the AD&D game are not the rangers in
Tolkien's books;
|
On top of this,
rangers have (from their
upbringing and studies) an intense
dislike (to put it mildly)
of all evil humanoids. Rangers are not
just taught how
to live off the land; they are taught to kill, and kill
efficiently and quickly.
They learn the vulnerable spots giant-
class humanoids have, the
ways in which they fight and wear
their armor, and the best
way to do battle with them so that the
ranger, and not the humanoid,
is still standing afterwards.
No bones
are made about this; some rangers are fond of
describing their jobs as
“going to exotic places, meeting inter-
esting creatures, and killing
them.” However, it is understood
that the purpose of combat
is not to make oneself rich, famous,
or fearsome. Combat is fought
only if it cannot be avoided;
humanoids, though, offer
all sorts of opportunities for combat
with their distinctly aggressive
and often sadistic policies to-
ward humanity. Rangers are
therefore “on call” at all times in
the defense of their homes,
communities, and nations.
Elves,
regardless of how they feel about humanoids, do not
make good rangers because
their empathy for life and living
things runs counter to many
of the teachings that rangers must
absorb and learn to use.
Elves put a lot of emphasis in combat
on style, and cannot rid
themselves of their distaste for killing
any creature, even evil
ones and even when it’s necessary for
one’s own protection (though
they are still perfectly capable of
fighting and killing, too).
Rangers, whether lawful good, neutral
good, or chaotic good, all
share a high degree of dedication to
their cause (from their
loyalty to humanity as a whole, if lawful
good, or from their personal
standards, if chaotic good); elves
see such intense commitment
as grievous to a carefree and
cheerful spirit. But elves
appreciate rangers, because rangers
regard them as allies
and will usually try to help elves just as
they help humanity.
Half-elves
may become rangers since they usually inherit at
least part of their human
parent’s viewpoint on life, watering
down their elven attitudes
considerably. They don’t gain the
high levels humans do as
rangers because they are slightly
smaller and less effective
in hand-to-hand fighting, and be-
cause they still have some
of their innate elven distaste for
bloodshed in them.
There doesn’t
seem to be any particular reason why elves,
especially sylvan elves,
shouldn’t have a knowledge of how to
track wild game. Human or
elven player characters with sec-
ondary skills of Forester,
Hunter,
and possibly Trapper might
reasonably be allowed a
limited skill in tracking animals or
persons, around 20-50% in
accuracy, in outdoor (and maybe
indoor) environments. But
the other skills rangers have would
not necessarily apply.
Finally,
some elven deities have ranger talents because their
ageless experience and spheres
of interest make this possible.
Gods do not operate by mortal
rules; they make themselves
proficient with whatever
talents they deem necessary for them
to best operate according
to their respective viewpoints. For
this same reason, gods may
have high levels of experience in
numerous character
classes, though mortals are quite limited
in the number and levels
of proficiency they may achieve in
their own classes. One cannot
measure a god’s power with a
mortal’s yardstick.
(Update: All elves
may be rangers).
AT A GLANCE:
Rangers are specialized types of fighters
and warriors, suited to a wilderness existence while still retaining more
of the trappings and station of society.
Individuals who become rangers are normally from the civilized agricultural
areas of the Realms, as opposed to its wilderness areas.
ELMINSTER'S NOTES:
The Rangers are a phenomenon primarily confined to the North, in particular
that region north and west of the Sea of Fallen Stars.
There are occasionally individuals of this type from Amn or Calimshan,
but a ranger further south is as rare as pity in a beholder.
<>
This may be due to the fact that the Rangers function best in those
regions which are still being developed and explored by civilized man,
and as such have little to do in those regions that have been settled and
ruled (at least in name) for centuries.
Due to their low numbers, regional restrictions, and tendency to perform
along the same lines of "good" morals, Rangers are both very individualistic
and clannish.
A ranger can often be found on his own, or in a company of druids or
adventurers, where his wilderness skills are useful.
At the same time, when Rangers meet, there is often an exchanging of
names and gossip on the latest doings of others of their type.
While not a political or social force, Rangers are a finely wrought
network of information, and it is this network that makes them a natural
part of the group known as the Harpers
(q.v.).
Not all Rangers are members of this group, but many are, and the Harpers
recruit further from these ranks only on the recommendations of those Rangers
within its group.
GAME INFORMATION:
The Rangers of the Forgotten Realms are
as presented in the PH, with further expansions for
tracking ability in UA. <>
<>OC rangers are not limited to being specifically from "the North",
but it should be noted in social situations that a Calishite Ranger will
attract much a comment within the community (and that finely-wrought layer
of communications) of Rangers.
Mielikki (Patron of Rangers)
DMPrata wrote:
Gary, here's a quick one
that came up in one of the other forums. (I must admit, in 23 years this
hasn't occurred to me. :o )
Since rangers can't read
spell scrolls, how do they learn magic-user spells at higher levels?
Simple:
They learn them and record them in a spell book.
Scrolls are soneone else's version os any given spell. A trained clEric, mage, etc. can read it by understanding the underlying princip0les it contains.
How's that for rationalization? Better than saying "It's magis," or else, "The game is fantasy, and that's the rule."
Cheers,
Gary
As for rangers, they
are not goody-two-shoes sorts, and they do not lose ranger status for occasional
slips of conduct that might be deemed evil as long as they repent and do
not make a habit of such behavior.
The DM is charged with
noting the latter and taking appropriate measures.
Cheers,
Gary
Greg Ellis wrote:
Yeah, good question Prata.
I've got a Ranger in my party, and the surprise thing is getting a bit silly.
Example - The party is preparing to open a new door, but the Ranger is in the back (not the front) and someone else (say a thief) is opening the door.
We roll the surprise dice and they come up 3 for the monsters and 3 for the party.
So the party is not surprised, but the monsters are, because there's a Ranger in the party, and Rangers surprise on 3/6?
Maybe I'm just not getting the idea behind the rule...
I'm not having trouble
with the opposite - i.e. scenarios where the rest of the party is surprised
but the Ranger is not - that makes sense to me.
Forget any special surprise
in a mixed party. the ranger would have to be alone, or with only others
that are stealthy, to get the special bonus.
Cheers,
Gary
Hi Gary!
I have two questions for
you, First and foremost I would like to add my name to the long list of
people who have thanked you for all the fun times and creative outlet your
game has given us Happy Birthday
belated as well.
Now for the questions:
1.) When you run AD&D how do you handle things that would fall under the concept of "skill checks" (for lack of a better term)? For example say my ranger is trying to find a rare herb in the wilds, or whether I would know the correct one to pluck in the first place that cures toxins, and you as the DM need to determine success or failure? Or maybe I'm trying to swim an underground stream? My gaming group is migrating back to AD&D and this is something we're struggling with on how to handle- especially in the areas of perception-spot checks.
2.) In the PHB rangers were strictly limited to humans and half-elves. In UA the class is opened up to elves. I've always viewed the profession of ranger (and druid) as something of a human phenomonan, existing because of the human relationship with the wilds/woodlands. Whereas elves never needed a "ranger" sort in their society or culture, they had a different relationship with the woodlands, they were part of the woodlands/wilds, or more in harmony with it, etc.
I always wondered why
the ranger and druid class were opened up to elves in UA?
It gave a change of "feel" for elves because elven society now posessed
rangers and druids. Nothing earth-shattering, but a definite change of
feel
I was interested in hearing your reason/opinion behind this.
Thanks Gary.
Howdy Beregond,
My thanks for your kind words and good wishes:)
As AD&D
is a class-based game, there is little recourse to skills.
A ranger, for example
is assumed to know a lot about survival in the
wilderness, that including what plants are poisonous or beneficial.
I use something like
5% chance per level, plus Intelligence for chance of success when the demand
is difficult, otherwise just allowing the find or whatever to happen on
a die roll of 1-3, 4, or 5 on d6 depending on how likely it is the object
sought for wiull be there.
As for broading the ranger
and druid classes to include elves, it is logical that the memebrs of the
demi-human race in question would assume such roles because of their association
with humans.
Of course that assumes
a human-dominated world--which is the case in the vast majority of campaign
worlds I know of.
the addition also makes the elves a tougher bunch to mess with
Cheers,
Gary
Oh, and, uh, what kind of wine do rangers like?
As rude woodsmen, rangers will favor sweet wines, even those made of
fruit other than grapes (shudder!)
rabindranath72 wrote:
Dear Gary (I address you so, following your comment above)
how did the idea of a spellcasting ranger was born? Was
Aragorn from The Lord of the Rings the main inspiration?
I do not like the idea of a spellcasting ranger, how
would you suggest modifying it? For example, in terms of XP reduction (to
leave it as-is, but without spells), or giving it some other skills to
replace spellcasting.
Regards,
Antonio
Hi Antonio,
Joe Fischer designed the original Ranger Class character,
and it was published with such credit in an early number of The Strategic
Review.
I merely fleshed ot out so as to be more cmpatable with
the AD&D game.
As I have no problem with Rangers having minor spell use,
I have never thought about how to remove that capacity from the class.
IMO it makes the Ranger a sort of fighting Druid.
Anyway, as I play the LA game ost of the time these days,
and for the last nine years, it would take a lot of time and effort for
me to properly advise you on as proper midification of the class.
Cheers,
Gary
Quote:
I had a couple of questions on 1e,
what would you do in the situation.
Rangers, when they reach the point that they can cast
Magic User spells, do you make them get a spellbook?
Not druidical spells, no.
Only magic-userr spells demand spell
books.
Quote:
Also pertaining to Rangers, if they cast a spell like
Animal Friendship, and they are say 12th level, is the Hit Die that the
Ranger can get based on his Ranger levels, or only the levels he was able
to start casting druid spells?
Thanks
Spells are case as 1st level when they are initially
included in the capacity of a class.
Thus, the levels of non-spell-casting sort are ot counted.
Cheers,
Gary
Peter,
Age never was an impediment
to me when looking at something creative.
Joe Fischer was around the
same age as you were when he submitted the Ranger material for the zine...and
I had to do some text editing there as well
I have located the file of
the book of chess variants.
Email me at ggygax@genevaonline
as to where to send it.
Cheerio,
Gary
Quote:
Originally posted by MerricB
G'day, Gary!
More questions!
In OAD&D, rangers gain a damage bonus vs. "giant-class" creatures. What exactly did "giant-class" mean? Or is it just the list of monsters that the ranger did additional damage to, as listed in the PH and expanded in UA?
Do you ever use adventure modules created by other people, or are your games completely the result of your own imagination (as modified by your players, of course! )
Cheers!
G'Day Mate...
...and at this time of year I wish I were Down Under where spring is in progress rather than being here where autum is all too soon introducing winter's gloom
You have it. The list in
the PHB, expanded in UA,
is that of the "Giant Class" against which rangers were so effective. It
seemed a good corellary to clerics and undead. (I am generous to a fault
with PCs, of course...)
On many occassions I have my players adventure in other authors' modules--in the past using AD&D, and even currently using the LA game system. This is a good change of pace for all concerned, I think, and it allows me, as the GM, to have a bit of R&R from the creative frontline.
The same is true for getting onto the other side of the screen, if you will, playing a character. It is an excellent thing from my standpoint, getting to play, work against the GM's plottings, and in all stimulating--entertaining and creatively invigorating.
Now if only I could get someone here to run some LA game sessions for me, because I need to get a better player's perspective there
Cheerio,
Gary
Quote:
After reading all the post
in both threads I was finally able to come up with a question. I really
enjoy the Ranger class and always wondered about the ruling that no more
then 3 rangers could ever work together at one time. I am curious as to
the reasoning for that rule. I always thought of the ranger class a fantasy
version of Army Rangers, warriors who specialized in fast raids, hit and
move tactics and used minimal equipment.
Thanks again for giving us a great game.
Decado
The stricture was placed
in the rules to discourage parties of one sort of character, or an over-balance
of one--Rangers.
We found that a problem
in the large groups we were DMing at the time.
The Ranger was envisaged as more of a lone scout sort than a trained military man who operated in units.
Cheers,
Gary
Quote:
Originally posted by JRRNeiklot
Hey, Gary, with all the
flak the ranger class has been given in 3e, and indeed, in the upcoming
3.5e rules, why do you thinkis no one (myself included) has been really
happy with the class? I loved the 1e and AU ranger class, but I have yet
to see a version in 3e that really inspires me to play a ranger, though
hackmaster comes close.
The answer is easy OAD&D
got it right in regards to the Ranger class.
As HackMaster is pretty
close to AD&D, their version is pretty
close to being "right."
Heh,
Gary
The Ranger class was originally
devised by Joe Fischer, then a regular in my D&D game group.
I published his initial
treatment of the class in The Strategic Review, thereafter revised it and
included it in the core game rules.
Of course it is apparent
that Joe based the class on JRRT's work
and Aragorn.
Likely a forester of some
sort would have been created at some point, but it would have been quite
different from the Ranger as it appeared.
certainly.
Quote:
Originally Posted by Steverooo
In 1e, Gary, did you ever
find the Ranger's +1 HP/level damage bonus to "Giant-class Creatures" to
be a problem, at higher levels?
(Sir Robilar, for example,
was a Ranger, for a while, as was Ararat.)
Did this cause problems,
at higher levels?
Would you change it, now?
Howdy Steveeroo!
First, I must say that Robilar was never anything other than a fighter.
The ranger's bonus of +1
damage per level was very annoying to me as the DM, but that encouraged
the logical addition of damage for the big old giant class members,
so that a couple of solid
hits from a member of same could flatten the cheeky little ranger attacking
him.
What the heck, though: clerics
beat up on undead, rangers on giant class
critters, and it's all in a day's adventuring.
As should any DM, some of
the kicked around thus will have special defenses and offenses devised
to make life difficult for the bully PC
Cheers,
Gary
Gary Gygax
on rangers whose ability scores have fallen below class minimums, and how
this affects advancement +
Reduce - Reuse - Recycle
1. SUBCLASS = fighter
2. SOCIAL CLASS MINIMUM = LMC (11: ULC)
3. ABILITY SCORE MINIMUMS (humans & half-elves
always begin at mature: +1 Str && +1 Con)
STRENGTH
= 13:16 (7d6)
INTELLIGENCE = 13:16 (6d6)
WISDOM = 14:16 (8d6)
DEXTERITY = 6 (5d6)
CONSTITUTION = 14 (9d6)
CHARISMA = 6 (4d6)
COMELINESS = 3 (3d6)
4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE = dark
elf (max), gray elf (max), high elf
(max), valley elf (max), wood
elf (max), half-elf (max), human (U)
5. MULTI-CLASS POSSIBILITIES = CR, DR, RM
6. HIT DIE TYPE = d8 (2d8 at level 1)
7. MAXIMUM NUMBER OF HIT DICE = 11
8. SPELL ABILITY = yes
9. ARMOR PERMITTED = any
Q:
Can a ranger wear plate mail or plate armor?
A:
Yes. A ranger may wear any armor.
(139.66)
10. SHIELD PERMITTED = any
11. WEAPONS PERMITTED = any
12. OIL PERMITTED = yes
13. POISON PERMITTED = DM's option
14. ALIGNMENT = any good
15. STARTING MONEY = 50-200 gp
16. WEAPON PROFICIENCIES = 3, 1/3 levels (1st: 3*, 4th: 4**, 7th: 5,
10th: 6, 13th: 7)
17. NON-PROFICIENCY PENALTY = -2
18. NON-WEAPON PROFICIENCIES = 2, 1/3 levels
(1st: 2***, 4th: 3, 7th: 4, 10th: 5, 13th: 6)
19. STARTING AGE = human (20 + d4:
mature),
elf (130 + 5d6), half-elf (22 + 3d4:
mature)
20. COMBAT = fighter
21. SAVING THROWS = fighter
22. MAGIC ITEMS = as fighter (note that they cannot use either
druid or MU scrolls).
At 10th level, rangers are able to use non-written
magic items pertaining to clairaudience,
clairvoyance, ESP, or telepathy
Q:
Can
high-level rangers use wands
or other
magic-user items?
A:
The ranger's ability to cast spells does
not empower
the class with the ability to
use magic-user
or druidical magic items,
unless
such may be used by all classes.
(139.66)
* one must be either a bow || light
crossbow
** by the time the ranger gains a 4th WP at 4th level, the character's
weapon list must incl.:
either a bow or a light
crossbow,
a dagger
or a knife,
a spear
or an axe, and
a sword (of any type).
*** remember to incl. tracking at 1st level