AGRC Ranger: Difference between revisions
(Created page with "'''Back to:''' Agrimoor Homebrew Rules {| class="wikitable" style="margin:left;" | '''Requirements:''' || Minimum CON 12, WIS 14 |- | '''Prime Requisite:''' || Strength (STR) |- | '''Hit Dice:''' || 1d8 |- | '''Maximum Level:''' || 14 |- | '''Armour:''' || Leather, chainmail, shields |- | '''Weapons:''' || Any |- | '''Languages:''' || Alignment, Common |} {| class="wikitable" style="width: 85%;" |+ Thief Level Progression ! Level !! XP !! HD !! BtH !! D !! W !! P !...") |
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== After 10th Level == | == After 10th Level == | ||
2d12 beings join the ranger as followers. The nature of these is up to the | 2d12 beings join the ranger as followers. The nature of these is up to the Dungeon Master - they may include human or demihuman adventurers, animals, sylvan creatures, or something else... But if any followers die, they are not replaced. |
Revision as of 06:25, 11 June 2025
Back to: Agrimoor Homebrew Rules
Requirements: | Minimum CON 12, WIS 14 |
Prime Requisite: | Strength (STR) |
Hit Dice: | 1d8 |
Maximum Level: | 14 |
Armour: | Leather, chainmail, shields |
Weapons: | Any |
Languages: | Alignment, Common |
Level | XP | HD | BtH | D | W | P | B | S |
---|---|---|---|---|---|---|---|---|
1 | 0 | d6 | 0 | 12 | 12 | 12 | 15 | 15 |
2 | 1,200 | d6 | 1 | 11 | 11 | 11 | 14 | 14 |
3 | 2,400 | d6 | 2 | 10 | 10 | 10 | 13 | 13 |
4 | 4,800 | d6 | 2 | 10 | 10 | 10 | 13 | 13 |
5 | 9,600 | d6 | 3 | 9 | 9 | 9 | 12 | 12 |
6 | 20,000 | d6 | 3 | 9 | 9 | 9 | 12 | 12 |
7 | 40,000 | d6 | 3 | 9 | 9 | 9 | 12 | 12 |
8 | 80,000 | d6 | 4 | 8 | 8 | 8 | 11 | 11 |
9 | 160,000 | +2* | 4 | 8 | 8 | 8 | 11 | 11 |
10 | 280,000 | +2* | 4 | 8 | 8 | 8 | 11 | 11 |
11 | 400,000 | +2* | 4 | 8 | 8 | 8 | 11 | 11 |
12 | 520,000 | +2* | 5 | 7 | 7 | 7 | 10 | 10 |
13 | 640,000 | +2* | 5 | 7 | 7 | 7 | 10 | 10 |
14 | 760,000 | +2* | 5 | 7 | 7 | 7 | 10 | 10 |
15 + 250,000 xp per level | ||||||||
* CON bonus no longer adds to hit points gained each level. |
D: Death / Poison; W: Wands; P: Paralysis / Petrify; B: Breath Attacks; S: Spells / Rods / Staves
Alignment: Rangers are protectors, as such, they may only be lawful or neutral. If ever their alignment ch
Armour: Because of their need for stealth, rangers cannot use plate mail.
Awareness
Rangers cannot be surprised, making them able to act on a surprise round while their companions are surprised.
Foraging and Hunting
A ranger can more easily find food when foraging (2-in-6) or prey when hunting (5-in-6).
Surprise Ambusher
While in the wilderness, a ranger has a 3-in-6 chance of going unnoticed when sneaking up on a target. If successful, the target may be surprised.
Tracking
Rangers are highly skilled trackers. Able to identify and follow them when others would not.
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Tracking % | 20% | 30% | 40% | 50% | 60% | 70% | 80% | 90% | 100% | 110% |
Tracking target difficulty is modified by the following factors:
- Soft/hard ground: +20% to -50%
- Size of tracked group: +2% per creature beyond the first
- Passing through an area with other mingling tracks: -50%
- Age of tracks: -5% per 12 hours
- Rainfall: -25% per hour
- Effort to hide tracks: -25%
After 10th Level
2d12 beings join the ranger as followers. The nature of these is up to the Dungeon Master - they may include human or demihuman adventurers, animals, sylvan creatures, or something else... But if any followers die, they are not replaced.