AGRC Ranger

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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
Thief Level Progression
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.

Ranger Tracking Chance of Success
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.