AGRC Ranger

From World of Agrimoor
Jump to navigation Jump to search

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
Ranger Level Progression
Level XP HD BtH D W P B S
1 0 d8 0 12 13 14 15 16
2 2,250 d8 1 11 12 13 14 15
3 4,500 d8 2 11 12 13 14 15
4 10,000 d8 2 11 12 13 14 15
5 20,000 d8 3 10 11 12 13 14
6 40,000 d8 3 10 11 12 13 14
7 90,000 d8 3 10 11 12 13 14
8 150,000 d8 4 9 10 11 12 13
9 300,000 +3* 4 9 10 11 12 13
10 425,000 +3* 4 9 10 11 12 13
11 550,000 +3* 4 9 10 11 12 13
12 675,000 +3* 5 8 9 10 11 12
13 800,000 +3* 5 8 9 10 11 12
14 925,000 +3* 5 8 9 10 11 12
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.