Ranger, Variant (2.5e Class)

From D&D Wiki
Jump to navigation Jump to search

The Ranger[edit]

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, although they can be Lawful, Chaotic, or Neutral otherwise. A Ranger must have strength of not less than 13, intelligence of not less than 13, wisdom of not less than 14, and a 14 or greater constitution. If the Ranger has ability score of greater than 15 strength, intelligence, and wisdom, he or she gains the benefit of adding 10% to experience points awarded by the Dm.

Unlike other fighter-types, Rangers have 8 sided hit dice (d8) but at 1st level they get two, rather than but one, hit dice. It should also be noted that Rangers get 11 hit dice rather than the 9 of other fighter-types. In addition to considerable prowess as fighters, Rangers have Druidic and Magical Spell capabilities when they attain high level; thus, they are very formidable opponents, for they have other abilities and benefits as well:

  1. When fighting humanoid-type creatures of the "Giant Class", listed hereafter, Rangers add 1 hit point 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 5th level Ranger hits a Bugbear in melee combat, and the damage done to the opponent will be according to the Ranger's weapon type, modified by strength, and +5 (for his or her experience level) because the opponent is a Bugbear -- a "Giant Class" humanoid.
  2. Rangers surprise opponents 50% of the time (d6, score 1 through 3) and are themselves surprised only 16 2/3% of the time (d6, score 1).
  3. Tracking is possible both outdoors and underground in dungeons and like settings:
  • 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:
UnderGround Tracking
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 or down a Chimney or through a concealed door 35%
Passes through a Secret Door 25%
  • Outdoors there is a base 90% chance of a Ranger being able to follow a creature, modified as follows:
Outdoor Tracking
Action or Event Modification
For each creature above 1 in the party being tracked +2%
For every 24 hours which have elapsed between making the track and tracking -10%
For each hour of Precipitation -25%
  1. At 8th Level, Rangers gain limited Druidic Spell ability, and additional spells are added through 17th Level.
  2. 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.
  3. At 10th Level (Ranger Lord), Rangers are able to employ all non-written magic items which pertain to clairaudience, clairvoyance, ESP, and telepathy.
  4. Also at 10th Level, each Ranger attracks a body of 2-24 followers. Note that these henchmen 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 8 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.
  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.

Ranger Experience Table[edit]

Ranger Experience Table
Experience Points Experience Level 8 sided die for accumulated hit points Level Title
0 - 2,250 1 2 Runner
2,251 - 4,500 2 3 Strider
4,501 - 10,000 3 4 Scout
10,001 - 20,000 4 5 Courser
20,001 - 40,000 5 6 Tracker
40,001 - 90,000 6 7 Guide
90,001 - 150,000 7 8 Pathfinder
150,001 - 225,000 8 9 Ranger
225,001 - 325,000 9 10 Ranger Knight
325,001 - 650,000 10 11 Ranger Lord
650,001 - 975,000 11 11 + 2 Ranger Lord (11th level)
975,001 - 1,300,000 12 11 + 4 Ranger Lord (12th Level)
  • 325,000 experience points per level for each additional level beyond the 12th.
  • Rangers gain 2 hp per level after the 10th.


Spell Ability Table[edit]

Spells Usable by Level
Ranger Level How many Druid Spells Ranger can learn (Determines what spell level) How many Magic-User Spells** Ranger can learn (Determines what spell level)
8 1 (1st) 0
9 1 (1st) 1 (1st)
10 2 (1st) 1 (1st)
11 2 (1st) 2 (1st)
12 2 (1st), 1 (2nd) 2 (1st)
13 2 (1st), 1 (2nd) 2 (1st), 1 (2nd)
14 2 (1st), 2 (2nd) 2 (1st), 1 (2nd)
15 2 (1st), 2 (2nd) 2 (1st), 2 (2nd)
16 2 (1st), 2 (2nd), 1 (3rd) 2 (1st), 2 (2nd)
17* 2 (1st), 2 (2nd), 2 (3rd) 2 (1st), 2 (2nd)
  • 1 star: Maximum Spell Ability
  • 2 stars: The Ranger must check as to which spells he or she can learn, just as if he or she were a Magic-User.

Back to Main Page2.5e HomebrewClasses