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Class Preview: Ranger
Though
Deverenia once claimed the whole of the Accordlands, most of it has not
known civilization since before the Dragon’s fall at the end of the
First War. Monsters rule these lands, and instinctively oppose any
attempt at settling them. Even the barbarian tribes have great
difficulty surviving in such hostile terrain, but specialized hunters —
the rangers — scour the wilderness and destroy any threats. Indeed, most
rangers consider themselves defenders of their societies.
Adventures: Rangers are specialized hunters, preferring more
powerful game than normal animals. Though nominally civilized men and
women, rangers spend little time in cities or even rural areas, instead
roaming the wilds for their favored prey, including enemy races. Rangers
often accompany adventuring companies to distant and dangerous locales,
as few know more of survival. Some have even elected to work in the
urban wilderness of large cities, the underworlds where men prey upon
each other.
Characteristics: Like the more common fighter, the ranger’s
primary task is combat, but the ranger uses the environment to his
advantage. Even the most callow ranger is familiar with certain types of
terrain, and while on them he is significantly stronger. Enemies on his
favored terrain face incredible danger, as the ranger can track them
wherever they go, set cunning traps, and study them at his leisure
before attacking. Augmented by a small circle of spells and some talent
with herbalism, the ranger is as at home in the wilds as any druid.
Alignment: Rangers may be of any alignment. Though most have
an independent streak, this only slightly favors chaotic rangers, as
others feel a strong duty toward their protectorate. Good-aligned
rangers keep their hunts to a minimum lest they disrupt the local
wildlife, while evil rangers frequently hunt animals to extinction when
they are not hunting men.
Background: Rangers typically grow up on the frontier, where
civilization gives way to the wilds. Unlike the barbarian (who
surrenders to it), rangers seek mastery over nature, bending it to their
will. Though they respect the natural world, they fully intend to force
nature to return that honor in kind.
Formal ranger schools do not exist. Instead, rangers learn their
profession through experience. While rangers do band together, this is
usually a survival tactic rather than an innate desire for
companionship, and any training elder rangers give to others is usually
just occasional advice.
Rangers come proportionately from all levels of society, with the
rugged peasant ranger only slightly more common than the proud royal
hunter. Unfortunately, different origins often lead to conflict between
rangers, with royals viewing peasant rangers as brigands-in-training and
peasants remembering old tales of noblemen hunting commoners for sport.
To help balance this, many nations (most notably Deverenia and Baraxton)
have severe laws restricting hunting, lest “accidents" occur. Hunting
lodges and informal rangers’ societies also uphold this tradition, and
even dire enemies have taken to contests of skill rather than lethal
combat.
Races: Anywhere beasts rule, you'll find rangers. Though the
elves of House Glyn have many rangers, there are almost as many in each
of the Free Kingdoms and Nothrog lands. Even Deverenia has a handful who
primarily hunt the strange monsters of the Shattered Lands to the east.
Dwarves have extraordinarily few rangers, as few mundane traps help
against Abyssals.
Other Classes: Even in a crowd, rangers tend to remain distant
from others. They neither care for nor ignore the other classes,
preferring to keep to themselves. Though not antisocial (drinking
contests are a favored pastime), they instinctively allow others to do
what they feel is necessary, and expect the same consideration in
return. Unfortunately, this attitude leads to conflict with many of the
more group-minded classes, such as paladins, fighters, clerics, and
wizards, but rangers usually only press their independence if they feel
that others have taken their skills for granted.
All of the following are class features of the ranger.
Weapon and Armor Proficiency: A ranger is proficient with all
simple and martial weapons, and with light armor and shields (except
tower shields).
Bonus Feats: At 1st level the ranger receives a bonus feat. A
ranger may take Favored Enemy as a feat a 1st level, ignoring
prerequisites. The ranger gains additional bonus feats at 4th, 8th,
12th, 16th and 20th level. These bonus feats must be chosen from the
following list: Alertness, Two-Weapon Fighting, Analyze Foe, Combat
Reflexes, Cutting Reminder, Exotic Weapon Proficiency*, Favored Enemy,
Favored Primary Weapon, Favored Secondary Weapon, I Have Your Back,
Improved Initiative, Mounted Combat (Mounted Archery, Mounted Charge,
Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot,
Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave,
Improved Bull Rush, Power Shot, Improved Sunder, Great Cleave), Sixth
Sense, Tree Talk, Twin Weapon Fighting, Two- Weapon Fighting (Improved
Two-Weapon Fighting), Versatile, Weapon Finesse*, Weapon Focus*.
The ranger may select feats with a "*" more than once, each time for
a new weapon. Some of the bonus feats available to the ranger cannot be
acquired until he has gained one or more prerequisite feats; these feats
are listed parenthetically after the prerequisite feat.
Track: The ranger gains Track as a bonus feat.
Favored Terrain: At 1st level, a ranger may select one type of
territory as a favored terrain from the list below. Due to his extensive
knowledge of this ground the ranger gains a +3 circumstance bonus to
Climb, Hide, Listen, Knowledge (nature), Move Silently, Ride, Search,
Spot, Swim, Use Rope and Survival checks made within his favored
terrain. Further, the ranger’s knowledge of his surroundings provides
him a +2 circumstance bonus to all attack rolls in his favored terrain.
The ranger may not use this ability if he is wearing medium or heavy
armor. At 5th, 10th, 15th, and 20th level, the ranger may select a new
favored terrain.
Sample Ranger Favored Terrain Types
| Type |
|
Example |
| Aquatic |
|
Coral reef |
| Desert |
|
Sand dunes |
| Forest |
|
Woodlands, jungles |
| Hill |
|
Foothills |
| Marsh |
|
Swamp, bog |
| Mountains |
|
Alpine reaches |
| Plains/Farmland |
|
Grasslands |
| Underground |
|
Caverns, dungeons |
| Urban |
|
Cities, alleyways |
Other terrain types may be available at the GM’s discretion.
Improved Track: The ranger gains this feat for free at 5th
level.
Uncanny Track: At 10th level, the ranger may, with a
successful tracking attempt (as defined by the Track feat), learn
additional information about his quarry. He learns the following:
creature’s type and species (or a description of the species, if the
ranger is not familiar with it already), their numbers, and where they
have traveled during the past week. Further, as long as the ranger
continues to track the same subjects, he need not make any further
tracking rolls, regardless of changes in his tracking modifier.
More unique features of the Ranger class are featured in the Accordlands RPG!

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