Ranger

Ability Requirements :	Strength 13
				Dexterity 13
				Constitution 14
				Wisdom 14

Prime Requisites:	Strength
			Dexterity
			Wisdom

Races Allowed:	Human, Elf, Half-elf

A Ranger with a score of 16 or more in Strength, Dexterity, and Charisma will receive a bonus of 5% to his character points per ability to a maximum of 10%.
	A Ranger may be of any good or evil in alignment.
	A Ranger can use all weapons and armors/shields.
	A Ranger have a hit dice of d10, the thaco of warriors, and the saving throw of warriors.
	A Ranger can use all magical items allowed to warriors.
	A Ranger who is unencombred and wearing no armors receive a dexterity bonus of +2 to his Armor Class.
	Ranger gains bonus spells from a high wisdom score.
	A Ranger must never endanger a natural creature(animal) of the wild or will become a fighter of the same level until his Ranger status is recover by a mean determine by the DM.
	A Ranger can only keep what he can carry. Excess treasure must either be converted to a portable form or donated to a worthy institution (an NPC group, not a player character).
	A Ranger cannot have henchmen, hirelings, mercenaries, or even servants until they reach 8th level.
Rangers may buy the following nonweapon proficiency at half their cost: Hide in Shadows and Move Silently.
A Ranger who has the same memorize spell than another spellcaster is casting, can swap it in order to cancel the spell effects. In order to do so, a Ranger must have an initiative roll quicker than the opponent but must not have taken any action before the other spellcaster start to cast it’s spell, make a Hold Attack, roll a successful wizardly or priestly spellcraft roll in the same time the other spell is being cast, to identify the spell to cancel it. Remember that in order to succeed, the correct spellcraft proficiency must be chosen since wizardly spellcraft only detect arcane spells and priestly spellcraft only detect divine spells. If he choose to cancel the cast spell, this will be his action for that round. The swap spell is wipe out of the caster’s mind if used in this manner. An unsuccessful spellcraft roll result in an unidentify spell cast and can’t be cancel for that round. The cancel spell effect will only take place when the other spellcaster will finish to cast it’s spell since you will be casting the counter spell.
	
Ranger Spell Progression
Ranger			Spell Per Day*
Level		1	2	3	4
1		-	-	-	-
2		-	-	-	-
3		-	-	-	-
4		0	-	-	-
5		0	-	-	-
6		1	-	-	-
7		1	-	-	-
8		1	0	-	-
9		1	0	-	-
10		1	1	-	-
11		1	1	0	-
12		1	1	1	-
13		1	1	1	-
14		2	1	1	0
15		2	1	1	1
16		2	2	1	1
17		2	2	2	1
18		3	2	2	1
19		3	3	3	2
20		3	3	3	3
21		3	3	3	3
22		3	3	3	3
23		3	3	3	3
24		4	3	3	3
25		4	4	3	3
26		4	4	3	3
27		4	4	4	3
28		4	4	4	3
29		4	4	4	3
30		5	4	4	4
Ranger gains minor access to the sphere of Animal, Healing, and Plant.
* When the Ranger receive 0 spell per day, he may only use his bonus spells if any to use his spells.

Priestly Spell Point Progression
	Max, Spell
Ranger	Momorize at	Spell
Level	Each Level	Points
4	2		0
5	2		0
6	3		4
7	3		4
8	3		4
9	3		4
10	3		10
11	3		10
12	3		20
13	3		20
14	4		25
15	4		40
16	4		45
17	4		55
18	5		60
19	5		90
20	5		105
21	5		105
22	5		105
23	5		105
24	6		110
25	6		115
26	6		115
27	6		125
28	6		125
29	6		125
30	7		145

Priestly Spell Cost By Level

Spell	
Level	Fixed	Free	
Orison	-	1	
1st	4	8	
2nd	6	12	
3rd	10	20	
4th	15	30

Proficiency Group Crossovers: Warrior, Wizard, General.

	Weapon Proficiency			Nonweapon Proficiency
Initial		# Level	Penalty	Initial		# Level
4		3		-2		3		3

Rangers can use and specialize in all fighting styles and are already specialize in the two weapon style (2 slot in it).
Wealth Option: (5d4) x 10 GP

# of Attack Per Round
Ranger
Level		# of Att/rnd
1-6		1/1
7-12		3/2
13+		2/1

Rangers have 70 character points with which to purchase abilities.

5	Bow Bonus[Skills & Powers]
8	Climbing(See below for the new % table)[Skills & Powers]
10	Detect Noise(See below)[See the Thief section in Skills & Powers]
10	Empathy with Animals[Skills & Powers]
10	Find/Remove Traps(See Below)[See the Thief section in Skills & Powers]
10	Followers[Skills & Powers]
5	Hide In Shadows(See below)[See the Thief section in Skills & powers]
5	Move Silently(See below)[See the Thief section in Skills & Powers]
10	Pass Without Trace[See the Druid sction in Skills & Powers]
15	Priest Sphere (Animal, Healing, Plant)
10	Sneak Attack[Skills & Powers]
5	Speak with Animals[Skills & Powers]
10	Special Enemy[Skills & Powers]
5	Tracking Proficiency[Skills & Powers]
4	Two-weapon Style Specialization (2 slot)
15	Weapon Specialization[Skills & Powers]
5	Hit Point Bonus (d12)
5	Combat Bonus (Monster thaco)
5+	Alternate Sphere Access[Spells & Magic]
7	Increased Spell Progression (Treat the Ranger as 3 level higher to determine Spells per day)
30	Favored Enemy:
				Ranger		# of Type of Enemy/Thaco bonus
				Level		1	2	3	4	5
				1		+1	0	0	0	0
				2		+1	0	0	0	0
				3		+1	0	0	0	0
				4		+1	0	0	0	0
				5		+2	+1	0	0	0
				6		+2	+1	0	0	0
				7		+2	+1	0	0	0
				8		+2	+1	0	0	0
				9		+2	+1	0	0	0
				10		+3	+2	+1	0	0
				11		+3	+2	+1	0	0
				12		+3	+2	+1	0	0
				13		+3	+2	+1	0	0
				14		+3	+2	+1	0	0
				15		+4	+3	+2	+1	0
				16		+4	+3	+2	+1	0
				17		+4	+3	+2	+1	0
				18		+4	+3	+2	+1	0
				19		+4	+3	+2	+1	0
				20+		+5	+4	+3	+2	+1
		Type of Enemy:	Aberration
					Animal
					Beast
					Construct
					Dragon
					Elemental
					Fey
					Giant
					Humanoid(1 particular type)
					Magical Beast
					Monstrous Humanoid(1 particular type)
					Ooze
					Outsider
					Plant
					Shapechanger
					Undead
					Vermin
10	Defense Bonus[See the Fighter section in Skills & Powers]
5+	Nonweapon Proficiency Group Crossovers(Wizard)
10+	Weapon Proficiency Group Crossovers(10 character points per new class)
1	One Nonweapon Proficiency Bonus
3/5	Weapon Proficiency Bonus: 1/5 level for 3 points, 1/4 level for 5 points
3/5	Nonweapon Proficiency Bonus: +1 initial, +1/level after 1st level for 3 points, +2 initial, +2/odd level, +1/even level for 5 points
3	Imrpoved Spell Progression (See below)
2	One Weapon Proficiency Bonus

Restriction
5+		Limited Magical Items Use[See the Fighter section in Skills& Powers]
5/10/15	Reduced Hit Points(d8/d6/d4)
5/10/15	Limietd Armor(Medium/Light/None)
10/15/20	Limited Weapon Selection(Thief/Wizard/None)
10/15/20	Ruduced Combat Ability(Priest/Rogue/Wizard thaco)
15/20		Loose the Warrior Ability Bonus(See below)

	Loose the Warrior Ability Bonus: For a 15-point ability, the character wont receive the extra hit point form a high constitution, the number between (), and for a 20-point ability, the character wont be able to possess a strength score higher than 18, strength between 18/01 and 18/00 are prohibited to the character.

Ranger’s Followers
	Roll 2d6 followers in the below table.
Die Roll	Follower
01-10	Black Bear
11-20	Brown Bear
21		Brownie*
22-26	Cleric
27-38		Dog/Wolf
39-40	Druid
41-50	Falcon
51-53	Elf Fighter
54-55	Gnome Fighter
56-57	Halfling Fighter
58-65	Human Fighter
66	Fighter/Mage*
67-72	Great Cat*
73	Hippogriff*
74	Pegasus*
75	Pixie*
76-80	Ranger
81-90	Human Ranger
91-94	Raven
95	Satyr*
96	Thief
97	Human Thief
98	Treant*
99	Werebear/Weretiger*
100	Other wilderness creature(Chosen by the DM)
* If the Ranger already has a follower of this type, ignore result and roll again.

	Improved Spell Progression:	A Ranger use the following table instead of the one noted before:
Ranger Spell Progression
Ranger			Spell Per Day*
Level		1	2	3	4
1		-	-	-	-
2		-	-	-	-
3		-	-	-	-
4		0	-	-	-
5		0	-	-	-
6		1	-	-	-
7		1	0	-	-
8		1	0	-	-
9		1	1	-	-
10		1	1	0	-
11		2	1	0	-
12		2	1	1	-
13		2	1	1	0
14		2	2	1	0
15		2	2	1	1
16		3	2	2	1
17		3	3	2	1
18		3	3	2	2
19		3	3	3	2
20		4	3	3	3
21		4	3	3	3
22		4	3	3	3
23		4	3	3	3
24		4	4	3	3
25		4	4	3	3
26		4	4	4	3
27		5	4	4	3
28		5	4	4	3
29		5	4	4	4
30		5	5	4	4
Ranger gains minor access to the sphere of Animal, Healing, and Plant.
* When the Ranger receive 0 spell per day, he may only use his bonus spells if any to use his spells.

Priestly Spell Point Progression
	Max, Spell
Ranger	Momorize at	Spell
Level	Each Level	Points
4	2		0
5	2		0
6	3		4
7	3		4
8	3		4
9	3		10
10	3		10
11	3		15
12	3		25
13	3		25
14	4		35
15	4		50
16	4		65
17	4		70
18	5		85
19	5		95
20	5		115
21	5		115
22	5		115
23	5		115
24	6		120
25	6		120
26	6		130
27	6		135
28	6		135
29	6		150
30	7		155

Thieving Skill: To determine a ranger’s % chance in a thieving skill he has bought as a class ability, see below:
	Find/
Ranger	Remove	Move	Hide In	  Detect			
Level	Traps	Silently	Shadows  Noise	Climbing
1	5	10	5	  15	60
2	10	15	10	  20	65
3	15	20	15	  25	70
4	20	25	20	  30	75
5	25	30	25	  35	80
6	30	35	30	  40	85
7	35	40	35	  45	90
8	40	45	40	  50	95
9	45	50	45	  55	99
10	50	55	50	  60	99
11	55	60	55	  65	99
12	60	65	60	  70	99
13	65	70	65	  75	99
14	70	75	70	  80	99
15	75	80	75	  85	99
16	80	85	80	  90	99
17	85	90	85	  95	99
18	90	95	90	  99	99
19	95	99	95	  99	99
20	99	99	99	  99	99

Creature Type
	Aberration: An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.
	Animal: An animal is a nonhumanoid creature, usually a vertebrate. Animals that lived on the planet Earth in historical times, or that are larger versions os such creatures are consider in the animal type.
	Beast: A beast is a nonhistorical, vertebrate creature with a reasonably normal anatomy and no magical or unusual abilities.
	Construct: A construct is an animated object or artificially constructed creature. A construct is immune to mind-influencing effects and to poison, sleep, paralysis, stunning, disease, death effects, and to necromantic effects. Construct cannot heal damage on their own, though they can be healed the same way an object can. A construct is not subject to critical hits, subdual damage, ability damage, ability drain. It is immune to any effects that requires a death save (unless the effect also works on objects). A construct is not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. Since it was never alive, a construct cannot be raised or resurrected.
	Dragon: A dragon is a reptilian creature, usually winged, with magical or unusual abilities. Dragons are immune to sleep and paralysis effects.
	Elemental: An elemental is composed of one of the four classical elements. It is immune to poison, sleep, paralysis, and stunning. Elementals have no clear front or back and therefore not subject to critical hits or flanking. A slain elemental cannot be raised or ressurected, although a wish or miracle spell can restore it to life.
	Fey: A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey are usually human-shaped.
	Giant: A giant is a humanoid creature of great strength, usually of at least Large size.
	Humanoid: A humanoid usually has two arms, two legs, and one head, or a humanlike torso, arms, and head. Humanoids have few or no supernatural or extraordinary abilities, and usually are Small or Medium-size. Every humanoid creature also has a type of their own.
	Magical Beast: Magical beasts are similar to beasts but have supernatural or extrardinary abilities.
	Monstrous Humanoid: These are humanoid vreatures with monstrous or animalistic features, often having supernatural abilities.
	Ooze: An ooze is an amorphous mutable creature. Oozes are immune to poison, sleep, paralysis, stunning, and polymorphing. They have no clear front or back and are therefore not subject to critical hits or flanking. 
	Outsider: An outsider is an nonelemental creature that comes from another dimension, reality, or plane. A slain outsider cannot be raised or resurrected, although a wish or miracle spell can restore it to life.
	Plant: This type comprises vegetable creatures. Plants are immune to poison, sleep, paralysis, stunning, and polymorphing. They are not subject to critical hits or mind-influencing effects.
	Shapechanger: This type of creature has a stable body but can assume other forms.
	Undead: Undead are once-living creatures animated by spiritual or supernatural forces. Undead are immune to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects, and they ignore mind-influencing effects. Undead are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Undead with no intelligence score cannot heal damage on their own, though they can be healed. Negative energy can heal undead creatures. An undead creature is not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. Undead cannot be raised. Resurrection can affect them, but since undead creatures usually are unwilling to return to life, these attempts generally fail.
	Vermin: This type includes insects, arachnids, arthropods, worms, and similar invertebrates. Vermin have no intelligence score and are immune to mind-influencing effects.