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Design: Rick Swan Editing: Elizabeth Danforth Black and White Art: Terry Dykstra Color Art: Julie ... - page 156 / 157

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through a concealed door

35%

Passes through a secret door

25%

Outdoors, a ranger has a base 10%, plus 10% per level, chance of following a creature (1st: 20%, 2nd: 30%, etc). Table 64 shows the modifications to the base chance.

For each creature above 1 in the party being tracked For every 24 hours that have elapsed For each hour of preparation

+2%

  • -

    10%

  • -

    25%

At 8th level, rangers gain limited druidic spell ability. Additional spells are added through 17th level. At 9th level, rangers gain limited magic-user spell ability, as with druidic spell ability (see Table 65). Rangers can't read druid, cleric, or magic-user spells from magical scrolls in any event.

-

-

1

-

1

-

2

-

2

-

2

1

2

1

2

1

2

2

2

2

8

1

-

-

9

1

-

-

10

2

-

-

11

2

-

-

12

2

1

-

13

2

1

-

14

2

2

-

15

2

2

-

16

2

2

1

17*

2

2

2

*Maximum spell ability **The ranger must check which spells he can learn, just as if he was a magic-user.

At 10th level (Ranger Lord), rangers are able to employ all non-written magical items

which pertain to

and

.

Also at 10th level, each ranger attracts 2-24 (2d12) 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.

Any change to non-good alignment immediately strips the ranger of all benefits, and

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