First Edition Advanced Dungeons & Dragons™ Character Creation
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AD&D Character Class:  Ranger
  The Ranger is a subclass of the fighter with specific skills related to scouting, most notably their tracking abilities.  They use the attack and saving throw tables of the fighter, gain multiple attacks, and may specialize in a weapon.  They use 8-sided dice for hit points, but begin with two dice at level one, increasing to 11 dice at level 10.  They also get fighter constitution bonuses.  In addition to their fighter abilities, they gain low levels of druidic and magic-user spells at high levels.

  All rangers must be good, but are not restricted in the ethical dimension of their alignment.  They are required to have wisdom and constitution scores of at least 14, and strength and intelligence not less than 13.  A ranger whose strength, intelligence, and wisdom are all greater than 15 will gain a 10% bonus on experience points earned.

  There are a number of benefits for the ranger.  Against certain "giant class" humanoid opponents (which include a large number of monsters from kobolds and goblins to trolls and giants), they add their current experience level to the damage done on a successful attack.  They surprise opponents half the time, but are surprised only once in six times.  At level 10, they attract followers who may be among the most interesting and powerful of any character.

  However, there are a number of restrictions as well.  Any change of alignment away from Good forever ends the character's ranger status and removes any abilities not common to the fighter class, although he still gets only d8 hit points per level.  They may not have any hirelings or henchman until level 8.  They may not work with more than two other rangers at the same time.  And until achieving sufficient level to build a stronghold (level 10), the ranger may not own anything which he cannot carry himself or place on his mount.  As with a paladin, he is expected to donate "excessive treasure" to non-player charitable institutions.  (The MyWorld rule for limited treasure may be used to determine how much treasure is not excessive.)

  Magic use by the ranger begins with a single first level druidic spell at level 8, and adds a first level magic user spell at level 9; by level 17 the character has two spells of each of the first three levels of druidic spells and of the first two levels of magic user spells.  They cannot cast magic from magic user or druid scrolls or other writings.  At level 10, they may use any non-written magic items related to telepathy, ESP, or clairsentience.

  The tracking abilities of the ranger were somewhat complex originally, and became more complex with the arcana rules.  They include the ability to follow the trail of most creatures (including in some cases those who do not leave tracks in the conventional sense) and the ability to identify an increasing variety of creatures by their tracks.  At level one, the base probability of successfully tracking a creature is 20%, but the conditions and adjustments which will modify this are innumerable.

  It is generally agreed that rangers may use the many magic items usable by fighters, including all magic weapons and armor.  They may specialize in any single weapon; weapon specialization is explained in connection with weapon proficiencies.  They begin with three weapon slots and two non-weapon slots.  Additionally, arcana rules restrict the initial weapon selection by imposing certain weapon selection requirements.  The character must spend at least one slot in a bow or light crossbow at level one.  He must also gain proficiency in a dagger or a knife, and a spear or an ax, and a sword of any type--four weapons--before adding any others.  If he chooses to specialize in a weapon, it must be one of those on this list, and the choice to specialize must be made at level one by spending at least two slots on that weapon, all three for specialization in a bow or crossbow.  (Under MyWorld rules, a dual classed ranger, such as a cleric/ranger, is not restricted in the weapons chosen for the slots of the other class, except by the rules or that other class.)

  At level 10, the ranger lord may construct a fortress.  Although they do not attract men-at-arms through this, it appears that he may establish a freehold much as a fighter if he desires.

  Advancement table:

Level
From
To
1
Runner
0
2250
2
Strider
2251
4500
3
Scout
4501
10000
4
Courser
10001
20000
5
Tracker
20001
40000
6
Guide
40001
90000
7
Pathfinder
90001
150000
8
Ranger
150001
225000
9
Ranger Knight
225001
325000
10
Ranger Lord
325001
650000
11
650001
975000
12
975001
1300000
  325000 xp/level above the 12th.

  Occidental and Krynn Humans, any Elves except Dimernesti and Dargonesti, and any Half-elves may be Rangers.


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