Ranger
Rangers are skilled woodsmen and hunters. Although able to use any armor, they must wear studded leather or lighter armor when trying to moving silently in the shadows and underbrush. In BG, this skill is called Stealth and can be used in any setting, including cities. Because of their empathy with animals, ranger's can cast Charm Animal as a special ability (number of times per day depends on ranger's level). rangers can become Specialized in specific weapons. From 8th to 16th level, rangers gain the ability to cast some priest spells. These woodsman have a hated enemy, normally some type of humanoid creature. The ranger gains a +4 bonus to hit these creatures in combat but suffers a -4 penalty to encounter reaction rolls due to this hatred. Rangers must be of good alignment and have ability scores of at least 13 in strength and dexterity and at least 14 in wisdom and constitution. The prime requisites for rangers are strength, dexterity and wisdom. Should ranger's perform evil acts, they will become fighters known as fallen rangers that have lost all their special abilities. Skills from AD&D that are not implemented in BG: Tracking, two-weapon fighting, and damage bonuses against giant creatures.
In ToB, the Ranger can draw from a high level ability pool which gives the Ranger some extra abilities.
Kits
- Archer
The archer is the epitome of skill with the bow. He is the ultimate marksman, able to make almost any shot, not matter how difficult. To become so skilled with the bow, the archer has had to sacrifice some of his proficiency with melee weapons and armor.
Advantages:
- +1 to hit and +1 to damage with any missile weapon for every 3 levels of experience.
- Every 4 levels he gains the ability to make a called shot once per day. When he activates this ability, any shot made within the next 10 seconds is augmented in the following manner (according to the level of the archer):
- 4th level: -1 to THACO of target
- 8th level: -1 to save vs magic of target
- 12th: -1 to strength of target
- 16th: +2 bonus to damage
Disadvantages:
- An archer can only become proficient in melee weapons; he may never specialize.
- An archer cannot wear any metal armor.
- Beastmaster
This ranger is a wanderer, and is not comfortable in civilized lands. He maintains a natural affinity for animals; they are his friends and comrades-in-arms, and the Beast Master has a limited form of telepathic communication with them.
Advantages:
- +15% to stealth ability
- Enhanced spell ability with regard to the following spells:
- May cast the 4th level druid spell Animal Summoning I at 8th level.
- May cast Animal Summoning II at 10th level.
- May cast Animal Summoning III at 12th level.
Disadvantages:
- Cannot use metal weapons (such as swords, halberds, hammers or morning stars).
- Stalker
Stalkers serve as covert intelligence gatherers, confortable in both wilderness and urban settings. They are the spies, informants, and interrogators, and their mastery of stealth makes them deadly opponents.
Advantages:
- +20% to stealth ability
- May backstab for a lesser amount than the thief class (level 1-8: x1, level 9-16: x2, level 17+: x3)
- Has access to three mage spells at 12th level. They are Haste, Protection from Normal Missiles and Minor Spell Deflection.
Disadvantages:
- May not wear armor greater than studded leather.
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