Infamous 1e Class Guide: Rangers
Introduction
Rangers are the other subclass of Fighter, being often compared to Paladin in the ways of it's function. This is an interesting comparison, as the Ranger is a near-perfect antithesis to what a Paladin is meant for. Paladins are natural born leaders, and are often seen leading the party, and commanding armies. Rangers are the opposite of this, in fact requiring no sort of charisma in the slightest. Rangers are sort of a cross between Fighters and Druids, where Paladins are meant as a cross between Fighters and Clerics. The purpose of a Ranger is to perform excellently in reconnaissance, and especially well in outdoor situations, similar to Druids. Their primary purpose is tracking, and using tactics to control the natural battlefield, as well as provide an immediate source of information on what the party may soon be facing. They also perform as giant slayers, which will be further detailed hereafter. To play a Ranger, one must have no less than 13 in both strength and intelligence, as well as a minimum of 14 in wisdom and constitution. If 15 or greater is achieved in intelligence, wisdom, and constitution, a Ranger is awarded an additional 10% experience. Already, it seems their stats are far less oriented around leadership and more around getting their hands dirty, performing as a more wilderness focused Fighter. Rangers are also some form of good by requirement, though they have no specification when it comes to law and chaos.
Ranger vs. Paladin
Rangers are not in any way similar to Paladins except for the traits from Fighter which they both share. For instance, a Ranger will begin the game with eight-sided hit dice, while Paladins and Fighters have always started with a ten-sided die. While their hit dice are technically smaller, Rangers actually end out with more Hit Points than the other classes, until very high levels. This is because at 1st level, they begin the game with 2 of their hit dice, whereas the other two classes start with only one. This means that Rangers will start with between 2 and 16 hit points, where Paladins and Fighters will begin with between 1 and 10. In addition to this, Rangers will not stop gaining hit dice until later than the other classes do, ending out with 11 Hit Dice when the other two end out with only 9. This gives them a more strong wilderness focus, as while Paladins thrive on being able to recuperate quicker, Rangers can function much longer than Paladins do, without the need for support. In fact, the whole "without the need for support" trait of this class comes up rather frequently, and should be used to the fullest extent. In addition to this, Rangers function far better in situations where their, perhaps less versatile abilities can be used to a much greater extent. Paladins abilities are likely to come up wherever the party goes, save situations without many people. Rangers are quite the opposite, having little purpose outside of the wilderness and in dungeons. They excel at surprise combat, and function best when they rely on tactics and strategizing, usually with the information gained through their tracking expertise. This contrasts Paladins, who function best at maintaining an army's morale, and keeping their parties in a victorious condition and mindset.
The Ranger's Code
Rangers, much like Paladins, follow a set of strictures that separate them from normal Fighters. A Ranger may never change from a non-good alignment, and in the event that this does happen, a Ranger will be stripped of all Ranger abilities, leaving him or her with being a Fighter in all respects, except for their smaller hit dice. In addition to this, Rangers often prefer to work in less crowded circumstances, and may not attract a body of men-at-arms or a like force until 8th Level, when they start to form a band of boy scouts trackers. As a further extent of their introversion, no more than 3 Rangers will ever operate together, as their differences in tactics and strategy, as well as their greater numbers (and thus, lack of stealth) will clash with each Ranger's abilities. Lastly, Rangers will only seek to own goods and items they can store on their own person, and on their mounts. Anything the Ranger is incapable of taking with him/herself will either be left behind, or given to another party member. Any other personal possessions the Ranger may have, that cannot be transported, will be given to a satisfactory commune or other like organization by the Ranger himself. Note that, like Paladins, Rangers may never treat another player character as such an organization.
Under the Shadows of Giants
Rangers are capable of tracking and identifying any creature they wish, as long as the tracks may be seen outdoors, or in a dungeon. The following table will detail how tracking is accomplished, and the likelihood of successful tracking.
The base chance for a Ranger to succeed in tracking in the outdoors is 90%.
For each creature above 1 in the party being tracked: | + 2% chance of success. |
For every 24 hours which have elapsed between leaving the tracks and following the tracks: | - 10% chance of success. |
For each hour of precipitation (rain or snow): | - 25% chance of success. |
Tracking underground is not quite as simple. The Ranger must have seen the creature to be tracked within 30 minutes of the attempted tracking, and the Ranger must begin the tracking attempt at the location where the creature was witnessed.
Creature's Action | Chance to Track |
Going along a standard passage or room: | = 65% chance of success. |
Passes through a standard door, or traverses stairs: | = 55% chance of success. |
Enters or exits a trapdoor: | = 45% chance of success. |
Goes up or down a chimney, or through a concealed door, or a like circumstance: | = 35% chance of success. |
Passes through a secret door: | = 25% chance of success. |
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