Champions of the Wilds
Many great warriors are known for their extraordinary deeds in combat, but few are praised for their commitment to their ideals and way of life. It takes a great deal of strength, guile, and wisdom to be a Ranger, as they must not only master martial combat, but also become one with the land around them. Rangers master skills that allow them to understand the environment they protect and live in. They are known to be excellent trackers, survivalists, beast tamers, skilled users of bow and sword, and even students of a bit of elemental magic, all to aid in the defense of the lands they cherish.
Rangers are well suited to the adventuring life, as many are roamers and vagabonds by virtue of their profession alone. Many prefer not to stay in one place for too long, and their familiarity with nature as well as their ability to survive in it can make them invaluable to any adventuring party daring to embark on a long journey through hazardous environs. Much to the delight of other professional adventurers, rangers also tend to not be terribly greedy, as most live off the land anyways and don't have much use for material wealth.
They often serve as scouts and trackers, scouring the route ahead for others while remaining unseen to better inform their allies of the dangers that lie in wait. When it comes time to fight, the Ranger is usually the first to engage, either letting loose a deadly barrage of arrows to soften up an enemy, or charging headlong into battle with swords drawn or a trusty animal companion by their side.
History and Culture
Ironically, Rangers first came to prominence with the technological rise of civilization. When humanoids began to build and live in cities, slowly losing their affinity with the world that birthed them, some people found themselves stifled by the trappings of society and economy, rejecting man-made rules and constructions to forge their own path. Some Rangers were born of a need to reestablish the connection that had been lost once the races started to move away from their earthen roots. While not everyone is comfortable living off the land or among wild beasts, the invaluable knowledge of how to survive in such a fashion would still need to be retained throughout the generations.
Rangers vary as widely as the different lands they live in. They can be found in forests, mountains, deserts, plains and even oceans. Thus, it is difficult for these defenders of the natural world to have a culture of their own. They have no shared traditions, bonds or oaths, save that nature is their ally.
Rangers can be of any alignment, but most tend to be chaotic, as the random and lethal neutrality of nature itself tends to attract those with a disdain or lack of understanding for order. Still, there are some that find harmony within the wilds, so lawful rangers are not unheard of.
Goodly folk with chaotic or neutral tendencies find themselves along the path of the ranger the most often, either seeking to protect the land and its inhabitants, or simply to explore and see what it has to offer a hero with an open mind.
Evil rangers are less common, the priorities and duties of such a profession often demanding a certain level of sacrifice and neutrality to something other than personal desires, which many evil individuals are loathe to commit to. Some evil rangers do exist despite their nature, usually having twisted the basic oath of the ranger to suite their own needs, such as the eradication of an encroaching group of humanoids without parlay or even much observation beforehand.
- 1st level, ½ point in Melee Weapon Attacks, ½ point in Ranged Weapon Attacks, and ½ point in Reflex.
- 2nd level, ½ point in Parry and ½ point in your choice of the following: Fortitude, Reflex, or Will.
- 3rd level, ½ point in your choice of the following: Melee Weapon Attacks or Ranged Weapon Attacks.
- 5th level, ½ point in Fortitude and ½ point in Reflex.
- 6th level, ½ point in Melee Weapon Attacks and ½ point in Ranged Weapon Attacks.
- 7th level, ½ point in your choice of the following: Fortitude, Reflex, or Will.
- 9th level, ½ point in your choice of the following: Melee Weapon Attacks, Ranged Weapon Attacks, or Parry.
- 10th level, ½ point in Fortitude.
- 11th level, ½ point in Melee Weapon Attacks and ½ point in Ranged Weapon Attacks.
When your character earns a Class Specialty, you may choose one from the following list.