Ranger Abilities: Weapons: A ranger must be proficient in a bow or light crossbow. By the time 4th level is reached, the ranger must be proficient in: a bow or light crossbow, a dagger or a knife, a spear or an axe, and a sword of any type. If specialization is chosen, it must be in one of the above. Weapon Specialization: Takes two proficiency slots, three if a bow other than the crossbow. Melee Weapons: +1 to hit and +2 to damage. Bows: Within 30 feet: +2 to hit, (d6+2)x2 damage. At short range: +1 to hit, +1 damage. Crossbows: Within 30 feet: +2 to hit, (d4+2)x2 damage. At short range: +1 to hit, +1 damage. At medium range: +1 to hit. Other missile weapons: +1 to hit and +2 to damage. Double Specialization: Melee weapons other than pole-arms and 2H-sword. Takes 3 proficiency slots. Bonuses: +3 to hit and +3 damage. /l1-7 Attacks/round: Specialized: Melee: 3/2 rounds. Bow: 2/1 round. \ /l8-14 Attacks/round: Specialized: Melee: 2/1 round. Bow: 3/1 round. Proficient: 3/2 rounds. \ /l15- Attacks/round: Specialized: Melee: 5/2 round. Bow: 4/1 round. Proficient: 2/1 rounds. \ Combat: The ranger gains +1 damage per level against creatures of the "giant class". These include: bugbears, cyclopskin, dune stalkers, ettins, flinds, giants, gibberlings, gnolls, goblins, grimlocks, hobgoblins, kobolds, meazels, norkers, ogres, ogre magi, ogrillon, orcs, quaggoth, tasloi, trolls, and xvarts. Tracking: Tracking Outdoors: 10% chance + 10% per level. Terrain modifiers: Soft enough to hold prints.............. +20% Allows occasional signs of passage...... +10% Allows rare signs of passage............ +0% Prevents all but the minutest traces.... -50% Other modifiers: For each creature beyond the first...... +2% For every 12 hours past................. -5% For every hour of precipitation past.... -25% Tracking Indoors: 10% chance + 10% per level. Surface condition modifiers: Dirt floor, dusty area.................. +20% Wooden floor............................ +0% Stone floor............................. -50% Other modifiers: For each creature beyond the first...... +2% For passing over frequented area........ -50% If intelligent effort is made to hide the trail, consider terrain to be next lower category. If already -50%, tracking is impossible. Identification of tracks: Same chance as tracking. /l1-1 Can identify: tracks and direction of travel of any common woodland creatures. \ /l2-2 Can identify: tracks, direction of travel, number, and pace of any common woodland creatures. \ /l3- Can identify: tracks, direction of travel, number, pace, and approximate time of passage of any \ /l3-3 common woodland creatures. \ /l4-4 common and uncommon woodland creatures. \ /l5-5 common, uncommon, and rare woodland creatures. \ /l6-6 woodland creatures. \ /l7-9 creature within a 100-mile radius. \ /l10- creature ever observed. \ /l8- The general size and weight of humans and demi-humans. \ /l9- The size and number of mounted creatures, such as riders on horseback. \ Surprise: Surprises others on a 3 in 6 chance. Is surprised only 1 time out of 6. /l10- Ability to use any non-written magic items pertaining to clairaudience, clairvoyance, ESP, and telepathy. \ Strictures: Any change of alignment to non-good strips causes the ranger to become a fighter with 8-sided hit dice. No more than three rangers can ever operate together. The ranger can only retain the wealth he/she can carry.