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This version of the Ranger for the B/X rules takes its inspiration primarily from the Fianna of Irish legend – warriors equally skilled in fighting, bushcraft, and the art of poetry. Like the warrior-poets of Ireland, the Rangers of Panzoasia obtain supernatural powers from their observance of strange taboos and bans.

Human Ranger (Fiann)

Abilities: Str: 8+d10 | Int: 3d6 | Wis: 8+d10 | Dex: 8+d10 | Con: 8+d10 | Cha: 8+d10

Special Abilities: Expert with Spears and Bows, Fiannic Poems, Nature Lore, Stealthy in Nature, Track.

Restrictions and Weaknesses: Armor and Weapon Restrictions, Mysterious Ban

Hit Dice: d8 per Level, until 9th. Add 3 Hit Points per Level thereafter.

Alignment: Neutral or Good

Starting Age: 15+d6

Starting Language(s): Western Common.


Typical Starting Equipment:

  • Chain Mail Shirt.
  • Nasal Helm.
  • Spear.
  • Short Bow.
  • Quiver with 20 arrows.
  • Feathers (for re-fletching arrows).
  • Hand Axe.
  • Knife.
  • Backpack.
  • 1 set of ordinary clothes.
  • Green or brown cloak.
  • Soft leather boots.
  • 50’ of wood fiber rope.
  • Tinderbox (with flint and steel).
  • Sharpening stone.
  • Softened leaves (for personal hygiene).
  • Rag (for wiping blades).
  • Needle & thread (for sewing up wounds).
  • Rag strips (for dressing wounds).
  • Sphagnum moss (for dressing wounds).
  • Pouch of mud (for masking scent).
  • Book of poems.
  • 1 Wineskin (filled with heather ale, berry wine or mead).
  • 1 week of rations (dried venison, dried berries, nuts, and dried fish).
  • Fox or crow companion.
  •  2d10 gp.

During the Reign of the Monsters, those Humans who survived on the mainland of the Ultimate West retreated to protected ringforts, beyond which most dared not venture. There arose, however, a class of warriors who braved the terrors beyond – maintaining the few remaining links between communities, and holding the Monsters at bay as best they could. Tutored in the lore of nature, magic, and poetry by the remaining Druids and Bards, those people became known as the “Fianna” in the old language of Maeland. In modern times, the common name for them is “Rangers”. Many of the original Rangers were actually of mixed Human and Elven ancestry – and thus able to act as bridges between the two communities. Your character is heir to that tradition, trained to survive the challenge of the wilderness with a song in their heart.

Why did your character become a Ranger? Do they belong to a hereditary line of Rangers, with a lineage going back  centuries? Are they one of the modern Fianna of Maeland, pledged to support their Clan Chief in time of war, but expected to fend for themselves in the wild at least half the year? Where they born on the edge of a remaining enclave of Monsters? Did they grow up in the wild, a friend to the forest animals? Were they an orphan, taken in and taught by a hermit Druid? Are they of dual heritage like the original Rangers, who they see as role-models for their own life?

The original Rangers were all devotees of the Lord and Lady of Life (and thus Neutral in Alignment), but in modern times many have embraced Good (just as some Druids have). In fact, the Rangers were the envoys of the great alliances that finally ended the Reign of the Monsters. Without their aid, the Immortal Heroes and Heroines may not have been able to bring the Five Peoples together to defeat the Depradators and their Bogeymen armies.

If your character has some Elven ancestry, they still probably lean towards the Human part of their heritage. They are most likely to be the same height and weight as most other Humans, but with one or more features that suggest their Elven parentage – pointed ears, unusually colored hair or eyes, an attractively androgynous face, a shorter than average height, or a youthful appearance that lasts well into old age.

Special Abilities of Human Rangers

Expert with Spears and Bows: When your character attacks with either a spear or bow, they receive an additional +1 Bonus to both the Attack and Damage rolls.

  • You can choose to have your character’s Dexterity Bonus, rather than your Strength, add to the Attack Roll when they use a spear as a melee weapon.

Fiannic Poems: Once your Ranger achieves 2nd Level, they learn how to recite poems of magical power.

  • Choose a 1st level Poem from the list of Fiannic Poems. Your character is able to use that Poem once a day.
  • With each Level past 2nd, your Ranger learns an additional Fiannic Poem, of a maximum Level shown on the Ranger Advancement Table.
  • The Total Levels worth of Fiannic Poems your character can recite per day is equal to their Experience Level minus 1. For example, a 4th Level Ranger could recite three 1st Level Poems a day, or a 1st Level and a 2nd Level one.
  • Additional Fiannic Poems can be learned from Druids or Bards (from whom a Ranger can adapt any Poems corresponding to the Druid’s Spells, or Bard’s Songs), or from Magical creatures and Fairies (who can teach any Poem corresponding to one of their own Special Abilities).

Nature Lore : You may roll a Wisdom Check for your character to do any of the following:

  • Identify a natural plant, animal or mineral (but not a magical or unnatural one).
  • Identify a Fairy or Elemental (but no other type of Planar Spirit)
  • Find a source of pure water (or know that that no pure water is present).
  • Find game animals (or know that no game animals are present).
  • Obtain enough berries, leaves, nuts, lichens, fungus, grubs, and small game to eat for 1 day (or know that there is no food to find).
  • Find true North.
  • Predict the next day’s weather.

Nature Lore can be useful in any natural environment – including caves and caverns.

Stealthy in Nature: Rangers know how to walk silently, camouflage themselves, and mask their scent.

  • When your character is in a natural environment (forest, meadow, natural cavern, etc.), you can make a Dexterity Check for them to be completely undetectable (and untrackable) by sight, smell, or hearing.

Track: With a successful Wisdom Check, your character can detect the traces left by physical beings who have been in an area within a day, and track them for up to a mile.

  • Each additional mile of tracking requires another Wisdom Check.
  • The Check is made with a +2 Bonus if conditions are favorable (snow, drying mud, etc.), but a -2 Penalty is conditions are unfavorable (a hard stone floor, rain, etc.)

Restrictions and Weaknesses of Human Rangers

Armor and Weapon Restrictions: A Ranger can only use armor and weapons that allow they to remain alert and mobile.

  • Plate mail, full plate, half-plate, banded mail, and splint mail armor are all too heavy and restricting.
  • Enclosing helmets that surround the ears or make the Ranger see through slits cannot be worn.
  • A Ranger cannot use two-handed melee weapons other the Spear and Staff, not can they use heavy crossbows.

Mysterious Ban: Once your character reaches 2nd Level, they must begin observing a mystical prohibition on their behavior. If they violate their Mysterious Ban, they will lose the Ability to recite Fiannic Poems for one full lunar month. Thereafter, they must thereafter sacrifice treasure and food (equal in value to 100 times their Experience Level squared) to regain their ability to use magic. Some possible Mysterious Bans include:

  • Cannot own more than one can personally carry.
  • Cannot refuse any challenge of arms.
  • Must not refuse the hospitality of a woman.
  • Must not touch a dead dog.
  • Cannot eat a specific kind of meat.
  • Can never sleep in a “civilized” bed. (Must sleep on the ground, etc.)
  • Cannot use a mount of a certain color.
  • Can never carry a certain kind of stone, gem, or mineral.
  • Cannot wear metal armor.
  • Cannot wear or bear any item of a specific color.
  • Cannot wear (or bear) dyed cloth.
  • Cannot carry gold.
  • Cannot destroy or disturb mushrooms (including monstrous mushrooms, such as Shriekers).
  • Cannot touch pure crystalline salt.
  • Can never enter the sea.
  • Can never accept payment for any services.
  • Must remain celibate.
  • Must take a new lover every month.

Destiny at 9th Level

At 9th Level your character attracts loyal companions – possibly even magical creatures! These companions will regard the Ranger as a friend and ally, and will always fight to defend them.

The total Hit Dice of followers attracted will not exceed 9. Possible followers include:

  1. Fool Hare (1 HD)
  2. Hawk (1 HD)
  3. Pixie (1 HD)
  4. Sprite (1 HD)
  5. Elven Warrior-Wizard, 1St – 4th Level
  6. Gnomish Tinkerer, 1St – 4th Level
  7. Halfling Rover, 1St – 4th Level
  8. Human Bard, 1st – 4th Level
  9. Human Fighter, 1st – 4th Level
  10. Human Jester, 1St – 4th Level
  11. Human Ranger, 1st – 4th Level
  12. Lizard Man (2 HD)
  13. Wolf (2 HD)
  14. Boar (3 HD)
  15. Hippogriff (3 HD)
  16. Mountain Lion (3 HD)
  17. Bear, Black (4 HD)
  18. Centaur (4 HD)
  19. Panther (4 HD)
  20. Unicorn (4 HD)
  21.  Alphyn (5 HD)
  22. Bear, Grizzly (5 HD)
  23. Lion (5 HD)
  24. Sasquatch (5 HD)
  25. Satyr (5 HD)
  26. Lycanthrope, Werebear (6 HD)
  27. Trefolic Dragon (6 HD)
  28. Griffin (7 HD)
  29. Panthera (7 HD)
  30. Treant (8 HD)

Roll a d30 to determine the Ranger’s first Companion, thereafter re-rolling results indicating followers whose total Hit Dice would exceed 9.

Additionally, your character will be asked to become the personal champion and protector or either the current Grand Druid or Druidess, or else a Clan Chief of Maeland. They can refuse without negative consequences.

Destiny at 14th Level

At 14th Level, the following will occur:

  • The current Grand Druid or Druidess will invite your character to the Isle of Testing, to undergo the challenges of athletics, skill-at-arms, and poetry that will make them High King or High Queen of Maeland.
  • A Queen of Elves will invite you to her court, to become her primary spouse and King of Elves for her nation. This can occur regardless of the Ranger’s gender – and the fact that they are not actually an Elf. The Queen will consent to renew the marriage every year, for as long as the Ranger wishes to remain wed. One can be both the High King (or High Queen) of Maeland, and a King of Elves (in Maeland, or another nation) simultaneously.
  • The Rosy Dragon will invite your character to join their court and live in the Summerland forever. If they accept, the Ranger does not actually attain the full powers of an Immortal, but will neither will they ever age, succumb to any disease, or die of natural causes.

Human Ranger Advancement Table

Exp. Points (Hours played)

Exp. Level

Hit Points

Level Title

THAC0

[Attack Roll Bonus]

Highest Level of Fiannic Poems Known

Total Levels of Poems Usable per Day

0

1

1d10

Hunter

19 [0]

3,000 (20 hours)

2

2d10

Fiannic Rhymer

18 [+1]

1st

1

6,000 (32 hours)

3

3d10

Fiannic Sentinel

17 [+2]

1st

2

11,000 (44 hours)

4

4d10

Fiannic Tracker

16 [+3]

1st

3

20,000 (56 hours)

5

5d10

Fiannic Knight / Fiannic Dame

15 [+4]

2nd

4

40,000 (68 hours)

6

6d10

Fiannic Defender

14 [+5]

2nd

5

80,000 (80 hours)

7

7d10

Fiannic Protector

13 [+6]

2nd

6

140,000 (92 hours)

8

8d10

Fiannic Champion

12 [+7]

3rd

7

260,000 (104 hours)

9

9d10

Warrior-Poet

11 [+8]

3rd

8

360,000 (116 hours)

10

9d10+3

Warrior-Poet

10 [+9]

3rd

9

480,000 (128 hours)

11

9d10+6

Warrior-Poet

9 [+10]

4th

10

600,000 (140 hours)

12

9d10+9

Warrior-Poet

8 [+11]

4th

11

720,000 (152 hours)

13

9d10+12

Warrior-Poet

7 [+12]

4th

12

840,000 (164 hours)

14

9d10+15

Supreme Warrior-Poet

6 [+13]

5th

13

Human Ranger Saving Throws

Level

Poison / Death Ray / Disease

Wands / Psionics

Paralysis / Petrification

Dragon Breath / Explosives / Firearms

Spell /Staff / Rod

1

12

13

14

15

16

2 – 3

11

12

13

14

15

4 – 5

10

11

12

13

14

6 – 7

9

10

11

12

13

8 – 9

8

9

10

11

12

10 –11

7

8

9

10

11

12 – 13

6

7

8

9

10

14

5

6

7

8

9

FIANNIC POEMS

1st Level Fiannic Poems

1

Animal Friendship: Ranger gains the companionship of twice their own HD of visible mundane animals, who can learn 1 “trick” or task per point of their Int. No more than twice Ranger’s HD of animals can be under the Ranger’s influence at a time. Companions can be dismissed to make way for new ones. {As long as desired}

2

Bath of Soothing: Ranger blesses either a tub of water, or a natural pool, so the first creature to enter it afterward will be cured of 1 point of Damage per Experience Level or Hit Dice they possess. For example: A 3rd Level bather regains 3 lost Hit Points. {Until used}

3

Calm Animals: Ranger calms hostile, frightened, or otherwise uncontrollable natural animals, whether wild or domestic. Giant Animals and unnatural Monsters with bizarre anatomies are not affected. [All mundane animals with a 25’ radius] {1 hour}

4

Create Flame: Ranger creates a small flame, equal to a lit candle in size, heat, and illumination. {1 Round, unless used to ignite a flammable object}

5

Detect Poison: Ranger can detect the presence and location of poison within a 25′ foot radius. {Until Ranger leaves area, but no more than 1 hour}

6

Locate Animal: Ranger knows the location of a desired type of mundane, non-monstrous animal that can be potentially reached within an hour’s time. A specific animal can be located only if the Ranger is familiar with it. An animal inside a cage of lead, aluminum, or tin cannot be found with this spell. {1 hour}

7

Purify Food and Drink: Decayed, spoiled or contaminated food and drink become safe, wholesome and nutritious. [1 meal per Ranger’s Level] {Until food rots again naturally}

8

Resist Cold: Ranger or Recipient can ignore damage from cold equal to 2 x Ranger’s Experience Level. {1 hour}

9

Skin Like Bark: The Ranger or Recipient’s skin becomes tough like tree bark, improving their Armor Class by 2. [Ranger, or 1 Recipient] {1 hour}

10

Speak With Animals: Ranger can speak to any normal or giant animals encountered, who can communicate to the limits of their Intelligence. Monsters with bizarre anatomies are excluded. [1 hour]

2nd Level Fiannic Poems

1

Cure Paralysis: The Recipient is cured of all paralyzing or movement inhibiting effects (except Petrification). [1 touched Recipient]

2

Delay Poison: Any poison affecting the Recipient is temporarily neutralized, but will take effect once the Miracle ends. Can also be performed on a person before they are exposed to poison. {1 Turn per Ranger’s Level}

3

Detect Snares & Pits: Ranger is aware of any intentionally set traps, snares, and pits within 50’ of their current location, however carefully hidden. {Until User leaves area}

4

Ignore Pain: Ranger or Recipient become immune to all pain and pain effects, mundane or magical. {Until dawn}

5

Lesser Restoration: An Ability reduced by damage or magic is restored by 1 point. [1 touched Recipient]

6

Resist Fire: Recipient can ignore damage from fire equal to 2 x Bard’s Exp. Level. {1 hour}

3rd Level Fiannic Poems

1 Bath of Healing: Ranger blesses either a tub of water, or a natural pool, so the first creature to enter it afterward will be cured of 1d4 points of Damage per Experience Level or HD they possess. For example: A 5th Level bather regains 5d4 lost Hit Points. {Until used}
2 Cure Blindness/Deafness: Ranger or Recipient is cured or either Blindness or Deafness, magical or mundane in origin. [1 touched Recipient, or the Ranger]
3 Cure Disease: Ranger or Recipient is cured of all physical diseases and parasitic infections.
4 Empowered Weapon: The Ranger temporarily makes a weapon or ammunition capable of striking Monsters otherwise immune to normal attacks. [1 weapon, or 12 arrows/bolts/bullets] {Until dawn}
5 Increase Ability: One of the Recipient’s Abilities temporarily improves by 4 points (to a maximum of 18), with all corresponding benefits. {1 hour}
6 Locate Object: Ranger knows the location of a desired type of object that can be potentially reached within an hour’s time. A specific item can be located only if the Ranger is familiar with it. An object encased in lead, aluminum, or tin cannot be found with this spell (but items made of those metals can be).
7 Neutralize Poison: All poisons and toxins affecting the Ranger or Recipient are neutralized. Can also be performed on a person before they are exposed to poison. [Ranger, or 1 Recipient]{1 Turn per Ranger’s Level}
8 Obtain Oracle: Ranger learns the result of a proposed course of action in the form of an ambiguous riddle, or unexplained metaphorical statement. Only one Oracle can be obtained per question.
9 Pyrotechnics: A flame either explodes in a beautiful, colored burst, (unprepared onlookers are blinded for a minute), or emits thick, choking smoke in a 50’ radius (everyone within is effectively blind, and suffers -4 to Str & Con for 2 minutes. [50’ radius] {1 minute} * Save negates.
10 Speak With Plants: Ranger can question the local plants about actions that have transpired near them within the last season. Plants can only answer “Yes” or “No”, and can only sense events apparent to any ordinary observer with no magical senses. {1 Hour}

4th Level Fiannic Poems

1 Control Plants: Ranger animates and controls the movement of all plants in a 50’ radius. Plants can be parted to reveal an obscured area; tree limbs can block or strike like clubs; vines and roots can entangle, ensnare, or become nooses; and hard fruit can be thrown like sling bullets. Controlled Plants use the Ranger’s Attack Bonus and Saves. {1 hour}
2 Cure Serious Wounds: Ranger or Recipient is cured of 1d4 points of Damage per own Experience Level of Hit Dice. For example: A 5th Level Recipient regains 5d4 lost Hit Points. [Ranger, or 1 touched Recipient]
3 Detect Scrying: Caster will know if they are being scried upon, or otherwise observed through supernatural means. Any would-be scrier must save versus Spells, or their identity is revealed. {Until dawn}
4 Dispel Magic: Ongoing spell effects are ended. There is a chance of failure equal to 5% x the Level of Spell to be undone (i.e., Dispelling a 5th Level Spell is 25% likely to fail).
5 Remove Curse: Recipient is freed from any supernatural curses currently afflicting them. A “curse” is defined by any Spell which includes the word “curse” in its description. [1 Recipient other than the Ranger]
6 Walk On Water: Ranger or Recipient can walk across water (or any similar fluid, including mud and quicksand) as if it was dry ground. All encumbrance rules still apply. [1 hour]

5th Level Fiannic Poems

1 Bath of Great Healing: Ranger blesses either a tub of water, or a natural pool, so the first creature to enter it afterward will be cured of 1d6 points of Damage per Experience Level or HD they possess. For example: A 9th Level Recipient regains 9d6 lost Hit Points. {Until used}
2 Commune With Fairy: Ranger mentally contacts a powerful Fairy (such as the Queen of the Winter Court) and asks them a question. If a Reaction Roll indicates the Fairy likes the Ranger, they will answer truthfully and to the best of their knowledge. {1 question}
3 Death Ward: Recipient cannot be harmed by offensive Spells (or Maledictions) for the duration of the effect, and is immune to XP loss or Ability damage from contact with the Undead. [Ranger, or 1 touched Recipient] {Until dawn}
4 Locate Creature: Ranger knows the location of a desired type of creature that can be potentially reached within an hour’s time. A specific creature can be located only if the Ranger is familiar with it. A creature encased in lead, aluminum, or tin cannot be found with this spell. {1 hour}
5 Polymorph Self (Transmutation): Ranger can transform bodily into any creature with HD equal to their own Level, or lower. Only physical form (and Strength) is gained – not any Special Abilities or senses. {1 hour, + 1 Turn/Level}
6 True Seeing: Ranger sees things exactly as they are, or were before they being affected by any Spells or Special Abilities that produce illusions, Glamours, or Transmutations. [Visual range] {1 hour}