Level 1: Point Blank: Archer bow damage at point blank (10' per level) is double the die roll for the arrow (don't double anything else). If the campaign is using a Str bonus limit equal to the max damage of the arrow, the max damage is double for this shot.
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Level 1: No penalty for called shots with missile weapons.
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Level 1: Free single specialization in one missile weapon (spend 1 slot to double spec.); free Point Blank proficiency (1 slot).
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Level 1: Divide actual range by 2 when determining range to target (only applies to missile weapons).
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Level 1: Free Tracking proficiency, number of free slots = Ranger's level ÷ 2.
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Level 1: Trailing, Wilderness Survival, Two-Weapon Fighting proficiencies.
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Level 1: +4 to hit and +1/level damage versus a species enemy. This can be either a single race without qualifier ("All dragons", "All demons", but not "All demi-humans") or "Giant-class" (which includes all creatures who have 2 arms, 2 legs, and have skin, fur, or scales; but does not include humans and demi-humans).
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Level 1: Rogue abilities as per Scout (see [PC4]).
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Level 1: Surprise 50% of time, is surprised only 1 in 6.
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Level 1: Excess goods/treasure must be donated as per paladin.
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Level 1: Cannot hire men-at-arms (Ignore this restriction)
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Level 1: Cannot operate with more than 2 other Rangers (Ignore this restriction)
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Level 4: Locate Object/Animal/Plant (level÷4) times per day (as Priest spells).
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Level 4: Considered 3 levels higher when using a specific missile weapon (chosen by archer) for purposes of number of attacks.
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Level 8: Ability to cast druid spells (no wisdom bonus), see table in [S1].
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Level 8: Can now hire men-at-arms
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Level 9: Ability to cast wizard spells (can specialize in charm/divination), see table in [S1]. (Ran2 does not get this ability)
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Level 9: Full Str bonus with missile weapons that are listed as "˝Str".
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Level 9: Ability to cast mage spells as a ranger, specializations as an Evoker or Conjurer are allowed instead of ranger choices.
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Level 9: A target with partial cover is considered to have no cover. Full cover is not affected.
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Level 9: The archer may prepare special arrows (40 times normal cost) which can "carry" a spell in the missile's head and activate when they hit.
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Level 10: Can use Priest and Wizard items that are not written.
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Level 10: Attract 2-20 followers
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Level 18: Find the Path 1/day (as the Priest spell).
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