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RANGER

Alignment: Any except CN, CE, NE. LG is uncommon. NG, CG, and TN are most common
Vitality: d8.
Races: The Keltoi had a high affinity for magic and the Otherworlds, and often found themselves crossing times and world-lines unintentionally. This led to an
unusually high concentration of Kelts from throughout the historical eras they inhabited coming together in the Otherworld. While the Sidhe were able to cross
deliberately, Men had far less control. Non-Sidhe Elves and other species, from yet other world-lines fell in the middle. The Sidhe were familiar with the Kelts, but the
other Elves were not. In the years since the Keltoi began arriving, they not only have learned, but have often inter-married or otherwise joined the Keltic cultures in
Prydain. Thus, it is possible for a Druidic character to be a (Celtic) Man, High Elf, Sidhe Elf, Low Elf, Half-Elf, Sidhe Man, Halfling, Gand-Alf, Umli, Uldra, Kender,
or Dwarf.
Class Skills The Rangers class skills (and the key ability for each skill) are Ogham (Wis), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal
(Wis), Hide in shadows/natural terrain ( -2 to 3 in urban environment) (Dex), Jump (Str), Knowledge (Law, Celtic, Languages, spoken History, Oral, Celtic Songs and
tales, geography, Legend Lore, Nature Lore, plant/animal lore) (Int), Listen (Wis), Move Silently ( 2 in urban environment) (Dex), Profession (Wis), Ride (Dex),
Search (Int), Spot ( +1 to use as Mark/read trail signs )(Wis), Survival (Wis), Swim (Str), Set/detect/disarm traps/pits/snares (-2 to 3 in urban environment) (Int)
and Knots /Use Rope (Dex). *Decipher Script is not available during an early Celtic era game; only Roman-era and later Rangers would be literate in anything except
the Ogham. Ogham is the Druidic Tree alphabet, and Rangers would use Ogham only to record magic effects, never entrusting them to mundane written languages. In a
Celt-era game, Rangers could not use magic items depending on literacy in anything other than Ogham.
Skill Points at 1st Level: (6 + Int modifier) x 4. Skill Points at Each Additional Level: 6 + Int modifier. Due to extensive travel, Rangers select one free mundane
language every three levels.
A Ranger is the first step on the path to becoming a Druid. A Ranger passes through several stages as s/he masters his/her craft, eventually becoming Wledig. At 4th
level, in order to advance, a Ranger must have an Enech score of at least 7 and then must seek his animal companion. In order to proceed to 8th level, the Ranger must
create a spell and have an Enech score of at least 11. At 12th level, in order to become an Amris, his Enech must be at least 14, and the test is to devise a spell and
incorporate it into a ritual. Upon passing the tests to achieve 15th level, a Ranger is eligible to become a 1st level Ovate Druid, 1st level File (Poet-seer), or to remain a
Ranger. At each level that a Ranger is tested, he must roll higher than his Enech on 1d20. This roll may be modified by +2 or more for each Geas he takes.
Enech: Celts have a score in Enech, or face, a measure of a mans courage, reputation, glory, and integrity. A Rangers score must be at least equal to his leve l
+2 in order to maintain his status. A Ranger wishing to advance may not do so if his Enech is less than the level +2 to which he will be gaining.
Geases: A Ranger often takes geases in order to improve his powers, or has them placed upon him by his superiors, his parents, or the gods. Some Rangers are
simply born with them. Failure to uphold a geas can have very negative effects on a Ranger and his status in Celtic society.
Faith: Like all clergy, the Ranger has a Faith score initially equal to his Wisdom + his level. His Magic Points pool is equal to his Faith + his Power.
Great self-doubt, confusion over his role, or major actions antithetical to his beliefs may negatively impact his Faith, while heroic actions in high-magic areas or large
gains in Enech may boost it. The Glam Dicin deletes a former Rangers Faith score.
Association with other Rangers: Rangers may not normally congregate in large groups unless ordered or called by druidic superiors or kings. From 1 st through 7th
levels, Rangers may work in groups of up to 3 Rangers, Bards, etc. At 8th , up to 5 may associate. At 9th, the limit is 10, 20 at 10th, plus 20 per level thereafter.
Henchmen: Henchmen may be hired on an on-going basis beginning at 8th level.
Followers: A Ranger who has an Enech score of at least 15, and who operates in a defined area may attract up to 4d6 followers beginning at 10 th level. DM will
determine specifics, but all followers will be mundane races and classes, and of 1 st to 3rd level. Such a Ranger may retain extra wealth as needed to support his
followers, but not enough to indulge in luxury.
Stronghold: At 12th level, a Ranger with an Enech score of at least 18, followers, and a defined operating area may receive or buy lands in order to establish a
stronghold. This does not convey feudal overlordship, a noble title, or other such advantages. Such a Ranger may retain extra wealth as needed to support his followers
and his keep, but not enough to indulge in luxury.
Traveling light: A Ranger may keep no more treasure & goods than can be transported on a horse, or that necessary to maintain himself and any henchmen or followers,
or any stronghold he controls. He may not maintain a luxurious lifestyle. Any excess must be given away where it will serve a useful purpose.
Table: The Ranger
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Base
Attack Bonus

Fort Ref
Save Save

+1
+2
+2
+3
+3
+3
+4
+4
+5
+4
+6/+1
+5
+7/+2
+5
+8/+3
+6
+9/+4
+6
+10/+5
+7
+11/+6/+1
+7
+12/+7/+2
+8
+13/+8/+3
+8
+14/+9/+4
+9
+15/+10/+5
+9
+16/+11/+6/+1 +10
+17/+12/+7/+2 +10
+18/+13/+8/+3 +11
+19/+14/+9/+4 +11
+20/+15/+10/+5 +12

+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Petty Magics

Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Special
Clicath - pillar of battle
Caledhir or Lawhir lightning-hand or long-hand
Durnluc gleaming hilt
Peridur hard/piercing spear
Ymladdwr soldier
Retheoir lance thrower
Paladr Hir long spear
Arfau Dur steel weapons
Guotepac/Godebog protector
Vreichfras stout-arm
Trwyth/Triath chief
Amris leader of soldiers
Tryphun tribune
Amlawdd/Emyr Llydaw leader of the host
Wledig great leader
Combrogus/Comite companion
Cynwrig hound king
Riacat/Riocatus king of battles
Riothamus king of battles
Dux Bellorum duke of war, warlord

1st favored enemy, Track, wild empathy, nature sense


Combat style
Rote Ritual magic: wake Treants/Wild Trees
Animal companion, Endurance
Rote Ritual magic: Speak to Animals
Improved combat style, 2nd favored enemy
Woodland stride; Rote Ritual magic: Otherworld
Swift tracker
begin studying theory of ritual magic; Resist natures lure
Trackless step ( 1 in urban environment)
Combat style mastery
3rd favored enemy
Camouflage
Evasion
eligible to become Ovate Druid
Sense/see spirits/spiritual energy/aura
A Thousand Faces
Hide in plain sight; 4th favored enemy

Max petty Petty


magic pts magic

2
2
2
2
2
3
3
3
3
3
4
4
4
4
4
5
5
5
5
5

2
2
3
3
4
4
4
5
5
5
6
6
6
7
7
7
8
8
9
10

Spells per Day

Divine
magic

0
1
1
2
2
3
3
3
4
4
4
5
5
5
6
6
6
7
7
7

1st

0
1
1
1
1
1
1
2
2
2
2
3
3
3

2nd

3rd

4th

0
0
1
1
1
1
1
1
2
2
2
3
3

0
1
1
1
1
1
2
2
3
3

0
1
1
1
1
2
3

Rangers are trained by Draioi, much as Bards are. They serve as fighting woodsmen and auxiliary Draioi/Bards. They relate to Draioi and Bards very much as Paladins
do to Clerics. The Druidic roles include:

Initiate (0-level would-be Bard, Ranger, etc.)


Bard, Ranger-Bard, Ranger, Brehon, Ranger-Brehon, Bard-Brehon, Seanchas, Manteis, Blade-Singer (Sidhe Elf Warrior-Bard or Ranger-Bard), Bard-Mage/Bard-Sorcerer, Ranger-Mage/Ranger-Sorcerer
Ovate Draioi, File
High Draioi (Heirophant)
Myrddhin (highest Druid)

Class Features
All of the following are class features of the Ranger.
Weapon and Armor Proficiency: A Ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields). He may use
longswords, shortswords, daggers, longbows, shortbows, greatbows, falchions, 2-handed and bastard swords, spears, javelins, slings, and staves. He must initially
choose from the following: dagger/knife, sword, bow, hand-axe, staff or spear, then as desired, appropriate to milieu, excepting siege weapons.
Surprise: For every 2 ranks of stealth, Rangers receive a +1 to surprise, to a maximum of +4, when in natural, non-urban surrounding. Urban locations halve this bonus.
They likewise receive a -1 to be surprised, to a maximum of -6, again halved in urban surroundings.
Favored Enemy (Ex): At 1st level, a Rangers favored enemy is the Fomori. The Ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks
when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 6th level and every six levels
thereafter (12th, & 18th level), the Ranger may select an additional favored enemy from the following: Fomori, Firbolg, Saxons, Orcs, & Undead
Brehon Law: A Ranger may be called upon to judge cases of Common Law or mediate minor disputes that are not severe enough to require a Bard, Brehon, Ovate
Druid, or Druid to judge. Due to this, a Ranger is trained in Brehon Law. In order to exercise authority under the Brehon law, a Rangers Enech score must exceed his
level by at least 3.
Track: A Ranger gains Track as a bonus feat. A Ranger gains Endurance as a bonus feat at 4th level.
Nature Sense (Ex): A Ranger gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A Ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The
Ranger rolls 1d20 and adds his Ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of
indifferent, while wild animals are usually unfriendly. To use wild empathy, the Ranger and the animal must be able to study each other, which means that they must be
within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might
take more or less time. The Ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a 4 penalty on the check. In
addition, he can determine an animals qualities as well, such as picking the best, most spirited, most stubborn, most gentle, etc horse in a corral, how fast or strong that
horse is, or which wolf is the alpha and so forth.
Combat Style (Ex): At 2nd level, a Ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the characters class
features but does not restrict his selection of feats or special abilities in any way. If the Ranger selects archery, he is treated as having the Rapid Shot feat, even if he
does not have the normal prerequisites for that feat. If the Ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not
have the normal prerequisites for that feat. The benefits of the Rangers chosen style apply only when he wears light or no armor. He loses all benefits of his combat
style when wearing medium or heavy armor.
Animal Companion (Ex): At 4th level, a Ranger gains an animal companion from the following list: badger, dire rat, dog, riding dog, eagle, hawk, horse (light or
heavy), owl, pony, snake (Small or Medium viper), or wolf, or other mundane animals from their region. This animal is a loyal companion that accompanies the Ranger
on his adventures as appropriate for its kind. This ability functions like the Druid ability of the same name, except that the Rangers effective Druid level is one-half his
Ranger level. A Ranger may select from the alternative lists of animal companions just as a Druid can, though again his effective Druid level is half his Ranger level.
Like a Druid, a Ranger cannot select an alternative animal if the choice would reduce his effective Druid level below 1st.
Spells: Beginning at 7th level, a Ranger gains the ability to cast a small number of divine spells, which are drawn from the Ranger spell list. A Ranger must choose and
prepare his spells in advance (see below). To prepare or cast a spell, a Ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a
saving throw against a Rangers spell is 10 + the spell level + the Rangers Wisdom modifier.
Like other spellcasters, a Ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In
addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the Ranger gets 0 spells per day of a given spell level,
he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The Ranger does not have access to any domain spells or granted
powers, as a cleric does. A Ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A Ranger may
prepare and cast any spell on the Ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 6th level, a Ranger has no caster level. At 7th level and higher, his caster level is one-half his Ranger level. Subtle spells and stealth are inhibited by armor
greater than elven chain or non-magical thief-mail, but otherwise Rangers may cast non-subtle spells in up to banded chain mail, scalemail, or similar.
A Ranger begins play knowing 2 petty magic and no divine petty magic spells of his choice, not gaining any arcane spells until seventh level. He need not prepare his
petty magic spells in advance. He can cast any petty spell he knows at any time, assuming he has not yet used up his magic pool.
Ritual Magic: The Ranger receives some training in ritual magic as preparation to become an Ovate Druid. When he learns a ritual, he begins with a rank of 1 in that
specific ritual, plus 1 per level thereafter. As he increases in level, he learns further specific rituals, such as waking Treants and Wild Trees and influencing Otherworld
effects. At 9th level, he begins learning how to perform rituals for any purpose, this time using the skill of ritual magic (general) at his current level -8. The DM will
adjudicate what effects may be created, ritual time, Power used, etc.
Otherworld: A Ranger can see the Otherworld with a DC 15. He can attempt influence the time distortion of traveling, or the crossing over into an Otherworld with a
DC 30, which allows him to then make a wisdom roll (DC 30) to exert the influence he has chosen (ensure that he arrives in the same linear time a non-Celt would
expect, cross over, avoid entering the Otherworld, etc). Each day the Ranger wishes to attempt to influence Otherworld effects requires a ritual lasting 1d4 hours plus
(10-level) hours beforehand.
Wake/Speak to Treants & Wild Trees: Using ritual magic, Rangers may wake and speak with slumbering or dormant Treants (DC20) and Wild Trees (DC25). There
is an additional 5 to the DC during winter or magically-induced dormancy. The ritual requires at least one hour per attempt, and the Ranger must use at least one point
of Power per attempt; MP do not suffice. Each 2 extra points of Power reduce the DC by 5.
Speak to Animals: This ritual requires one hour and 1 point of Power per attempt. Upon completion, for 1d4 hours after, the Ranger may speak to animals.

Improved Combat Style (Ex): At 6th level, a Rangers aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd
level, he is treated as having the Many shot feat, even if he does not have the normal prerequisites for that feat. If the Ranger selected two-weapon combat at 2nd level,
he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Rangers
chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Woodland Stride (Ex): Starting at 7th level, a Ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain)
at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically
manipulated to impede motion still affect him.
Swift Tracker (Ex): Beginning at 8th level, a Ranger can move at his normal speed while following tracks without taking the normal 5 penalty. He takes only a 10
penalty (instead of the normal 20) when moving at up to twice normal speed while tracking.
Resist Natures Lure (Ex): Starting at 9th level, a Ranger gains a +4 bonus on saving throws against the spell-like abilities of fey.
Trackless Step (Ex): Starting at 10th level, a Ranger leaves no trail in natural surroundings and cannot be tracked ( 1 in urban environment). He may choose to leave a
trail if so desired.
Combat Style Mastery (Ex): At 11th level, a Rangers aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at
2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Ranger selected two-weapon
combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the
benefits of the Rangers chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Camouflage (Ex): A Ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesnt grant cover or concealment.
Evasion (Ex): At 14th level, a Ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that
normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Ranger is wearing light armor or no armor. A helpless
Ranger does not gain the benefit of evasion.
A Thousand Faces (Su): At 17th level, a Ranger gains the ability to change his appearance at will, as if using the alter self spell, but only while in his normal form.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a Ranger of 18th level or higher can use the Hide skill even while being observed.
Ranger Class-specific feats
Pathfinding - no movement penalty for moving over rough terrain.
Moving shot - can fire ranged weapons while walking or while on horseback (horse ambling slowly or standing) with no penalty.
Running shot - can fire ranged weapons while running or riding with no penalty. (must have moving shot to take this feat).

Ranger ethics
Protect wilderness from excessive exploitation & abuse. Use the land for the good of the people, but dont abuse it.
No sport-hunting food and utility only.
Avoid cruelty to all, especially animals.
Do not overburden yourself, travel lightly. Donate excess to a good purpose (not necessarily a Good one, simply a good one.
Protect those weaker than yourself.
Be just and wise. If you have authority, use it well.
Respect & obey Draioi.

Ex-Rangers: A Ranger who fails in his duties, disgraces himself, is dishonored, or otherwise gives the Draioi cause may be stripped of his status as a Ranger, losing his
Brehon authority, his petty magic, divine petty magic, and his druidic spell capability. He may also fall under the Glam Dicin, the Druids Ban, forfeiting all Enech,
becoming Kinless, and losing his Honor Price, rights to redress, and possibly being targeted for death by Celts offended by his actions. He retains his skill and
capability with ritual magic, although nature spirits aware of his disgrace may choose not to cooperate with his ritual. He also retains all other skills and powers.
Huntsman usually evil Celtic anti-Ranger. Spellcasting type is Sorcerer and/or Assassin. Species foe is Sidhe. LN, CN, CG, CE, NE, LE. A very few are special
servants of the gods, and as such take species foe: as determined by god served, and may be of any alignment. These would be used by a diety to exact justice on a
powerful, but unjust niggard or nitheling or one who transgressed against the gods, and are only available for PCs if the DM agrees, as they are not free-roaming
adventurers. This type of Huntsman is usually a former Ranger.
Some alternative titles:
Llwc Lleawc sword of lightning slaughter
Battle-hound of wrath
Llwch Llawwynniog of the striking hand
Loinnbheimionach of the mighty blows
Llainlloyg blade/sword warrior/hero
Gwalchmai hawk of May
Galehaut high prince
Ash-lord, Elm, Oak, etc.