Topic: LotFP: Rangers

This also got posted over on rpg.net. I'm posting it here because this seems to be the place to be for LotFP.

Now that you've all endured my mad rhymes on to... The Ranger.

I wanted a class that sat squarely between the Fighter and the Specialist. Sort of a Fighter that could do stuff. Or a Specialist that could fight a little better. Hence, the Ranger.

I didn't want a class that would violate either the Fighter or the Specialist too badly. But I thought it wouldn't be too hard to "multi-class" the two and come up with something a little different.

Level | XP | Hit Points | Skill Points
1 | 0 | 1d6 | 2
2 | 1,800 | +1d6 | +1
3 | 3,600 | +1d6 | +1
4 | 7,200 | +1d6 | +1
5 | 14,400 | +1d6 | +1
6 | 28,800 | +1d6 | +1
7 | 57,600 | +1d6 | +1
8 | 115,200 | +1d6 | +1
9 | 230,400 | +1d6 | +1
10 | 345,600 | +2* | +1
11 | 460,800 | +2* | +1
12 | 576,000 | +2* | +1
13+ | 115,200/lvl | +2*/lvl | +1/lvl

Rangers get Parry at AC +4 and Defensive Fighting. Rangers do not get Press. But they can get a +8 to attacks with a bow after spending a round Aiming (instead of the normal +4).

Rangers cannot put points in the following Skills: Sleight of Hand, Sneak Attack and Tinkering. 

Rangers can put points into the Two Weapon Fighting skill regardless of what their Dexterity is. A Ranger cannot put more than 4 points in the Two Weapon Fighting skill.

A Ranger must choose a type of terrain: Swamp, Desert, Jungle, Forest, etc. A Ranger is at +1 to all skills for Foraging and Stealth in his chosen terrain. A party with a Ranger in it can only get lost on a roll of 2 on 2d6 in that Ranger's chosen terrain. A Ranger cannot choose "Dungeon" as a type of terrain.

Rangers also get a Track skill and receive a +1 when tracking in their chosen terrain.

Saving Throws
Level: Paralyze | Poison | Breath Weapon | Magical Device | Magic
1-4: 14 | 12 | 14 | 14 | 15
5-8: 12 | 10 | 12 | 13 | 13
9-12: 10 | 8 | 8 | 11 | 10
13-16: 8 | 6 | 6 | 9 | 7
17+: 6 | 5 | 4 | 7 | 6

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House Rules for Two-Weapon Fighting

Two Weapon Combat
These rules replace the "Two Weapon Combat" rules on pg. 87 of the rules.

To get any benefit out of wielding a weapon in both hands, a character must have a Dexterity score of 11 or higher. A character receives a +1 to AC when wielding two-weapons and may choose which weapon to roll damage with on a successful attack.

A character with a Dexterity less than 11 should use the Two-Weapon Combat rules listed in the book.

Two Weapon Fighting (Skill)
A character with a 13 or higher in Dexterity may take the Two-Weapon Fighting skill. It starts out as 1/6 like other skills. The Two Weapon Fighting skill can never exceed the character's Dex bonus. So a character with a 17 Dexterity can have 1/6 or 2/6 in Two-Weapon Fighting. But not 3/6. To use, Two-Weapon Fighting roll a d6 along with the attack die. If the attack is successful, check the d6. If the d6 is a successful skill roll, add the result to the damage of the attack.

So a Specialist with 3/6 in Two-Weapon Fighting rolls an 18 on his attack roll and a "2" on his Two-Weapon Fighting skill roll. Assuming an 18 was a successful attack, he would add +2 to his damage.

One cannot use the Two-Weapon Fighting skill and benefit from the Two-Weapon Combat AC bonus in the same round.