Ranger's Attributes

      Each time a player advances levels, some of their attributes will automatically raise, these are listed in the chart below.  Other ways to raise these are through magical equipment, spells, or rigorous training. The 'd' means die roll, a 5d10 would be 5-50. Saving Throws are on a 1-99 percent scale, with the first number being the base stat, or what your class starts at level 1 with.  The second number is the points per level that saving throw raises.  Remember to include constitution bonuses when calculating your attributes. Refer to the Races' Attribute Chart to view your starting attributes based on race. Click on the name of the attribute to view more information on them. View your class's attributes compared to other classes.

      Being protectors of the weak, Rangers themselves are quite protected by their attributes, and will spend a great deal of their free time practicing breathing techniques, flexing, strengthening their mana, or otherwise excersising themselves.  Rangers gain large amounts of health, mana and movement.  Their THACOs are slightly better then average, and the protection Rangers gain against special attacks is comparable only to Paladins, who gain blessings directly from their deities.
       

       Health  Mana Mana Bonus  Movement  THACO  Save vs. Paralysis  Save vs. Fire  Save vs. Poison  Save vs. Breath Weapon  Save vs. Spells
      7d10 10 1.5 x level of ranger 1d3 3 15 (+1) 15 (+1) 15 (+1) 15 (+1) 15 (+1)


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