Post by bestialwarlust on Mar 20, 2015 15:54:16 GMT -5
Normally I don't like to make a whole bunch of classes I think the core classes in OD&D and Delving Deeper (the version I use) can cover what a players wants with the appropriate background and role-play. However for some of the more iconic D&D classes I've made a conversion of them for how I like them to work in my version of OD&D. To me that's keeping in the spirit of the original play it how you want it at your table. I try to keep it as simple as possible, I try to model it after the Greyhawk paladin in simplicity. So here's version I came up with. I was never enamored of the SR or 1st edition much because of the spell casting, but there's nothing wrong with that version if you like it.
The Ranger
Prime Requisite: Constitution
There are outdoorsman and then there are rangers. The ranger is the ultimate woodsman and outdoorsman. Rangers can use all melee and missile weapons as a Fighter, and can wear any armor, though they usually prefer leather for ease of mobility. Rangers prefer to travel light for ease of wilderness survival most will only keep enough money for when they visit local towns and villages. They have use of all weapons and light armors.
Tracking and Wilderness Lore At 1st level and thereafter all rangers gain an almost supernatural ability to track. Whether going down a normal passage or in the wilderness the ranger can follow signs left behind on a 4 in 6 chance (3+), with tracks that are over a week old the chance drops to 2 in 6 (5+). Rangers also have exceptional wilderness survival and can survive on 1/2 the rations of other classes for up to 14 days without threatening consequences. For each ranger level gained, the character can last an additional day without harm.
Giant Slayer/Goblin Against giant class creatures (ogres, etc..) and goblinoid (orcs, goblins, hobgoblins and bugbears) rangers add +1 to damage rolls against those creatures.
Advanced Bow Combat and Wilderness Combat Starting at 3rd level a ranger can split move and fire with a bow (as the elf). They can also fire into melee with only a 1 in 20 chance of hitting random target on a miss. Using camouflage a ranger can become invisible in natural surroundings and remain so until he attacks.
Spell Like Abilities starting at 5th level rangers have developed abilities that appear magical at times.
1. A ranger can neutralize poison as long as the ranger is in a familiar wilderness area the ranger can gather plants to remove the effects of any poison.
2. When moving alone or with other rangers in a wilderness setting they can pass without trace. Leaving no sign of their presence.
3. They cannot be surprised by others in the wilderness. In dungeons, they can only be surprised on a roll of 1.
The Ranger
Prime Requisite: Constitution
There are outdoorsman and then there are rangers. The ranger is the ultimate woodsman and outdoorsman. Rangers can use all melee and missile weapons as a Fighter, and can wear any armor, though they usually prefer leather for ease of mobility. Rangers prefer to travel light for ease of wilderness survival most will only keep enough money for when they visit local towns and villages. They have use of all weapons and light armors.
Tracking and Wilderness Lore At 1st level and thereafter all rangers gain an almost supernatural ability to track. Whether going down a normal passage or in the wilderness the ranger can follow signs left behind on a 4 in 6 chance (3+), with tracks that are over a week old the chance drops to 2 in 6 (5+). Rangers also have exceptional wilderness survival and can survive on 1/2 the rations of other classes for up to 14 days without threatening consequences. For each ranger level gained, the character can last an additional day without harm.
Giant Slayer/Goblin Against giant class creatures (ogres, etc..) and goblinoid (orcs, goblins, hobgoblins and bugbears) rangers add +1 to damage rolls against those creatures.
Advanced Bow Combat and Wilderness Combat Starting at 3rd level a ranger can split move and fire with a bow (as the elf). They can also fire into melee with only a 1 in 20 chance of hitting random target on a miss. Using camouflage a ranger can become invisible in natural surroundings and remain so until he attacks.
Spell Like Abilities starting at 5th level rangers have developed abilities that appear magical at times.
1. A ranger can neutralize poison as long as the ranger is in a familiar wilderness area the ranger can gather plants to remove the effects of any poison.
2. When moving alone or with other rangers in a wilderness setting they can pass without trace. Leaving no sign of their presence.
3. They cannot be surprised by others in the wilderness. In dungeons, they can only be surprised on a roll of 1.