Drow Ranger
Drow class — see Classes for the full list.
| Prime Requisite: | DEX and CON |
|---|---|
| Requirements: | INT 9 and WIL 9 |
| Hit Dice: | 1d6 |
| Maximum Level: | 12 |
Drow rangers are experts in archery and woodcraft, who patrol the borders of drow lands and secure new territory for their people. Unlike spellswords, drow rangers learn a mix of arcane and divine magic, while mastering neither. In Sair, drow rangers worship Numilvara, and use her blessings to keep its people safe.
Drow Ranger Level Progression / Arcane Spell Progression / Divine Spell Progression
| Experience | Title | Level | Hit Dice | Missile Damage Bonus | Caster Level | 1 | 2 | 3 | 4 | Caster Level | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | Archer | 1 | 1d6+1 | +1 | 0 | 0 | - | - | - | - | - | - | - | - | - |
| 2,800 | Rover | 2 | 2d6 | +1 | 1 | 1 | - | - | - | 1 | 1 | - | - | - | - |
| 5,600 | Forester | 3 | 3d6 | +2 | 1 | 1 | - | - | - | 2 | 2 | - | - | - | - |
| 11,200 | Courser | 4 | 4d6 | +2 | 2 | 2 | - | - | - | 2 | 2 | - | - | - | - |
| 22,400 | Patroller | 5 | 5d6 | +2 | 2 | 2 | - | - | - | 3 | 2 | 1 | - | - | - |
| 44,800 | Keeper | 6 | 6d6 | +3 | 3 | 2 | 1 | - | - | 4 | 2 | 2 | - | - | - |
| 90,000 | Protector | 7 | 7d6 | +3 | 4 | 2 | 2 | - | - | 5 | 2 | 2 | 1 | - | - |
| 180,000 | Steward | 8 | 8d6 | +3 | 5 | 2 | 2 | 1 | - | 7 | 2 | 2 | 2 | 1 | - |
| 350,000 | Ranger | 9 | 9d6 | +4 | 6 | 2 | 2 | 2 | - | 7 | 3 | 2 | 2 | 1 | - |
| 520,000 | Ranger, 10th Level | 10 | 9d6+2 | +4 | 6 | 3 | 2 | 2 | - | 8 | 3 | 2 | 2 | 2 | - |
| 690,000 | Ranger, 11th Level | 11 | 9d6+4 | +4 | 7 | 3 | 2 | 2 | 1 | 9 | 3 | 2 | 2 | 2 | 1 |
| 860,000 | Ranger, 12th Level | 12 | 9d6+6 | +5 | 8 | 3 | 3 | 2 | 2 | 9 | 4 | 3 | 3 | 2 | 1 |
Drow Ranger Saving Throws and Attack Bonus
| Level | Paralysis | Death | Blast | Implement | Spells | Attack Bonus |
|---|---|---|---|---|---|---|
| 1 | 13+ | 13+ | 15+ | 16+ | 16+ | +0 |
| 2-3 | 12+ | 12+ | 14+ | 15+ | 15+ | +1 |
| 4 | 11+ | 11+ | 13+ | 14+ | 14+ | +2 |
| 5-6 | 10+ | 10+ | 12+ | 13+ | 13+ | +3 |
| 7 | 9+ | 9+ | 11+ | 12+ | 12+ | +4 |
| 8-9 | 8+ | 8+ | 10+ | 11+ | 11+ | +5 |
| 10 | 7+ | 7+ | 9+ | 10+ | 10+ | +6 |
| 11-12 | 6+ | 6+ | 8+ | 9+ | 9+ | +7 |
Combat Characteristics
Combat Proficiencies: Rangers have weapon proficiency with all missile weapons and with all tiny, small, and medium melee weapons. They have armor proficiency with medium, light and very light armor. They have fighting style proficiency with the dual weapon, two-handed weapon styles, and the weapon and shield style.
Combat Progression: Rangers advance in attack throws and saving throws as fighters, by two points every three levels. They increase their base damage roll from successful missile (but not melee) attacks by +1 at 1st level, and by an additional +1 at 3rd, 6th, 9th, and 12th level. They can cleave after felling a foe a maximum of once per round per class level.
Starting Class Powers
Accuracy: Constant practice with missile weapons, combined with the keen senses of the drow, grants rangers a +1 bonus to attack throws with all missile weapons.
Natural Stealth: As hunters and wilderness scouts, rangers are naturally sneaky. Opponents suffer a -2 penalty to surprise rolls when encountering an explorer approaching from outside line of sight or lying in wait in cover or darkness.
Tracking: All rangers gain Tracking as a bonus proficiency.
Animal Reflexes: Rangers react to danger as fast as a deer to a wolf. A trailblazer gains a +1 bonus to initiative and a +1 bonus to avoid surprise.
Natural Attunement: Drow rangers are adept at training and communicating with the creatures that inhabit their wilderness, be it surface or subterranean. The drow ranger may choose either Beast Friendship or Vermin Friendship, as a bonus proficiency.
Additional Class Powers
Arcane Magic (2nd): Drow rangers learn and cast arcane spells. However, they are not as devoted to the arcane arts as mages, so their caster level and progression are at a slower rate. The ranger’s arcane caster level, and the number and levels of spells the ranger can cast in a single day, are listed on the Ranger Spell Progression table. Like a mage, the ranger’s spell selection is limited to the spells in his repertoire. A ranger’s repertoire can include up to the number and level of spells listed for his level, increased by his Intellect bonus. The character can cast spells in any armor he is proficient with.
Divine Magic (2nd): As devotees of Numilvara, drow rangers learn and cast divine spells. However, they spend less time in worship than clerics, and as such they progress at a slower rate. The ranger’s divine caster level, and the number and levels of spells the ranger can cast in a single day, are listed on the Ranger Spell Progression table. The spells available in a ranger’s divine repertoire can be found in Spells.
Minor Divine Magical Research (7th): The ranger can scribe divine scrolls and brew potions based on divine spells as a cleric of his caster level.
Minor Arcane Magical Research (8th): The ranger can research arcane spells, scribe arcane scrolls, and brew potions based on arcane spells as a mage of his caster level.
Murkwood Glen: At 9th level, a ranger who establishes a murkwood glen in a forested or jungle setting can attract followers. See Campaigns and/or bother your Judge for more details.
Major Magical Research (12th): The ranger can create more powerful magic items such as weapons, rings, and staffs based on his divine spellcasting ability, as a cleric of his caster level.
Code Of Behavior
In order to use divine spells, the ranger must uphold the strictures of his order:
-
The ranger must spend one hour (six turns) in prayer on the worship days of Numilvara (one day out of every seven).
-
The ranger must defend Sair’s natural resources from excessive exploitation or impure predation.
If a ranger ever violates the strictures of his faith, Numilvara might impose penalties upon him. These penalties are entirely up to the Judge. The usual penalty is disfavor (see Conditions), but might include a reduction in spells available or even a loss of all ranger powers altogether. To remove the penalties, the ranger will have to atone for his violation by, e.g., sacrificing treasure, undertaking quests, or even receiving an atonement spell from a powerful caster of her order (Judge’s discretion).
Racial Traits
Arachnid Affinity: Drow characters can take Vermin Husbandry as a general proficiency.
Attuned Senses: Drow get +1 to avoid surprise in darkness or dim light. Additionally, they can search or listen on an Adventuring proficiency throw 14+. If separately proficient in searching, they instead gain a +2 bonus to searching. If separately proficient in listening, they instead get a +4 bonus on that skill.
Drow Magic: Drow are able to cast tenebrosity once per hour. The character’s caster level is equal to her class level.
Drow Resistances: Drow have a certain level of innate resistances based on their Xen’drik heritage. The target numbers for their saving throws versus death and spells are reduced by 1 each. (These adjustments are already factored into the table above). Additionally, they gain +1 to their HD rolls at 1st level and are immune to diseases caused by undead.
Languages of the Dark: Drow are conversant in the Drow, Goblin, Orc, and Giant, in addition to Common and any languages selected at character creation. Drow with bonus languages from high intellect or from proficiency choices may learn a secret Drow sign language as one of their choices.
Class Proficiencies
Proficiency Progression: At 1st level, rangers gain one class proficiency from their class proficiency list and one general proficiency from the general proficiency list (as indicated by the template rolled). They select an additional class proficiency at 3rd, 6th, and 9th level. They select an additional general proficiency at 5th and 9th level.
Drow Ranger Proficiency List: Alertness, Ambushing, Beast Friendship, Blind Fighting, Climbing, Combat Trickery (disarm, incapacitate, knock down), Eavesdropping, Endurance, Fighting Style Specialization, Land Surveying, Mapping, Mountaineering, Naturalism, Navigation, Passing Without Trace, Precise Shooting, Riding, Running, Skirmishing, Sniping, Survival, Swashbuckling, Tracking, Trapping, Wakefulness, Vermin Friendship, Weapon Finesse, Weapon Focus
Ranger Templates
| 3d6 | Template | Proficiencies | Starting Equipment |
|---|---|---|---|
| 3 – 4 | Cavern Wanderer | [[Blind Fighting | Blind-Fighting]] Caving Vermin Friendship |
| 5 – 6 | Scorpion Trapper | Ambushing Trapping Vermin Friendship | Well-oiled longbow, quiver with 20 arrows, spear, gracefully curved short sword, dagger, leather armor, hooded cloak, wool tunic and pants, embossed leather belt, sturdy low boots, backpack, tinderbox, 12 torches, 2 weeks’ iron rations, 2gp (enc 8 st) |
| 7 – 8 | Mariner | Swashbuckling Seafaring Beast Friendship | Short bow, quiver with 20 arrows, gracefully curved short sword, leather armor, mariner’s tunic and pants, silk sash, embroidered high boots, backpack, 50’ rope, grappling hook, tinderbox, 12 torches, wineskin, 2 weeks’ iron rations, 7gp (enc 8 1/6 st) |
| 9 – 10 | Hunter | Weapon Focus (bows/crossbows) Tracking Beast Friendship | Sturdy longbow, quiver with 20 arrows, leaf-headed spear, gracefully curved short sword, dagger, scale armor, wind-battered fur cloak, wool tunic and pants, leather belt, low boots, leather gloves, backpack, lantern, tinderbox, 3 flasks of common oil, blanket, 12 iron spikes, small hammer, wineskin, 1 week’s iron rations (enc 10 st) |
| 11 – 12 | Woodland Stalker | Precise Shooting Naturalism Beast Friendship | Composite bow, quiver with 20 arrows, net, gracefully curved sword, chain mail armor, hooded cloak, dark tunic and pants, leather belt, high boots, backpack, 50’ rope, flask of military oil, tinder box, 6 torches, 1 week’s iron rations, 12gp (enc 10 st) |
| 13 – 14 | Underscout | Alertness Survival Vermin Friendship | Composite bow, quiver with 20 arrows, 2 gracefully curved short swords, hand axe, chain mail armor, grey-green traveler’s cloak, wool tunic and pants, leather belt, high boots, backpack, 50’ rope, grappling hook, tinder box, 6 torches, 1 week’s iron rations, 2gp (enc 9 2/6 st) |
| 15 – 16 | Falconer | Skirmishing Animal Training Beast Friendship | Composite bow, quiver with 20 arrows, leaf-headed spear, gracefully curved short sword, round wooden shield, chain mail armor, forest green cloak, traveler’s tunic and pants, embossed leather belt, low boots, backpack, 1lb garlic, tinderbox, 6 torches, 2 trained hawks, 1 week’s iron rations, 5gp (enc 10 st) |
| 17 – 18 | Mounted Archer | [[Fighting Style Specialization | Fighting Style Spec.]] (missile) Riding Beast Friendship |
Spells
The drow ranger is both a studious arcane caster (choose from the whole Arcane Spell List) and a prayerful divine caster (fixed repertoire below). See Magic and Spellcasting for how repertoires work.
Drow Ranger Divine Spell Repertoire
Imported verbatim from the ACKSBERRON MAGIC AND SPELLS repertoire tables. Spell types are abbreviated as on the Divine Spell List (
heahealing,proprotection,encenchantment, ...).
| Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | |
|---|---|---|---|---|---|
| 1 | Call of the Wolf sum | Bewitch Beast enc | Avian Messenger sum | Create Water elm(water)), eso | Lay of the Land det |
| 2 | Discern Humanity* det | Delay Poison hea | Cure Disease* hea | Cure Serious Injury* hea | Safe Travels trn |
| 3 | Locate Animal or Plant det | Noiselessness ill | Cure Major Injury* hea | Indiscernibility prot | Scry det, eso |
| 4 | Predict Weather det | Speak with Beasts det | Growth, Beast trn | Neutralize Poison* hea | Speak with Plants det, eso |
| 5 | Purify Food and Water* eso | Swift Sword mov | Swift Sword, Sustained mov | Protection from Temperature pro | Summon Insect Plague sum |