Rangers

A few changes to the Ranger class.

Since Orcs do not exist on Titan, the race is not part of the Giant Class creatures that Rangers gain bonuses in fighting.

Only Rangers from the Order of the Oak (see below) will gain Druidic spell ability at 8th level  HOWEVER, any Ranger may gain Magic User spell ability at 9th level.

Rangers may be True Neutral in alignment.  They may never be evil in alignment.

 

Origin of Rangers
It is recorded by sages that the first Rangers were trained by the Elves to assist in the Goblin Wars.  Since those distant days the skills of Rangers have been passed on and spread through most of Titan.  Most Rangers are trained by other Rangers, it is largely (but not exclusively) a ‘parent to child’ career path.  Rangers can be of any religion, however, only Druidic trained Rangers, who are part of the Order of the Oak, will be able to learn Druid spells at 8th level.

 

The Order of the Oak
This ancient Order has long been the Guardians of Druids, Druidic Faithful and the Sacred Groves.  Like non order Rangers, most members learn their craft from family, but also with the supervision and guidance of a Druid.  Rangers of the Order are mostly free to pursue their own activities, but are always on call from the Druids and are bound by Oath to protect the Faithful with their skills and further the Cause of maintaining the Balance of Life. 
A Ranger of the Order has a duty to answer a call from a Druid or pleas from the Faithful, and to protect a Grove as well as intervene (or seek Druidic aid) in matters that seem to be a despoiling of the natural balance. 
Rangers of the Order donate their excess wealth to a Grove or Groves.
When serving the Order and the Cause, Rangers may ignore the restrictions on how many may operate together. (For the duration of the task or mission.)
Rangers of the Order may be True Neutral or of Good alignment.

Rangers of the Order may expect (reasonable) aid from Druids and members of the Faithful in times of need or when serving the Cause.

TRACKING

It is possible for anyone to learn the basics of tracking. Characters with Hunting or Trapping or Woodsman as a Secondary Skill are able to track. But Rangers excel at the skill.

Base Chance to Tracking

Tracker

Base Chance

Adjustment per Level

Ranger

30%

+15%

Woodsman/Hunter/Trapper

15%

+10%

Everyone else

10%

+5%

Tracking is principally used in outdoor situations, although there are conditions underground (“indoors”) which will enable a ranger to track a creature. NOTE: Only rangers have a chance to track indoors.

The base chance can rise as high as 110% but can never exceed that figure. Note that, even in such a case, the adjusted chance can drop below 100% if negative modifiers are taken into account. An adjusted chance of greater than 100% is treated as 100%; that is, the trail can be followed for as long as the current conditions (terrain, number of creatures being tracked, etc.) apply.

TRACKING MODIFIERS

Outdoor Tracking

Terrain is soft enough to hold impressions (footprints, pawprints, etc.) of creature being tracked. . . . . . . . . . . . . . . . . . .+ 25%

Terrain allows occasional marks or obvious signs of passage (broken twigs, bent grass, etc.) . . . . . . . . . . . . . . . . . . + 10%

Terrain allows only infrequent signs of passage due to rock, water, wind, other creatures crossing or over tracking, etc.. . . . . . . . . . . . . . . . . . . . . . .0%

Terrain prevents all but the minutest traces of passage . . . . . . . . . .-50%

For each creature beyond the first in the group being racked . . . .+2%

For every 12 hours elapsed since the trail was made. . . . . .-5%

For every hour of precipitation that has fallen on the trail between tracker and quarry . . . . . . . . . . . . . . . . ..-25%

If intelligent efforts are made to hide the trail, consider the terrain modifier to be of the next lower category (e.g., down from + 20% to + 10%). If the terrain modifier was already of the -50% category, then tracking is impossible.

 

Indoor Tracking: Rangers ONLY

Tracking indoors is impossible if the ranger has never observed some distinguishing feature about the tracks of the creature to be tracked, or if the ranger does not observe the quarry making the trail and then follow the tracks within a reasonable period of time, typically 10-30 minutes.

Base chance is the same as that for outdoor tracking.

Surface condition modifiers:

Dirt floor, or unused and dusty area . . . . . . . . . . . . . . . . . .+ 20%

Wooden floor, or area which allows some occasional indication of passage ………0%

Stone floor which prevents all but the minutest traces of passage .. . . . -50%

 

For each creature beyond the first in the group being tracked. ……………+2%

For passing over an area where other creatures cross or over track trail .-50%

If intelligent efforts are made to hide the trail, including passing through a secret door, consider the surface condition modifier to be of the next lower category. If the surface condition modifier was already of the -50% category, then tracking is impossible.

Light condition, outdoors or indoors: All tracking is assumed to be done under conditions of good illumination -daylight or the equivalent (a continual light spell, for instance). The movement rate of a tracker while tracking is somewhat slowed even under optimum conditions; in even poorer conditions (of light, or of the quality of the trail, or both), the tracker’s movement rate may be reduced drastically.

NOTE: Unless the tracker is working alone or with others of similar movement rates, the ‘normal’ is that of the slowest member of the party.

Movement rate while tracking:

Obvious tracks, good illumination . . . . . . . . . . . . . ..3/4 of normal

Obvious tracks, poor illumination. . . . . . . . . . . . . . ..2/3 of normal

Occasional tracks, good illumination . . . . . . . . . . . ..1/2 of normal

Occasional tracks, poor illumination . . . . . . . . . . . . .1/2 of normal

Faint tracks, good illumination. . . . . . . . . . . . . . . . ..1/2 of normal

Faint tracks, poor illumination . . . . . . . . . . . . . . . . ..1/2 of normal

Definitions:

Obvious = 71% or better chance to track.

Occasional = 31% to 70% chance to track.

Faint = 30% or less chance to track.

Poor illumination = anything less than daylight and greater than total darkness.  Torches, lantern, etc.  Tracking is not possible in total darkness unless some non-visual evidence is available (scent, etc.).

Good illumination = Daylight or a Continual Light source at hand.

Track Identification

Generally speaking, when the tracks are those of Common woodland creatures or creatures of the area that the Ranger/Hunter/Trapper or Woodsman is familiar with, as well as human foot prints, identification is automatic. The same is true with regards to number and direction of travel. For anyone else who has, or is, learning to track then identification of tracks can only occur if the attempt to track is successful and the chance for successful identification is the same as for tracking.

ONLY a Ranger can identify uncommon, rare and very rare woodland creatures and humanoid/demi human or monster tracks, and that can only occur if the attempt to track is successful and the chance for successful identification is the same as for tracking.

ONLY a Ranger/Hunter/Trapper or Woodsman has the ability to determine the

general size and weight of humans.

ONLY a Ranger has the ability to determine the size and numbers of mounted creatures (for instance, if a horse is carrying more than one rider)

ONLY a Ranger/Hunter/Trapper or Woodsman can determine time of passage and that can only occur if the attempt to track is successful and the chance for successful identification is the same as for tracking.

ONLY a Ranger has the ability to determine the size and numbers of mounted creatures (for instance, if a horse is carrying more than one rider)