Paths of the Ranger

Starting at 4th level a Ranger may begin to specialise and hone their skills in a variety of directions, or they may opt to stay as a generic “Ranger”.

The options open are:

* Generic Ranger – all rounder
* Pathfinder – Rapid travel in small groups
* Hunter – Improved tracking and combat abilities
* Scout – Reconnaissance and large group travel

Training in any of these options requires tuition, generally only available at formal “Rangers Guilds”, but individuals may be able to provide training in one specific path. Training generally costs around 30gp. Should the Ranger achieve 6th level, without any specialisation then he has lost the opportunity.

(There are other paths, but these need to be discovered)

## Generic Ranger

All normal Ranger rules apply, the Ranger will gain +1 Str, +1 Con or +1 Int (player choice) at 5th level and every 3 levels thereafter.

## Pathfinder

The Ranger abandons his latent spellcasting abilities to focus on small party wilderness travel, locating routes and shortcuts.

A party of up to 4 per level of Pathfinder gains bonuses to movement and exploring, provided they are following the Pathfinders travel directions.

Wilderness Travel: +10% +2%/Pathfinder level overland speed

Road/Track Travel: +5% + 2%/Pathfinder level overland speed

Urban Traverse: No benefit

Underground Travel: +5% + 1%/Pathfinder level overland speed

The Pathfinder gains Detect Traps as a Thief of the same level.

The Pathfinder gains Find Secret Doors on 2 in 6 (or adds to existing ability)

The Pathfinder gains +2 on saving throws versus poison or disease

Pathfinder gains +1 Dex, +1 Con or +1 Wis at 5th level and every 3 levels thereafter.

## Hunter

Specialising in tracking and combat, sometimes known as Bounty Hunters.

The Hunter loses the ability to cast MU spells at higher levels.

When tracking, the Hunter checks twice, and choses the most successful of the skill checks.

The Hunter can add an additional humanoid/monster class to their “Giant Class” list, every two levels. Human, Elf, Giants (of the Umar variety), Dwarf, Ariel, Maratasen, Lizardmen are all valid Humanoids, as are Dark Elves (DAP 8-4-22)

Hunters are extremely proficient with missile weapons and gain +2 to hit, with double damage on a natural 20 roll. In addition they are able to apply poison to missile weapons as if an assassin of equivalent level.

Hunters never attract followers.

Hunter gains +1 Str, +1 Dex or +1 Wis at 5th level and every 3 levels thereafter.

## Scout

The more military focussed version of a Pathfinder.

When employed in a scouting capacity by a military force of up to 100 per Scout level (multiple scouts can combine levels to improve capacity, but the lowest level Scouts movement/foraging benefit applied). The military force gains:

Wilderness Travel: +5% +2%/Scout level overland speed

+30% foraging capacity

Road/Track Travel: +5% + 1%/Scout level overland speed

+15% foraging capacity

With regards to military manoeuvres the force with superior Scouting ability (divided by army size) is likely to gain a significant advantage over an opposing force when both are mobile.

Scouts never attract followers.

Scouts lose the multiple attack bonuses that normally accrue at 8th and 15th level.

Hunter gains +1 Con, +1 Dex or +1 Int at 5th level and every 3 levels thereafter.