Ranger
The following changes apply to Rangers from 2nd edition rules.
1. Rangers will begin 1st level with 2D8 hit points. The Ranger also earned double their constitution
bonus to hit points for level one if they qualify (level 1 only). This accounts for the extreme
toughness of early training and Athleticism
2. Rangers will gain 1D8 hit points per level, and will continue to get D8 hit dice until 11th level, for a
total of 12 hit dice. Note that by level 11, Rangers have equal hit point potential from hit dice as
other warrior classes. Rangers are just front loaded at the beginning.
3. Rangers may learn weapon focus.
4. Rangers gain the Animal lore non weapon proficiency as a free slot.
5. Rangers gain the Survival non weapon proficiency as a free slot (One free environment).
6. Rangers may begin casting spells at first level. They earn 1d4 mana per level up to 9th. After 9th level, rangers get 1 mana per level.
7. Rangers gain a bonus of 1 to their movement rate per hit dice, up to maximum hit dice level. Note that rangers get 2 hit dice at level one, and eventually cap out at 12 hit dice at level 11.
8. Rangers will not be subject to action restrictions before and after a double move. they are one of two classes that can take any action before and after a double move. This will allow a ranger with a bow to "kite" with their ranged weapon (attack), like they do in many fan fiction games.
1. Rangers will begin 1st level with 2D8 hit points. The Ranger also earned double their constitution
bonus to hit points for level one if they qualify (level 1 only). This accounts for the extreme
toughness of early training and Athleticism
2. Rangers will gain 1D8 hit points per level, and will continue to get D8 hit dice until 11th level, for a
total of 12 hit dice. Note that by level 11, Rangers have equal hit point potential from hit dice as
other warrior classes. Rangers are just front loaded at the beginning.
3. Rangers may learn weapon focus.
4. Rangers gain the Animal lore non weapon proficiency as a free slot.
5. Rangers gain the Survival non weapon proficiency as a free slot (One free environment).
6. Rangers may begin casting spells at first level. They earn 1d4 mana per level up to 9th. After 9th level, rangers get 1 mana per level.
7. Rangers gain a bonus of 1 to their movement rate per hit dice, up to maximum hit dice level. Note that rangers get 2 hit dice at level one, and eventually cap out at 12 hit dice at level 11.
8. Rangers will not be subject to action restrictions before and after a double move. they are one of two classes that can take any action before and after a double move. This will allow a ranger with a bow to "kite" with their ranged weapon (attack), like they do in many fan fiction games.