Ranger Changes and Kits

There are no changes to rangers in the current release, other than the implementation of spheres included in the core component.

Bowslinger

BOWSLINGER: The Bowslinger is the epitome of elven skill with the bow. If there is a difficult shot to make, he will make it. Whether the target can only be reached by firing through high winds or is totally concealed, the Bow Slinger is confident of his ability to make the shot.

Advantages:
- +1 THAC0 and damage with any missile weapon for every three levels of experience, slowing to every five levels once the bowslinger reaches 18th level
- Can achieve high mastery with any ranged weapon
- May use the 'Called Shot' ability once a day per four levels (starting at 4th level). When the bowslinger activates this ability, any shot made within the next 20 seconds gains +1 to both THAC0 and damage for every four levels of experience
- May use the 'Speed Shot' ability once a day per eight levels (starting at 8th level). When the bowslinger activates this ability, he makes one extra attack per round for five rounds
- May cast 'Detect Invisibility' once a day per six levels (starting at 6th level)

Disadvantages:
- Does not gain 'Charm Animal' as an innate ability
- -1 to damage with any melee weapon
- Can only become proficient with long swords, short swords and daggers
- Can not be proficient with any other melee weapon
- Cannot wear any metal armor

Feralan

The Feralan is also included in Unfinished Business--if the kit is installed by UB before Divine Remix this component will not install but the kit will work in the game fine.

FERALAN: What happens to children who wander in the wilderness and are never recovered? Or worse, those who are abandoned there? Many succumb to the dangers of the wild, but a fortunate few are taken in by animals, raised as a part of a lion's brood, or a wolf's litter. Cut off from civilization, they gradually take on the characteristics of the creatures who adopted them, forming some kind of unity with the spirit of the wild. In the process they become feralans, beings who combine the savagery of beasts with the intellect of man.

Feralans cannot be Lawful Good.

Advantages:
- +10% to stealth
- +1 to Armor Class for every 5 levels of experience (starting at 1st level)
- May use the 'Feral Rage' ability once a day per 10 levels. The enraged state lasts for 60 seconds, and grants a bonus of +2 to hit, damage, and AC, and immunity to charm, hold and fear, maze, imprisonment, stun and sleep. He also gains 15 temporary hit points
- May use the 'Call of the Wild' ability once a day. This unique ability summons an animal companion who will fight for the caster for 3 rounds + 1 round/level. More powerful creatures are summoned at higher levels.

Disadvantages:
- Becomes winded after Feral Rage. While he's winded he receives -2 to hit, -2 to damage and a +2 penalty to armor class
- Can only be proficient with bastard swords, long swords, short swords, two-handed swords, katanas, scimitars, halberds, flails and crossbows
- Cannot wear any armor or use large shields
- Maximum Charisma is 2 points lower than a standard member of the race

Forest Runner

FOREST RUNNER: Wherever a corrupt or oppressive regime holds power, there's bound to be a Forest Runner. Forest Runners rise in opposition to such regimes, living on the fringes of society, usually one step ahead of the law. They're criminals only in a technical sense, as they adhere to a personal code that compels them to wage war against greedy aristocrats and unjust rulers. While the powers-that-be view the Forest Runner as a lawless troublemaker, commoners see him as hero, perhaps their best hope against a tyrannical government.

Forest Runners cannot be Lawful Good.

Advantages:
- +5% to stealth
- Can achieve mastery with long bows, quarterstaffs, long swords, and daggers
- May use the 'Inspire' ability once a day per six levels (starting at 1st level). This unique ability boosts the morale and attack rolls of the Forest Runner's companions for 3 rounds.

Disadvantages:
- May not wear any metallic armor
- Can only be proficient with axes, two-handed swords, warhammers, and crossbows

Justifier

The Justifier is also included in Unfinished Business--if the kit is installed by UB before Divine Remix this component will not install but the kit will work in the game fine.

JUSTIFIER: Some expeditions are so demanding and some foes so dangerous that they require the attention of a highly trained specialist whose combat skills far exceed those of the typical ranger. Enter the Justifier, a master tactician whose military instincts, fighting versatility, and steely nerves places him in the first rank of elite warriors.

For a determined Justifier no job is too difficult, no enemy too formidable. Their proficiency with weapons gives them an edge in combat, though the smaller time devoted to magical training leaves them slightly lacking in that department.

Justifiers must be Lawful Good.

Advantages:
- +10% to stealth
- +1 to hit and +1 to speed factor for every 10 levels of experience

Disadvantages:
- Does not gain 'Charm Animal' as an innate ability
- Spell casting ability limited to:
'Cure Light Wounds' and 'Armor of Faith' once each per day from level 8
'Luck' and 'Remove Fear' once each per day from level 10
'Draw Upon Holy Might' once per day from level 12

Wilderness Runner

WILDERNESS RUNNER: There are rangers, and then there are rangers. Elves are uniquely connected with the rhythms of the forests, some more deeply than others. Only those who have chosen to become rangers may elect to become more fully part of the forest, casting aside the trappings of even elven society to serve the needs of the wood. They are called wilderness runners.

Advantages:
- +10% resistance to non-magical fire and cold
- Can achieve mastery with long bows and quarterstaffs
- May use the 'Enhanced Charm Animal' ability once a day per two levels (starting at 1st level). This unique ability replaces 'Charm Animal', lasting twice as long and affecting all animals in the vicinity
- Can set snares (starts at 20% and improves by 5% per level)

Disadvantages:
- May not wear any armor greater that studded leather
- Can only be proficient in flails, morningstars and warhammers
- Maximum Charisma is 2 points lower than a standard member of the race