Galan Tara

Galan Tara

Galan Tara - Ranger

History of Galan Tara (Ranger):

Galan Tara, a male Elven Ranger who wanders the Sword Coast hunting Trolls and their cohorts. Galan Tara and his family were taken by a tribe of Trolls while out hunting. The males were tortured and killed, while the females were repeatedly violated and eventually tortured and killed too.

An old Ranger, Ke Floran, rescued Galan from the Trolls and taught him the ways of the woods. Galan’s duty is to guard the Sword Coast and find the tribe of Troll’s who killed his entire family.

Galan Tara Journeying To Daggerford:

Galan Tara joined the Adventurers during their Caravan Adventure, travelling from Daggerford to The Way Inn and back.

Galan Tara – Ranger Class & Race Abilities:


Race Abilities:

  • Elven characters have 90% resistance to sleep and all charm-related spells.
  • When employing a bow of any sort other than a crossbow, or when using a short or long sword, Elves gain a bonus of +1 to their attack rolls.
  • An Elf can gain a bonus to surprise opponents, but only if the Elf is not in metal armour. Even then, the Elf must either be alone, or with a party comprised only of Elves or Halflings (also not in metal armour), or 90 feet or more away from his party (the group of characters he is with) to gain this bonus. If he fulfils these conditions, he moves so silently that opponents suffer a -4 penalty to their surprise die rolls. If the Elf must open a door or screen to attack, this penalty is reduced to -2.
  • Elven infravision enables them to see up to 60 feet in darkness.
  • Secret doors (those constructed so as to be hard to notice) and concealed doors (those hidden from sight by screens, curtains, or the like) are difficult to hide from elves. Merely passing within 10 feet of a concealed door gives an elven character a one-in-six chance (roll a 1 on 1d6) to notice it. If actively searching for such doors, elven characters have a one-in-three chance (roll a 1 or 2 on 1d6) to find a secret door and a one-in-two chance (Roll a 1, 2, or 3 on 1d6) to discover a concealed portal.

Ranger Class Abilities:

The Ranger is a hunter and woodsman who live by not only his sword, but also his wits. Robin Hood, Orion, Jack the giant killer, and the huntresses of Diana are examples of Rangers from history and legend. The abilities of the Ranger make him particularly good at tracking, woodcraft, and spying.

Table 18 - Ranger Abilities

* Maximum percentile score

** Maximum spell ability

The Ranger must have scores not less than 13 in Strength, 14 in Constitution, 13 in Dexterity, and 14 in Wisdom. The prime requisites of the Ranger are Strength, Dexterity, and Wisdom. Rangers are always good, but they can be lawful, neutral, or chaotic. It is in the Ranger’s heart to do good, but not always by the rules.

A Ranger who has Strength, Dexterity, and Wisdom scores of 16 or more gains a 10% bonus to the experience points he earns.

Although the Ranger can use any weapon and wear any armour, several of his special abilities are usable only when he is wearing studded leather or lighter armour.

Although he has the basic skills of a warrior, the Ranger also has several advantages.

When wearing studded leather or lighter armour, a Ranger can fight two-handed with no penalty to his attack rolls (see “Attacking with Two Weapons” in Chapter 9: Combat).

Obviously, the Ranger cannot use a shield when fighting this way. A Ranger can still fight with two weapons while wearing heavier armour than studded leather, but he suffers the standard attack roll penalties.

Galan Tara is a skilled woodsman. Even if the optional proficiency rules are not used, the Ranger has tracking proficiency. If the proficiency rules are used in your campaign, the Ranger knows tracking without expending any points. Furthermore, this skill improves by +1 for every three levels the Ranger has earned (3rd to 5th level, +1; 6th to 8th level, +2, etc.).

While wearing studded leather or lighter armour, the Ranger can try to move silently and hide in shadows. His chance to succeed in natural surroundings is given on Table 18 (modified by the Ranger’s race and Dexterity, as given on Tables 27 and 28). When attempting these actions in non-natural surroundings (a musty crypt or city streets) the chance of success is halved. Hiding in shadows and moving silently are not possible in any armour heavier than studded leather–the armour is inflexible and makes too much noise.

In their roles as protector of good,  Rangers tend to focus their efforts against some particular creature, usually one that marauds their homeland. Before advancing to 2nd level, every Ranger must select a species enemy. Typical enemies include Giants, Orcs, Lizard Men, TROLLS, or Ghouls; your DM has final approval on the choice. Thereafter, whenever the Ranger encounters that enemy, he gains a +4 bonus to his attack rolls. This enmity can be concealed only with great difficulty, so the Ranger suffers a -4 penalty on all encounter reactions with creatures of the hated type. Furthermore, the Ranger will actively seek out this enemy in combat in preference to all other foes unless someone else presents a much greater danger.

Galan Tara is adept with both trained and untamed creatures, having a limited degree of animal empathy. If a Ranger carefully approaches or tends any natural animal, he can try to modify the animal’s reactions. (A natural animal is one that can be found in the real world — a bear, snake, zebra, etc.)

When dealing with domestic or non-hostile animals, a Ranger can approach the animal and befriend it automatically. He can easily discern the qualities of the creature (spotting the best horse in the corral or seeing that the runt of the litter actually has great promise).

When dealing with a wild animal or an animal trained to attack, the animal must roll a saving throw vs. rods to resist the Ranger’s overtures. (This table is used even though the Ranger’s power is non-magical.) The Ranger imposes a -1 penalty on the die roll for every three experience levels he has earned (-1 at 1st to 3rd, -2 at 4th to 6th, etc.). If the creature fails the saving throw, its reaction can be shifted one category as the Ranger chooses. Of course, the Ranger must be at the front of the party and must approach the creature fearlessly.

For example, Beornhelm, a 7th-level Ranger, is leading his friends through the woods. On entering a clearing, he spots a hungry black bear blocking the path on the other side. Signalling his friends to wait, Beornhelm approaches the beast, whispering soothing words. The DM rolls a saving throw vs. rods for the bear, modified by -3 for Beornhelm’s level. The bear’s normal reaction is unfriendly, but Beornhelm’s presence reduces this to neutral. The party waits patiently until the bear wanders off to seek its dinner elsewhere. Later, Beornhelm goes to the horse market to get a new mount. The dealer shows him a spirited horse, notorious for being vicious and stubborn. Beornhelm approaches it carefully, again speaking soothingly, and mounts the stallion with no difficulty. Ridden by Beornhelm, the horse is spirited but well-behaved. Approached by anyone else, the horse reverts to its old ways.

Galan Tara can learn priest spells, but only those of the plant or animal spheres (see “Priest” later in this chapter), when he reaches 8th level (see Table 18). He gains and uses his spells according to the rules given for priests. He does not gain bonus spells for a high Wisdom score, nor is he ever able to use priest scrolls or magical items unless specially noted otherwise.

Galan Tara can build castles, forts, or strongholds, but do not gain any special followers by doing so.

At 10th level, Galan Tara attracts 2d6 followers. These followers might be normal humans, but they are often animals or even stranger denizens of the land. Table 19 can be used to determine these, or your DM may assign specific followers.

Like the Paladin, the Ranger has a code of behaviour.
A Ranger must always retain his good alignment. If the Ranger intentionally commits an evil act, he automatically loses his Ranger status. Thereafter he is considered a fighter of the same level (if he has more experience points than a fighter of his level, he loses all the excess experience points). His Ranger status can never be regained. If the Ranger involuntarily commits an evil act (perhaps in a situation of no choice), he cannot earn any more experience points until he has cleansed himself of that evil. This can be accomplished by correcting the wrongs he committed, revenging himself on the person who forced him to commit the act, or releasing those oppressed by evil. The Ranger instinctively knows what things he must do to regain his status (i.e., the DM creates a special adventure for the character).

Furthermore, Rangers tend to be loners, men constantly on the move. They cannot have henchmen, hirelings, mercenaries, or even servants until they reach 8th level. While they can have any monetary amount of treasure, they cannot have more treasure than they can carry. Excess treasure must either be converted to a portable form or donated to a worthy institution (an NPC group, not a player character).

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