At 10th level a ranger attracts followers as a fighter,
however this army is gathered only to help him on his quest to
destroy the menace which the hunter is constantly fighting (in
effect launching a mini-crusade). These followers arrive over
several months though the process can be hurried by petitioning
powerful lords or kings for troops. If the hunter does not
actively use his troops to battle his enemies, then they leave at
the same rate they came. However, if the hunter has a
stronghold, he will keep 40% of the troops and half of his elite
unit.
Experience Levels:
Level Hunter Hit Dice (1d10)
1 0 1
2 2,250 2
3 4,500 3
4 9,000 4
5 18,000 5
6 36,000 6
7 75,000 7
8 150,000 8
9 300,000 9
10 600,000 9+3
11 900,000 9+9
12 1,200,000 9+12
13 1,500,000 9+15
14 1,800,000 9+18
15 2,100,000 9+21
16 2,400,000 9+24
17 2,700,000 9+27
18 3,000,000 9+30
19 3,600,000 9+33
Level Hide in Move
Shadows Silently
1 10% 15%
2 15% 21%
3 20% 27%
4 25% 33%
5 31% 40%
6 37% 47%
7 43% 55%
8 49% 62%
9 56% 70%
10 63% 78%
11 70% 86%
12 77% 95%*
13 85% 95%
14 95%* 95%
* Maximum attainable
Trailing Proficiency (from the Complete Theives' Handbook)
1 slot, Dexterity, special modifiers.
Trailing resembles tracking, except tracking is associated
cheifly with the wilderness, and trailing typically is used in
major urban centers (ie. cities and large towns). It is the
talent of trailing someone-of keeping a certain distance or even
catching up to them even though they may be attempting to blend
into the crowd or at least get lost in the confusion of a street
full of people.
A proficiency check is first made to see if the theif is
able to trail without being noticed. If the person followed has
the alertness proficiency, then the theif suffers a -5 penalty.
If the theif is noticed the person being followed may
attempt to evade. To keep from losing the trail the theif must
make another proficiency check. A modifier from -3 to +3
(varying from first time in a foreign city or the theif's home
neighborhood) may be used, if the DM so chooses to reflect how
well the theif knows the area.
The DM should feel free to use situational modifiers on
these rolls. For example if a street is relatively clear the
theif should get a -1 or -2 on an attempt to follow unnoticed,
but a +1 or +2 if he has been seen and is chasing aftr his
subject. The opposite numbers could be used for exceptionally
crowded situations or at night.
Example: Juliana is trailing an NPC through the
imperial capital, because she suspects that he is spying for a
rival employer and has information that might be valuable for
her. It is nighttime on a nearly deserted street. The DM
informs Juliana of this, and says that she'll have trouble going
unnoticed (-2 modifier on her first rule, he rules, but does not
tell her); but if her quarry does spot her, he'll be easier to
chase. (+2) The DM also decides that Juliana has been in the
capital on this job enough that she's fairly familiar with the
streets and alleys so will suffer no penalty on that account.
However, unbenownst to Juliana, the spy she follows has both
alertness(-5) and trailing (-3) proficiencies. This means that
her first roll has an adjustment of -10; if it fails the second
will have an udjustment of -6. Juliana's dexterity is 17. She
needs to roll 7 or lower on her first roll, but gets a 13 and
fails. "The man has spotted you," says the Dungeon Master. "He
speeds up and ducks around a corner, into an alley." Juliana
follows; to keep from losing him she needs to get an 11 or lower.
She rolls an 11, just barely making it. "The alley is empty-you
are about to rush through the next street when you spot a flash
of red, like the man's coat, and hear steps up a staircase in the
building to your right.