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I NTRODUCTION
C REDITS
A UTHORS :
James Maliszewski (Chapters 1–3)
and Rhiannon Louve (Chapters 4–6)
F RONT & B ACK C OVER D ESIGN :
Mike Chaney and Matt Milberger
D EDICATION
To R.K. Milholland and Something Positive , for the fantastic
laughs and acerbic wit. I’m never sure whether to laugh or be appalled
by your work, man, which must mean that it’s just that good.
A DDITIONAL M ATERIAL :
Joseph D. Carriker, Jr., Adam Eichelberger,
James Maliszewski, Blaine Seitz
G ROVELSOME A POLOGIES
To James Maliszewski , for leaving his name out of the Addi-
tional Materials section of the Player’s Guide to Wizards, Bards and
Sorcerers and the Player’s Guide to Fighters and Barbarians . Mea
culpa, mea culpa, mea maxima culpa.
D EVELOPER :
Joseph D. Carriker Jr.
E DITOR :
Anita Hager
S PECIAL T HANKS
To Burt Jackson , for the Contacts rules.
To E. Deirdre Brooks , for Enkili’s knucklebones.
To Anthony Pryor , for general roguish ideas.
M ANAGING E DITOR :
Andrew Bates
A RT D IRECTOR :
Rich Thomas
G ROVELSOME A POLOGIES R EDUX
To Ethan Skemp , Michael Gill and Kevin Kulp for
crediting them the wrong chapters in the Players Guide to
Wizards, Bards and Sorcerers. The correct credits should be:
Ethan Skemp (Chapters 1–2), Michael Gill (Chapters 3–
4) and Kevin Kulp (Chapters 5–6)
Mea culpa, mea culpa, mea maxima culpa.
L AYOUT AND T YPESETTING :
Mike Chaney
C OVER A RTIST :
Michael Phillipi
I NTERIOR A RTISTS :
David Day, Nate Pride, Grey Thornberry, & Tim Truman
Check out upcoming Sword and Sorcery Studio
products online at: http://www.swordsorcery.com
Distributed for Sword and Sorcery Studio by White Wolf Publishing, Inc.
This printing of Player’s Guide to Rangers and Rogues is published in accordance with the Open Game License. See the Open Game
License Appendix of this book for more information.
Player’s Guide to Rangers and Rogues, Scarred Lands, the Scarred Lands logo, Sword and Sorcery, Sword and Sorcery Studio, the
Sword and Sorcery logo, Creature Collection, Creature Collection 2: Dark Menagerie, Relics & Rituals, and Relics & Rituals 2: Lost Lore
are trademarks of White Wolf Publishing, Inc. All rights reserved.
The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.
“d20 System” and the “d20 System” logo are Trademarks owned by Wizards of the Coast and are used according to the terms of
the d20 System License version 1.0. A copy of this License can be found at www.wizards.com.
Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with Permission.
PRINTED IN CANADA.
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PLAYER , S GUIDE TO RANGERS AND ROGUES
3
P REFACE
4
I NTRODUCTION
B OOK O NE : R ANGERS
9
C HAPTER O NE : A H ISTORY OF H UNTERS
18
C HAPTER T WO : B ROTHERHOODS OF THE S CARRED L ANDS
34
C HAPTER T HREE : T O E NDURE THE W ILDS
B OOK T WO : R OGUES
41
C HAPTER F OUR : L AWS OF THE L AND
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C HAPTER F IVE : P OWER OF THE G UILDS
66
C HAPTER S IX : T RICKS OF THE T RADE
A PPENDICES
76
A PPENDIX O NE : T HE W AYS OF S HADOW
84
A PPENDIX T WO : T HE M ASTERS OF S HADOW
120
A PPENDIX T HREE : T HE T OOLS OF S HADOW
128
L EGAL A PPENDIX
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I NTRODUCTION
Welcome to the fourth in the Player’s Guide series.
Our intent with this series is simple: We want to
examine the ways in which players can become a stron-
ger part of the setting in which in which their characters
exist. By providing ways in which characters may derive
a background from and have a role in the setting’s
development, they become closely tied to the setting. In
turn, players adopt a more vested interest in both their
characters and in the setting as a whole. The more richly
a setting is developed, the more characters can “come to
life,” creating memorable role-playing and exciting ad-
ventures.
Thus, our goal is to help your characters become a
living, breathing part of the game world.
More than that, though, we want to see how these
classes might shape and inspire a campaign setting. The
player characters — and characters like them, past and
present — are the movers and shakers in the game world.
Not every character in the setting has levels in the so-
called “PC classes.” In fact, those who do are in the
minority. But from these relatively few individuals come
the events, both heroic and monstrous, that forever
shape their world.
Therefore, this series uses the setting of the Scarred
Lands to help show you how diverse classes weave their
influence into every aspect of the tapestry of a game
world. As with the rest of the book, you can refer to it for
your own Scarred Lands game, or use it as inspiration in
any other campaign.
The Player’s Guide to Rangers and Rogues is more
than suggestions and rules on how to play a certain type
of character. This is a book about determining where
your characters, and those like them, have affected the
world. To this end, we examine the skills and tricks
involved in hunting the shadows, whether the stalker
does so for the greater good or for personal gain. The men
and women who are the focus of this book tend to exist
on the outer limits of the law — whether because they
eschew those laws or simply because they haunt the
fringes of civilization.
Within these pages are the stealthy, the hunters, the
stalkers, the watchers.
So, welcome to a book filled with the vigilant and
the villainous, a book on criminals and bounty hunters,
assassins and protectors, law-keepers and law-breakers.
Welcome to the Player’s Guide to Rangers and Rogues .
J OSEPH D
.
C ARRIKER ,
J R .
S CARRED L ANDS D EVELOPER
S WORD & S ORCERY S TUDIOS
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PLAYER , S GUIDE TO RANGERS AND ROGUES
While the Player’s Guide to Rangers and Rogues
is designed for use in any d20 campaign, you’ll find that
it is undeniably focused on the Scarred Lands. Through-
out this book, you will read many references to that
setting, its history and its inhabitants.
Yet, it would be a mistake to assume that this book’s
utility is limited to the Scarred Lands. As explained in
the Preface, the purpose of the Player’s Guide series is
show how the various character classes shape and inspire
a campaign setting. The Scarred Lands is used as a single
example of this process rather than the only one. Any
references to it are meant to inspire your own ideas
regardless of the campaign setting in which they occur.
Adapting material in this book to other settings may
require some work. This introduction should make that
easier, since it offers a comprehensive overview and
plenty of suggestions. Armed with its advice, players and
Game Masters should have little difficulty tailoring the
rest of the book’s content to campaigns set in other
worlds, or even to other conceptions of the Scarred
Lands setting than the standard one presented in Sword
& Sorcery products.
As always, the key is for GMs to remember the oft-
quoted — though oft-forgotten — truism: you are the
final arbiter of what is and is not the case for your
campaign, wherever it is set. This book offers a multitude
of options, variants and alternate takes on many aspects
of the core classes of rangers and rogues (not to mention
an exhaustive discussion of their place in the Scarred
Lands setting). If anything here runs counter to your
conception of things or would do violence to the estab-
lished truths of your campaign, feel free to ignore them!
That’s as true for campaigns in the Scarred Lands as in
any other setting. Use only what appeals to you and is
genuinely useful, and discard the rest.
So long as you bear that in mind, this book is as
valuable to players and GMs alike, regardless of whether
the campaign is set in the Scarred Lands or in a game
world of their own creation.
It’s important to note that some campaign settings
are broadly enough drawn that they can allow for mul-
tiple types of games depending on the interests of the
GM and the players. The following sections provide
some insight into the benefits and drawbacks of each
type. They also make it easier for those not playing in the
Scarred Lands to categorize their own campaign by its
type, so as to take fuller advantage of the material
presented in later chapters.
Simply read through the following to see where your
campaign best fits, and you’ll also find assistance of how
to adjust the rest of this book’s contents accordingly.
H IGH F ANTASY
High fantasy is, in many ways, the default type of
fantasy roleplaying setting. Its name derives from the fact
that its fantastical elements — magic, monsters, heroism
— are at the high end of the scale. High fantasy games are
in no way “realistic.” They pay little heed to notions of
plausibility. Instead, they rely on over the top plotlines,
outlandish locales and larger than life characters to tell
epic stories set in a mythical locale. Most high fantasy
games also have a strong component of black and white
morality to them. The forces of good are virtuous and
praiseworthy, while the forces of evil are vicious and
blameworthy.
High fantasy need not be simplistic, however. In
fact, many high fantasy tales contain very sophisticated
examinations of the nature of evil and the very real
temptation to choose it over good as a means to achiev-
ing an otherwise just end.
The Scarred Lands setting is largely a high fantasy
setting, so the majority of information in this book is well
suited to use in other high fantasy campaigns. High
fantasy settings are also strongly archetypal, which is to
say they use characters that embody certain universal
qualities or roles. Two such archetypes are the “wilder-
ness warrior” and the “thief with a heart of gold,” both of
which dovetail nicely with traditional conceptions of
the ranger and rogue character classes. Consequently,
very little in this book need be changed to accommodate
a high fantasy setting, since nearly every element is
commonplace in such campaigns. All the GM really
must do is change the references to those appropriate to
his own setting rather than the Scarred Lands.
T YPES OF G AMES
Fantasy roleplaying games come in many flavors,
not all of which operate under the same “rules.” That is,
each type has its own distinct mood, feel and tone, all of
which influence how the game is played and the types of
stories that are told within it. These in turn affect how
the characters relate to the setting and the kind of impact
that they can have on it.
L OW F ANTASY
Low fantasy, as its name suggests, is at the opposite
end of the scale when it comes to fantastical elements.
Low fantasy games are often described as “gritty” or
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