Skip Navigation Links
High Fantasy HERO
Content
Campaign GuidelinesExpand Campaign Guidelines
Abilities / Spells / ItemsExpand Abilities / Spells / Items
Race PackagesExpand Race Packages
Profession PackagesExpand Profession Packages
PsionicsExpand Psionics
MagicExpand Magic
Shrike High FantasyExpand Shrike High Fantasy
Conversions
Conversion Styles
D&DExpand D&D
WarhammerExpand Warhammer
World of Lone WolfExpand World of Lone Wolf
Contributions
From Shadowcat
From eepjr24
From CorvenRen
From CourtFool
Misc Fantasy Characters
Contact Webmaster
KillerShrike.com
Skip Navigation LinksHigh Fantasy HERO>Conversions>D&D>D&D 3rd Edition>Class Conversions>Rangers
RANGERS
FROM: D&D 3rd Edition
TO: HERO System 5th Edition
Rangers are skilled at living in and protecting natural environments, typically woodlands. They leaven their combat ability with skill at existing in harmony with and using their environment to best advantage.
Rangers excel in the forest and other natural localities, using the terrain features of an area to their best advantage.
While other classes develop special abilities and practice arcane arts, Rangers concentrate on improving their understanding of their chosen environments, the ways of animals residing therein, and basic survival skills.
Fictional and mythical characters that can fit the Ranger archetype range from Robin Hood to Martin Longbow, Aragorn son of Arathorn to Edgtho the Silent, Legolas to Drzzt,
The following guidelines provide advice on how to take D&D Rangers and convert them into the HERO System.
Ranger Class Ability Considerations
ATTACKS PER ROUND
Some Characters and Monsters get more Attacks per Round than others in D&D 3e, and this bears special consideration when converting into the HERO System.
For starters, all Characters are going to get more "attacks per round" (or per six seconds to be more accurate) in the HERO System because the basic design of the combat system revolves around twelve second Turns in which all Characters make at least one action, and often many more than one.
However there are several mechanisms available to ensure that those that have a lot of Attacks in D&D 3e maintain their edge in melee nonetheless.
SPEED Figured Characteristic
The most direct method of increasing one's actions in the HERO System is to simply buy more SPEED. However since Fantasy HERO is a Heroic level game with Normal Characteristic Maxima in place this can get expensive once the Maxima has been hit. Due to the "force multiplying" effect of SPEED, many GM's will actively resist Character concepts pertaining to increasing it too far.
 But, if your GM is amenable, even a single point of SPEED over the Characteristic Maxima can give a definite edge in combat and should be considered.
MORE ATTACKS AS SPEED OVER NCM
Killing Machine: +1 SPD (Over Characteristic Maxima)
Real Cost: 20 points
Sweep
Sweep is an Optional Combat Maneuver which is accessible to all Characters for free if it is allowed at all. 
Sweep allows a Character to attack multiple opponents in HtH as long as they are within melee range, but at a stiff to hit penalty. To ensure superiority at it a Character could buy several +2 OCV Combat Skill Levels with Sweep.
MORE ATTACKS AS CSL's WITH SWEEP
Willow parted Four Times: +6 OCV with SWEEP {allows four strikes without penalty}
Real Cost: 12 points
NPA Autofire
Alternately, with your GM's permission, you can buy an Autofire Naked Power Advantage (NPA) usable with any weapon of up to a certain amount of Active Points.
This is a personal ability inherent to the Character, and it is usable with any weapon of the appropriate type. This will enable your Fighter to strike multiple times with each attack as described under Autofire. However few GM's would permit NPA's  taken to be applied to free Equipment; due to their overpowering efficiency.
If their use is common place then it likely balances out but if only a few characters have access to such abilties (such as the PC's for instance), it can be very unbalancing. Check with your GM prior to taking any NPA based ability to determine whether or not the GM allows them in their campaign.
MORE ATTACKS AS NPA AUTOFIRE
Flurry of Strikes: Naked Modifier, Autofire (3 shots; +1/4) for up to 4d6 HKA (15 Active Points); OIF (Sword of Opportunity, -1/2) Costs 1 END
Real Cost: 10 points
Signature Power
With your GM's permission you could buy a special Attack Power that allows your Character to do damage to more than one opponent at a time.
You can use variations on Area of Effect: Any Area with No Range to indicate an ability to accurately attack all the hexes adjacent to your character, for example.
This is a more expensive option, but it makes for interesting flavor for a given Character; also, don't forget the advantage of only needing to hit a hexes DCV of 3.
MORE ATTACKS AS SIGNATURE AOE POWER
Reaping the Whirlwind: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD), +1 STUN Multiplier (+1/4), Area Of Effect (4" Any Area; +1) (67 Active Points); OIF (Sword of Opportunity; -1/2), All hexes must be adjacent to own hex (-1/2) Costs 7 END
Real Cost: 33 points
SPELLCASTING
Rangers use the Animine Magic System
Rangers gained the ability to cast some nature oriented Spells as early as fourth Class Level with good statistics, or sixth Class Level otherwise. This ability was not particularly defining for Rangers, but did give them some flexibility.
This conversion resource assumes that Rangers use the provided Animine Magic System, which is a conversion of D&D 3e style Druidic Magic. The full details of how this Magic System works are provided in the linked document.
WARDEN MAGIC
A selection of Ranger Spells has been made available on the Spells Page, under the "Warden" category.
NOTE: As an organizational aid, Ranger Spells are grouped into a "Warden" Category. This is simply a labeling / grouping convenience. Ignore or use the term it as you prefer. 
SPEED OF SPELL PROGRESSION
There is nothing preventing a Ranger character from starting off with Ranger Spells, not having any at all, or advancing them to a much higher degree in the HERO System. It is up to the individual GM to determine at what rate a character may progress their Spellcasting; in my own campaigns I allow the point expenditure to dictate the rate. If a players wants to spend the points on it, then I allow them to advance their Spellcasting as quickly as they can afford and prefer.
RANGER  MAGIC SCHOOL SKILLS
Rangers work magic via their mastery of natural forces much like a Druid and use an EGO based version of the Power Skill called Nature Lore, which also serves as both KS: Nature Lore, and PS: Ranger for the Ranger in addition to being used whenever a Spell Skill Roll is needed..
NATURE LORE AS POWER SKILL
Nature Lore: Power Skill: Nature Lore
Real Cost: 3 Points
SPELL SELECTION AND CREATION
Rangers cannot create new spells by default; their Spell List is fixed, and well defined. Rangers may only select Spells from the Ranger Spell List and only the GM may alter this list.
FAVORED ENEMY
A feature more or less unique the Ranger Class, this ability gives Rangers a scaling bonus versus a chosen opponent. Unfortunately the fashion in which it was handled in 3e resulted in the bonus versus the first Chosen Enemy being very large and the bonus vs. the last Chosen Enemy being very small.
Thus, you ended up with Rangers with something like a +5 vs. Goblins and a +1 vs. Dragons at 20th Class Level; or you got the power gamer who cleverly named Dragon, Demon, or some other dangerous opponent as their first Chosen Enemy and then reaped no benefit from it until the higher levels where they suddenly became very dangerous versus a powerful type of opponent.
With the "if you want it you just have to pay for it" mentality of the HERO System, this flaw goes away unless the GM or Player chooses to maintain it. You don't need to buy a lot of levels versus an Enemy type that you don't need them against, and you can buy more levels vs. an Enemy you feel you do need them against.
FAVORED ENEMY BONUSES
In the source material the Ranger gained their Favored Enemy Bonus with a list of skills and to damage. This resulted in Rangers that chose Constructs, Undead, and similar creatures not getting their bonus to damage because it didn't work vs. opponents that were immune to critical hits. Personally, I always translated the damage bonus to a bonus to hit for those Rangers.
FAVORED ENEMY SKILL BONUSES
I recommend translating the Favored Enemy bonus as a to-hit bonus rather than a damage bonus in the HERO System which dovetails nicely with Overall Skill Levels to cover the Skill Bonus aspect of Favored Enemy as well, as indicated by the following.
FAVORED ENEMY AS LIMITED OVERALL LEVELS
Favored Enemy: +1 Overall, Only vs. Specific Creature Type (-2)
Real Cost: 3.3 Points each
FAVORED ENEMY DAMAGE BONUSES
For those looking to play a "Slayer" type character, you can also use the Deadly Blow Talent listed on pg 105 of Fantasy HERO for 5th Edition, using the "very limited circumstances" option.
FAVORED ENEMY AS DEADLY BLOW
Favored Enemy Slaying: +1d6 KA; any weapon, very limited circumstances;
Real Cost: 4 Points per die; Costs 1 END per die
TRACKING
Rangers are able to track just about anything in the source material; this is most closely represented by use of the Tracking Skill in the HERO System.
TRACKING AS TRACKING SKILL
Tracking: Tracking Skill
Real Cost: 3 points
IMPROVED TRACKING AS SKILL LEVELS
Better Tracker: +1 to Tracking
Real Cost: 2 points each level
TWO WEAPON FIGHTING
The ability to dual-wield without penalty was a major advantage for Rangers in the source material, though it has never been apparent to me at least why that particular ability was ever attached to Rangers. Regardless, this ability is extremely easy to do in the HERO System with the Two-Weapon Fighting (HtH) skill.
DUAL WIELDING AS TWO WEAPON FIGHTING (TWF)
Dual Wielder: Two Weapon Fighting (HtH)
Real Cost: 10 points
BETTER TWO WEAPON FIGHTING
To be able to dual wield more freely, a Ranger may also want to take Rapid Attack (HtH).
BETTER DUAL WIELDING AS RAPID ATTACK
Fast Dual Wielder: Rapid Attack (HtH)
Real Cost: 5 points
ANIMAL COMPANION
Some Rangers wind up with Animal Companions that serve them loyally. Use the Follower Perk to design appropriate Animal Companions. The HERO System Bestiary is an excellent source of creature write-ups, which can be expanded upon as appropriate and with GM permission.
NOTE: Step 5: Gear, Followers, and Property of the D&D 3e Conversion process covers the conversion of Animal Companions in more detail.
Ranger Package Deals
Rangers are capable woodsmen and naturalists that are very capable at surviving in the wildlands of the world.
Presented below are an assortment of Basic Packages, Extension Packages, and Composite Packages for your use.
BASIC PACKAGES
Light Foot Savage Brawler Animi (Prepared) Animi (Gestalt)
EXTENSION PACKAGES
Mounted Fighting Winter Fighting Forest Fighting Mountain Fighting Self Defense
Dedicated Familiarite Divine Investiture Warrior Select Combat Casting
COMPOSITE PACKAGES
Ranger (3e) Scout Archer Scrapper  
Ranger (Animi) Animist (Prepared) Animist (Gestalt) Animi Familiarite Animi Exemplar