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===The Complete Ranger's Handbook=== Because the [[Ranger]] was seen as one of the more complicated classes of the time, the Complete Ranger's Handbook devotes most of its 10 chapters into detailing and expanding upon its rules and how those rules interact with the core rules of AD&D. Chapter 1, ''Character Creation'', looks at the basic mechanics of becoming a ranger. Chapter 2, ''Ranger Abilities'', expands upon the individual special abilities of the Ranger class. Chapter 3, ''Followers'', is the first touch of new rules, as it allows rangers to have animals as followers as well as the normal [[demihuman]]s. Chapter 4 is, of course, the obligatory ''[[Kits]]'' chapter. Alongside the new kits, there are rules on acquiring them, abandoning them, creating new kits, rules for [[multiclassing]] and dual-classing rangers, and "demi-rangers" - that is, mechanics to allow for [[dwarf]], [[gnome]] and [[halfling]] rangers. This mostly amounts to mandating they take a specific kit (Guardian, Mountain Man or Warden for dwarves, Forest Runner, Pathfinder or Stalker for gnomes, and Explorer, Feralan or Sea Ranger for halflings), restricted environments, lesser tracking, and altered access to magic. There's an even an optional rule for multi-classed ranger-[[druid]]s. * Beastmaster * Explorer * Falconer * Feralan * Forest Runner * Giant Killer * Greenwood Ranger * Guardian * Justifier * Mountain Man * Pathfinder * Sea Ranger * Seeker * Stalker * Warden Chapter 5 covers ''Proficiencies'', both clarifications and modifications to old ones, and a selection of new ones. Chapters 6 and 7, ''Magic and Equipment'', are full of new spells and items, both mundane and magical. Chapter 8, ''Role-Playing'', is all about roleplaying advice; it covers demographics, how one becomes a ranger, comon traits of the classical ranger, a look at daily lives for rangers, the typical ranger's personality, and how they handle gaining experience. Chapters 9 and 10 follow in this vein. Chapter 9 examines how rangers feel about religion, including their interactions with [[druid]]s and [[cleric]]s. Chater 10 examples forgatherings, the ranger get-togethers where multiple rangers spend some time hanging out to exchange ideas, barter for supplies, participate in contests of skill, catch up on gossip and just generally blow off steam by hanging around like-minded souls. The book concludes with an appendix that examines the AD&D 1st edition Ranger, or rather how to handle rangers in that particular rule set.
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