The Rescuer - an AD&D Half-Elf Cleric/Ranger kit
The Rescuer
Cleric/Ranger
Description:

Getting lost or injured in the wilderness can be a fatal experience in a fantasy campaign. The frequency of man-eating monsters and infrequency of fellow travelers to provide aid makes such a predicament seem hopeless. Luckily, some half-elves have devoted their lives to the humanitarian cause of finding and aiding those who require help, be they human, demihuman, humanoid, or animal.

Requirements:

A Rescuer requires a Strength of 14 or greater, a Dexterity of 13 or higher, and a Wisdom of at least 15. Like all rangers, a good alignment is required.

Role:

For religious or moral reasons, the Rescuer finds fulfillment in helping others. Although usually a member of an organized religion, the Rescuer finds true spiritual communion in the majesty of nature rather than in a man-made church. The Rescuer's goals may not fit in with the party's goals, as she feels the need to provide help to any unfortunates. Many parties would do well to learn from the Rescuer's example.

Specialty priests:

If the Complete Priest's Handbook is being used, the following priesthoods may have Rescuers: Animals, Culture, Dawn, Everything, Good, Guardianship, Healing, Light, Moon, Nature, Oracles/Prophecy, Peace, Race (half-elf), Redemption, Strength, Sun, and Wisdom.

Secondary skills:

Any.

Weapon proficiencies:

None are required. Weapons chosen must be allowed by the PC's priesthood.

Nonweapon proficiencies:

Bonus: Tracking, Survival, Healing. Recommended: Direction Sense, Fire-building, Rope Use, Weather Sense, Herbalist, Religion, Animal Lore, Endurance, Hunting, Mountaineering.

Equipment:

A Rescuer should have standard outdoor equipment, as well as a healing kit.

Special benefits:

The innate kindness of a Rescuer always seems to shine through, giving her a +3 bonus on reaction rolls to good or neutral beings. Because a Rescuer draws spiritual power from nature as well as a deity, any healing spells cast in natural surroundings receives a +1 point per die bonus to hit points regained. Any animal followers of the Rescuer may be trained to help locate and escort people to safety automatically after being with the Rescuer for one month.

Special hindrances:

A Rescuer must aid any living creature in need if she is able. This rule does not extend to the character's species enemy, or to nonliving creatures, such as undead. Although Rescuers will fight and kill in self-defense or in the defense of their allies, they try to heal friends and enemies alike after the battle is over. Rescuers may kill creatures for food to feed themselves and their allies.