Rangers are a variant fighter path available for 9th level wandering fighters.
Designed for use with the Dungeons & Dragons Rules Cyclopedia. A character can only choose one path, so you cannot for example be both a Ranger and a Knight, nor can you be a titled land owner and be a ranger.
A ranger is a wilderness fighter, who spends long periods in the wilds acting as a protector of the natural balance. He often works with local communities to allow them to live harmoniously with nature, and he will actively work against communities that cause excessive damage to nature. His close kinship with the wilds gives him abilities which allow him to thrive in that environment. If ever he separates himself from nature for too long he will gradually lose his ranger abilities, reverting to a standard fighter. This would most certainly be the case should he settle down and become a land owning fighter.
A Neutral travelling fighter may be known as a ranger if he meets the following requirements. If he does not meet these requirements he may become a knight (See RC Pg 18).
1. A fighter must revoke all titles and political claims.
2. A ranger can use Locate (as per the druid spell) as often as once per round, simply by concentrating. (Range 40m. The ranger cannot use this ability and attack in the same round.)
3. If the ranger’s Wisdom score is 13 or greater, the character can cast spells as if her were a druid of one third his actual experience level (round any fractions down); if a fighter becomes a ranger right at 9th level, he’ll immediately gain the spells of a 3rd level druid. A 17th level ranger would cast spells as if her were a 5th level druid. If his wisdom score is 12 or less, the fighter can still be a ranger, but cannot cast spells.
The ranger learns how to meditate and cast spells from the druids, but they will usually ask some service in return. (The service is at the DM’s discretion.) Note that while the ranger’s spell casting level is beneath the starting level for druids, the ranger casts as a cleric of that level with access to druid spells, but with the same restrictions druids face i.e. no spell that directly affects good or evil.
4. A ranger gains +2 to any individual reaction check when dealing with natural animals.
5. A ranger may not have human or demi-human hirelings. However, a ranger may try to persuade natural animals of neutral alignment to become his followers. If an animal is not immediately hostile, the ranger my offer food or care, indicating (through word or gestures) friendship. If the animal’s reaction roll indicates friendship, the creature is persuaded to follow and obey the ranger. Unless the ranger employs some method of magical communication or Animal Training, the commands are limited to simple commands such as “Attack”, “Stay”, “Fetch”, etc. The duration lasts until the ranger either sends the animal away, it or the ranger dies, or the ranger treats the animal poorly. The ranger may have a number of neutral animal followers that his charisma score allows for; once he loses one, he may try to persuade another.
6. A ranger cannot wear any metal armour, though he may use metal weapons.
7. A ranger must seek to always maintain a reasonable balance between civilisation and nature. He understands that people need to cut trees and hunt to build and survive, but wanton destruction should be opposed. He will also seek to protect areas of special natural wonder.
Pdf: Ranger – A D&D Class Variant (206Kb)
12 Dec 2015 – Updated pdf with web optimized version.
07 Dec 2015 – Updated pdf with new artwork.
23 Oct 2015 – Correction of errors in grammar and spelling.