Ranger

= Ranger = Rangers are the woodsman, trackers, and hermits of the wild. The peerless archer who hunts every meal is as much a ranger as the dervish who encroaches on enemy territory to slay every foul thing that dares pass through his lands. The ranger is a survivalist who knows the geography of the area, what plants are safe to eat, and what animals to stay far, far away from.

Rangers in Armeya are most often found amongst the Balna, Fel'Balna, Viwswasi, and Rivod.


 * A special note on Rangers:** To be able to access the Ranger's spellcasting ability, one must be devoted to the service of either Vo Q'fimby or Ta Rak Ra. However, this restriction is only for Rangers who are more nature-oriented. A Ranger who is more urban-oriented would need to be dedicated to Asch Ment to unlock his spellcasting abilities.

Alternative Class Features

 * Note**: Some alternative class features may be altered from as they appear in the source material. When there is a discrepancy, use what is listed here in place of what is listed in the source material. Changes in the list below will be noted in bold. Remember that you may only choose one alternative class feature.
 * Arcane Hunter (CM, p 32): Lose normal favored enemy, gain "Favored Enemy (Arcanists)."
 * Celestial Slayer (EoE, p 20): Must be evil; lose wild empathy, animal companion, and woodland stride, gain SR vs. good spells/spell-likes and +4 to confirm crit. vs. good creatures.
 * Champion of the Wild (CC, p 50): Lose spellcasting for bonus feats.
 * Crowd-Walker ([|CS], web): Exchange woodland stride for the ability to move in crowds more easily.
 * Distracting Attack (PHB 2, p 55): Lose animal companion. Whenever you hit with an attack, the enemy is then considered flanked.
 * Heat Endurance (SSt, p 48): Gain Heat Endurance, lose Endurance.
 * Feign Death (EoE, p 21): Lose evasion, gain ability to appear dead.
 * Hidden Stalker ([|CS], web): Lose camouflage and normal hide in plain sight, gain the ability to hide more easily in urban settings.
 * Rival Organization ([|CS], web): Do not gain favored enemies. Instead, gain bonuses when fighting members of an organization which you have studied.
 * Sandskimmer (SSt, p 49): Gain Sandskimmer, lose woodland stride.
 * Spell Reflection (CM, p 35): Lose evasion, gain the ability to reflect spells targeted at you that miss.
 * Spell-less Ranger (CW, p 13): Lose spellcasting, gain fast movement and spell-like abilities.
 * Spiritual Connection (CC, p 50): Lose wild empathy, gain speak with plants and speak with animals spell effects.
 * Spiritual Guide (CC, p 50): Lose animal companion. As long as you're in natural settings, gain a bonus on several skills. Use commune with nature once per day.
 * Trap Expert (DS, p 12): Lose tracking. Gain trap finding, and disable device as a class skill.
 * Urban Ranger (UA, p 55): No animal companion greater than medium, replace tracking with urban tracking, no woodland stride or camouflage. Add only one half level to wild empathy checks. Gain Hide in Plain Site in any area, and additional spellcasting.
 * Urban Companion ([|CS], web): Instead of a normal animal companion, instead gain something similar to a familiar.
 * Urban Tracker ([|CS], web): Switch normal tracking for urban tracking.
 * Voice of the City ([|CS], web): Lose wild empathy to gain the ability to communicate with people who speak languages you do not know.
 * Waste Hunter (SSt, p 49): Choose a specific wasteland creature from among current favored enemies, gain additional benefits against that creature.