Ranger (Dungeons & Dragons)
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D&D character class | |
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Ranger | |
Editions | All |
Role | Striker |
Power source | Martial |
Alignment | Any |
Image | Wizards.com image |
Stats | OGL stats |
In the Dungeons & Dragons role-playing game, ranger is one of the base character classes. They are protectors of nature, skilled woodsmen, and often live reclusive lives as hermits.
Rangers are the favored class of Wood Elves, Lupins (a race of canine humanoids from the Mystara Campaign setting, updated to 3.5 in Dragon magazine #325), Shifters from the Eberron campaign setting, Centaurs (Monster Manual I and Races of the Wild), Gnolls (Monster Manual I and Races of the Wild), and Catfolk (Races of the Wild).
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[edit] Creative origins
The ranger is primarily based on the character Aragorn, and the Rangers of the North of J. R. R. Tolkien's Middle-earth mythos, as warriors who use tracking and other wilderness skills to hunt down their enemies.[1] The AD&D second edition handbook mentions several other inspirations from myth and legend, such as Robin Hood, Jack the Giant Killer, the huntresses of Diana, and the Greek hero Orion.
The popular ranger character Drizzt Do'Urden, in R. A. Salvatore's Forgotten Realms D&D novels, may also have influenced the class's development. Notably, Rangers in AD&D First Edition did not have the ability to fight with two weapons (Drizzt acquired this skill during his drow upbringing.) Second Edition added two weapon fighting as a standard ability for rangers, though among computer games incorporating Second edition, there were very few which included this rule (most notably, Baldur's Gate II and Icewind Dale, which provided rangers with an extra attack when not using a shield.)
Other notable rangers in the literature of Dungeons & Dragons include Hank from the cartoon series, Tanis Half-Elven from the Dragonlance series, King Tristan Kendrick from Forgotten Realms, and Ren from Pool of Radiance.
[edit] First Edition
The first edition rangers were a subtype of the fighters, using any weapon and wearing any armor, but they gained extra attacks at a slower rate than fighters and paladins. Unlike other warriors, the ranger used d8 hit dice instead of d10s, but had a second hit die at 1st level and maxed out at 11 hit dice instead of 9. Rangers also had extensive tracking abilities, based on a percentage score, and were able to surprise opponents on a roll of 1-3 on a d6 (rather than a 1-2) while they themselves could only be surprised on a 1. Rangers also gained limited spell use at level 8, acquiring 1st-3rd level druid spells and 1st and 2nd level magic-user spells (2 per level). Rangers were most effective when fighting giants and humanoids (such as orcs), gaining a +1 to damage per level against these opponents.
Rangers were required to be of good alignment, and were limited to humans and half-elves.
[edit] Second Edition
Rangers went through several changes in second edition. Their hit dice were changed to match fighters and paladins. Rangers could still wear any armor, but several of their new abilities required the use of light armor, including the skill to use two weapons without penalty and the thieflike abilities of move silently and hide in shadows. The class still retained its tracking abilities but, in this edition, the ability was based on a skill check instead of a percentage roll. Rangers also gained an animal empathy ability which allowed them to calm frightened or hostile animals. Instead of gaining a damage bonus against all giant and humanoid monsters, the ranger focused on a specific creature, which did not have to be of giant or humanoid stock. The class's spell abilities were also limited to 1st-3rd level priest spells from the Plant and Animal Spheres. High level rangers also gained followers, which could include various woodland animals, mythical creatures (like the treant, pegasus, and pixie), or even classed characters like druids, clerics, or other rangers (presumably low-level rangers wishing to train under a more experienced one).
[edit] Kits
With the coming of AD&D second edition's class handbooks even more options were open to the ranger. Rangers could select from several of the kits in the Complete Fighter's Handbook, becoming exotic or specialized characters like an Amazon warrior, a Beast-rider, or a Samurai. Later, TSR released a handbook specifically for rangers. This book expanded on the various aspects of role-playing a ranger and introduced a new rule: Primary Terrain. Rangers were allowed to specialize in survival in one type of environment (such as forest, jungle, aquatic, and even urban). This choice would ban some kit choices for the character and would also indicate which creature a ranger could select as a species enemy and what type of followers the ranger would receive. For instance, a ranger who selects desert as his primary terrain would probably not select white dragons as his hated enemy, nor is it likely he would attract a treant as a follower. The Ranger's Handbook also introduced several new ranger-only kits, such as the Sea Ranger, Mountain Man, and Giant Killer. There were also rules for halfling, dwarf, and gnome rangers.
[edit] Third Edition
The Third Edition of Dungeons & Dragons saw more changes to the ranger. The species enemy is now called favored enemy, and the ranger is allowed to select additional enemies during advancement. The class retains its spell casting ability, but gains it much earlier, and has its own spell list. The nature of the ranger's companions also changed significantly. Instead of gaining multiple followers the ranger gains a single animal companion, and at an earlier level than in previous editions. Finally, as of edition 3.5, the ranger uses the d8 for hit points like its First Edition ancestor (though they do not start with two hit dice). Rangers do not need to focus on two weapon fighting; they can choose to specialize in archery instead.
The race and alignment restrictions of the earlier editions were dropped, allowing evil rangers for the first time.
Like all 3rd edition divine spellcasters, a Ranger's access to magic is limited by his/her Wisdom score to spells of level matching (or lower than) their wisdom score - 10. (In addition, Wisdom complements many of the ranger's key class skills, such as Survival, Spot, and Listen.) Dexterity and Constitution are also useful to Rangers, as even those specialising in melee combat tend to be lightly armoured and make use of stealth.
[edit] Fourth Edition
Rangers in the current edition of D&D retain their ability to specialize in Archery or Two Weapon Fighting (respectively called Archer Rangers and Two Blade Rangers). Their special abilities make them better suited to hit and run tactics and focusing on a single opponent. Many of their new combat abilities encourage the ranger to use cunning and mobility as opposed to brute force. Other abilities allow the ranger to aid his companions with skill checks and avoiding ambushes.
[edit] Footnotes
- ^ DeVarque, Aardy. Literary Sources of D&D. Retrieved on 2007-02-23.
[edit] References
Advanced Dungeons & Dragons First Edition Player's Handbook
Advanced Dungeons & Dragons Second Edition Player's Handbook
The Complete Fighter's Handbook
The Complete Ranger's Handbook
Dungeons & Dragons Third Edition Player's Handbook
Dungeons & Dragons Fourth Edition Player's Handbook
[edit] External links
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