Ranger Class Guide



  • Ranger Class Guide

    Introduction
    Daily Life
    Character Creation

    • Becoming a Ranger
    • Archetypes
    • Common Traits
    • Personality
    • Faith
      Ranger Abilities
    • Tracking
    • Stealth
    • Favoured Enemy
    • Animal Empathy
    • Wilderness Lore
    • Spell Casting
    • Enchanting
    • Animal Companion
      The NWN Ranger
      The Narfell Ranger

    Introduction
    Vast areas of Faerûn are covered with ancient forests and populated by fantastic creatures. The rangers of Faerûn are masters of the wild.

    Despite his association with the forest, the ranger cannot be described as "rooted ." Too great an attachment to places, material possessions, and traditions is unhealthy from his point of view. After all, change is a fundamental aspect of nature, and it doesn't pay to fight that.

    The ranger is among the most versatile of all characters. Yes, he wears armor, but it's never as clunky as the paladin's. Yes, he casts spells, but he never relies solely on them for survival as the wizard does. Yes, he moves like the breeze, but never with the blatant fear of straight-on confrontation that so many rogues display. Though the bard claims to be a jack-of-all-trades, it is the ranger who quietly proves himself the perfect balance of disciplines.

    The ranger's versatility makes him more of a generalist than most other characters, Like the rogue, he often scouts ahead of fellow party members, where he can make the best use of his Track feat and sense-oriented class skills. As the first to spot an enemy, he must decide whether to close or sneak back, and his friend's lives may depend on the wisdom of his decision.

    Adventures
    A ranger often accepts the role of protector, aiding those who live in or travel through the woods. In addition, a ranger carries grudges against certain types of creatures and looks for opportunities to find and destroy them. They may also adventure for a vast array of other reasons.

    Characteristics
    A ranger can use a variety of weapons and is quite capable in combat. Their skills allow them to survive in the wilderness, to find their prey, and to avoid detection. They also have special knowledge about certain types of creatures, which makes it easier for them to find and defeat such foes. An experienced ranger often has an animal companion to aid him.

    Alignment
    Rangers can be of any alignment. Most are good and such rangers usually function as protectors of the wild areas. In this role, a ranger seeks out and destroys or drives off evil creatures that threaten the wilderness. Good rangers also protect those who travel through the wilderness, serving sometimes as guides and sometimes as unseen guardians. Most rangers are also chaotic, preferring to follow the ebb and flow of nature or of their own hearts instead of rigid rules. Evil rangers, though rare, are much to be feared. They revel in nature's thoughtless cruelty and seek to emulate her most fearsome predators.

    Religion
    Unlike clerics, druids, and paladins, Faerûnian rangers do not have to choose a patron deity until they reach 4th level and acquire divine spellcasting ability (without a patron deity, a ranger cannot cast spells). Many rangers choose a patron deity before then, but others start by devotion to the ranger's way of life instead of to one of the gods. Rangers and druids have similar preferences for deities, although some rangers with odd interest (such as hunting undead) choose different patrons.

    Races
    Elves often choose the rangers path. They are at home in the woods, and they have the grace to move stealthily. Half-elves who feel their elf parents connection to the woods are also likely to adopt this class. Humans are often rangers as well, being adaptable enough to learn their way around the woods even if it doesnt come naturally to them. Half-orcs may find the rangers life more comfortable than life among cruel and taunting humans (or orcs). Gnome rangers are more common then gnome fighters, but still they tend to remain in their own lands rather than adventure among the big people. Dwarf rangers are rare, but they can be quite effective. Instead of living in the surface wilderness, they are at home in the endless caverns beneath the earth. Here they hunt down and destroy the enemies of dwarvenkind with the relentless precision for which dwarves are known. Dwarf rangers are often known as cavers. Halfling rangers are highly respected for their ability to help communities of halflings prosper as they pursue their nomadic lifestyle. Among the savage humanoids, only gnolls are commonly rangers, using their skills to slyly stalk their prey.

    Role
    The rangers best role is that of a scout and secondary combatant. Without the heavy armor of the fighter or the staying power of the barbarian, the ranger should focus on opportunistic and ranged attacks.

    Daily Life
    When a ranger is not adventuring, he still has plenty to do to keep busy. Some of the more common ranger activities are described below.

    Patrolling
    The ranger spends much of his free time patrolling his territory. He may follow the same route every day, or he may wander wherever his fancy takes him. He keeps an eye out for signs of trouble, such as eroded fields or withered plants, and makes contact with other sentient residents, listening to their problems or engaging in small talk. Though patrolling is necessary to keep abreast of the condition of their territories, rangers also patrol for the sheer pleasure of basking in the open air and savoring nature's splendor.

    Monitoring Strangers
    A ranger is ever-watchful for strangers in his territory. Followers or other contacts may alert him to the presence of strangers, or he may become aware of them himself by noticing disturbances in the terrain or observing them directly.

    In most cases, a ranger monitors strangers discretely, watching them from the cover of trees or shadows, or requesting his followers to make regular reports of their activities. Usually, a ranger can ascertain the intention of strangers without ever making direct contact with them. Most turn out to be harmless travelers or hunters who pose no threat to the ranger or his territory, and the ranger leaves them alone.

    If a stranger's motives are more ambiguous–for instance, if he's chopping down trees or hunting animals beyond his needs--the ranger will confront him, politely but firmly inquiring about his intentions.

    Physical confrontations are rare. More commonly, strangers require directions, medical care, or advice. A ranger is usually willing to help. If the strangers are lost, the ranger will point out the best route leading to their desired destination. In some cases, he'll volunteer to guide them. Most rangers have a rudimentary knowledge of first aid, and can bind sprained ankles, splint bones, and attempt to resuscitate for drowning victims. A ranger can explain which plants are edible and which are poisonous. He can direct strangers to sources of fresh water, orchards of ripe fruit, and safe campsites.

    Trailblazing
    A ranger who occupies an undeveloped wilderness must spend a fair amount of time making and maintaining trails. Some of these trails may be permanent roads or paths, usable by anyone traversing the ranger's territory. Other trails may be known only to the ranger, concealed by dense woods or similar terrain. The ranger uses these concealed trails to get from place to place while monitoring the movement of strangers. Although animals in their native habitats are efficient trailmakers, the ranger may improve their trails by making the footing safer, or linking feeding grounds, watering holes, grazing pastures, and lairs.

    Wildlife Management
    A dutiful ranger looks after the interests of the wildlife in his territory. He tracks down poachers and unprincipled hunters, relocates creatures that have been displaced by natural disasters, and cares for young animals whose parents have been killed. He notes fluctuations in animal populations and tries to determine if an excess of predators (or prey) is only a temporary adjustment to current conditions, or if it foreshadows a more serious problem.

    Conservation
    A ranger is dedicated to the preservation of his environment. He uses timber, water, and other natural resources judiciously and encourages others to do the same. If he cuts a tree, he replaces it with a new seedling. If he raises herd animals, he keeps them moving so as not to overgraze a pasture. If he farms, he rotates his crops so as not to exhaust the soil, replacing the nutrients with natural fertilizers.

    Unfortunately, the ranger must continually struggle against the carelessness and greed of those who don't share his concerns. They strip the land of timber and minerals, and level entire forests to build new cities. For commerce or sport, they hunt scarce species to extinction. They relentlessly farm the same acreage until the soil can no longer support crops, and dump raw sewage and other waste products into lakes and rivers until the water is no longer fit to drink.

    The ranger employs several methods to counter this selfishness and indifference. He educates travelers passing through his territory, demonstrating the importance of proper waste disposal and the danger of smoldering camp fires. He negotiates with local villages to regulate mining and farming, and to set aside virgin forests and jungles as protected sanctuaries. In extreme situations, a ranger may resort to guerilla tactics, such as sabotaging oppressive and ruinous activities.

    A ranger must also be constantly vigilant for natural disasters. As prevention is the key to effective disaster management, a ranger remains alert for the earliest signs of trouble, taking immediate steps to intervene before the problem becomes a full-blown catastrophe.

    Character Creation
    Each ranger is a unique individual with his own feelings, motivations, and personal history. There are an endless number of possibilities for ranger personalities. Strong characters have constantly evolving personalities, reflecting their experiences as well as their players' inclinations. Just about anything goes, so long as the resulting character is fun to play.

    Becoming a Ranger
    Unlike many other character classes, rangers have no clear career paths. Since the ranger class stresses self-reliance and independence, it's not surprising that the circumstances under which they acquire their skills are as varied as the rangers themselves. Here are some of the most common ways to become a ranger.

    Apprenticeship
    An elderly ranger may wish to make sure that his territory will be in good hands after his death and decide to recruit an apprentice. The elder not only teaches the ways of the wilderness to the young man or woman, but also passes along his values, ensuring that his philosophy will live on. Friends or family members of the elder make ideal candidates for apprentices, as do orphans.

    Self-Determination
    Individuals attracted to this character class may take it upon themselves to master the necessary skills without a formal apprenticeship. Such an individual may be motivated by curiosity, a compelling event, or a restless urge to explore the world.

    A self-determined ranger often takes a circuitous route to learning his craft. He may begin by accompaning military personnel on wilderness excursions, learning from observation how soldiers survive in the field and track their enemies. He may offer to keep house or work for a sage or hedge wizard in exchange for private lessons in botany and other natural sciences. A few years as a neophyte in a nature-oriented church may give him access to priestly magic. And a surreptitious partnership or adoption by a notorious thief may teach him the knack of hiding in shadows and moving silently.

    Conscription
    Occasionally, a king or other official requires a ranger to explore, settle, or administer a recently annexed territory. A replacement may be needed for a ranger who has retired or died. If a suitable candidate isn't available, the most suitable young man or woman may be drafted.

    Conscripted rangers often receive first-class training, perhaps at the hands of elder or retired rangers. Some countries have special units of border runners or scouts, which can provide a training ground for the potential ranger.

    Happenstance
    A common way for a young character to become a ranger is though circumstances beyond his control. The following are typical. A youth who makes his way to an uninhabited island after his ship sinks has to master the skills of a ranger in order to survive. The lone survivor of a pioneer family slaughtered by grizzly bears wanders for years in the wilderness, becoming a ranger in the process. A youth captured by slavers escapes into the wilderness and eventually learns ranger skills. He returns much later as an accomplished ranger with a mission to destroy or drive out the band of slavers who imprisoned him.

    Divine Intervention
    For purposes of their own, the gods may choose a mortal to receive the skills of a ranger. If the gods see a need for a protector of a favored tract of land, or desire an advocate for threatened animals, they may seek out a youth with the prerequisite physical skills, mental agility, and moral attitude. If the youth is open to their offer–generally, the gods won't bother with an unreceptive candidate--he will be guided through a lengthy series of quests and training exercises to develop the skills necessary to become a ranger. In some cases, the gods may grant him the skills directly.

    Social Misfit
    Society has no use for some of its citizens, shunning them because of their appearance, race, social standing, or nonconformist philosophies. Outcast youths often find solace in the wilderness. Animals, they discover, are far less judgmental than humans. In time, those with strong wills and a knack for survival may become rangers through sheer tenacity.

    Archetypes

    Beastmaster
    A wanderer, the Beastmaster has a natural affinity for animals.This is often the result of a bond with the Animal Kingdom, formed either at the time of his birth or upon reaching young adulthood. Unlike other adventurers, the Beastmaster does not command, train, or control his animal companions, rather they are his friends and comrades-in-arms. Misunderstood and feared by nobles and common folk alike for his unnatural abilities with animals, the Beastmaster seldom stays in one place for long, nor is he comfortable in civilized lands.

    Role:
    Beastmasters tend to walk alone, accompanied only by the fierce natural beasts that are their friends and allies. Traveling the fringes of settled lands, the Beastmaster has small use for the trappings of civilization, but even less for the minions of evil, particularly those of a magical or priestly nature. Thus, a Beastmaster will often find himself aiding the oppressed or enslaved, and pitted against the cruelties of evil priests or wizards and their allies.

    Explorer
    The restless spirit of the Explorer makes him the most nomadic of all rangers. His travels take him around the world, as he continually seeks new lands to investigate and new cultures to study. No region is too remote, no society too primitive to pique the Explorer's interest. An expert in communication, survival, and anthropology, the Explorer's skills are invaluable for safely navigating uncharted terrain and negotiating with suspicious natives.

    Role:
    Motivated as much by curiosity as money, the Explorer spends more of his time planning expeditions than looking for employment. Still, Explorers are in high demand as guides, mapmakers, and scouts. Rumours of a lost civilization are more likely to intrigue an Explorer than the promise of treasure, and he chooses his jobs accordingly.

    An Explorer is often in charge. He when it's best to forge ahead and when to rest. He knows that small parties travel better than large ones, as each additional member increases the likelihood of delays from injury and disease. Above all, he understands the relationship between safety and self-restraint. He discourages his companions from taking unnecessary risks whenever possible.

    An Explorer balances his natural impulsiveness with healthy doses of caution and common sense. More of a scholar than a brawler, he is usually a reluctant combatant, resorting to violence only when all other options fail. But when attacking, he fights with a single-mindedness that can border on savagery. A seasoned Explorer counsels his companions to follow two rules vital to wilderness survival, particularly where primitive civilizations are suspected to exist: (1) negotiating is usually preferable to attacking; and (2) if you intend to attack, then attack to kill.

    Falconer
    The Falconer is an expert in the handling and training of falcons, birds of prey capable of learning an impressive range of tricks and tasks. Under the direction of a skilled Falconer, a falcon can be taught to snatch a coin purse from a victim's belt, bring down game birds in mid-flight, and fight effectively against creatures many times its size. In addition to his expertise as a bird trainer, the Falconer excels as a hunter and outdoorsman.

    Role
    Many Falconers serve as retainers of kings or nobles. Others freelance as guides and mercenaries. Some stage public performances in rented halls or on street corners, demonstrating their birds' remarkable stunts for appreciative crowds. Regardless of how they make a living, Falconers are held in high regard by most people, who never fail to be impressed by the Falconer's amazing rapport with his birds.

    As falcons are extremely sensitive creatures, most Falconers by necessity must be even-tempered, patient, and self-assured. These traits also make the Falconer a valuable asset to an adventuring party. The Falconer's comrades will usually find him dependable and supportive, though perhaps a bit preoccupied with the needs of his bird. Sometimes falconers will have traits much like their birds–fierce, swift, and observant.

    Feralan
    What happens to children who wander into the wilderness and are never recovered? Or worse, children who are abandoned by their families, left in the woods to fend for themselves? A fortunate few are taken in by animals, raised as part of a lion's brood or a wolf's litter. Cut off from civilization, they gradually take on the characteristics of the creatures who adopted them. In the process, they become Feralans, beings who combine the savagery of a beast with the intellect of a man.

    The Feralan may look like a human, but for the most part, he acts like a wild animal. He leads them on hunts, defends them against predators, and considers them his family. Yet, the Feralan retains vestiges of his own race, characterized by his agile mind and an unshakable curiosity about human civilization. Many Feralans have picked up enough human language to communicate with them, albeit on a limited basis.

    Despite his bestial tendencies, the Feralan's moral principles are not so different from other rangers. He values the well-being of his followers as much as his own. He avoids needless killing and considers himself the nemesis of hunters who stalk game for sport. Greed and jealously are as unknown to the Feralan as they are to the creatures of the forest.

    Role:
    Many people fear Feralans, wrongly considering them to be ferocious wildmen or savage werecreatures. Those who befriend Feralans, however, come to know them as trustworthy, noble, and even gentle.

    Feralans remain wary of most people, finding their actions unpredictable and often incomprehensible. They rarely volunteer to join adventuring parties. However, because Feralans are fervent animal advocates and protectors of the wild, they are inclined to cooperate with parties who share their concerns.

    While a Feralan's human companions may admire his courage and respect his instincts, they may find his beast-like behavior offensive at best, frightening at worst.

    Forest Runner
    Wherever a corrupt or oppressive regime holds power, there's bound to be a Forest Runner. Forest Runners rise in opposition to such regimes, living on the fringes of society, usually one step ahead of the law. They're criminals only in a technical sense, as they adhere to a personal code that compels them to wage war against greedy aristocrats and unjust rulers. While the powers-that-be view the Forest Runner as a lawless troublemaker, commoners see him as hero, perhaps their best hope against a tyrannical government.

    Constantly on the move, Forest Runners live by their wits and have learned to make do with minimal resources. They excel in combat and make formidable opponents. Ever active and brimming with self-confidence, Forest Runners delight in harassing authority figures, particularly the pompous and well-to-do. Many a hapless aristocrat has been left bound, gagged, and penniless after a humiliating roadside encounter with a Forest Runner.

    Role:
    The Forest Runner is usually selfless, resourceful, and roguishly charming. A loner by circumstance and not by choice, a Forest Runner readily allies with adventuring parties who share his outlook. As a champion of underdogs everywhere, the Forest Runner doesn't necessarily feel bound to his homeland, and may journey anywhere in the world to promote justice. Occasionally, he may join a party to acquire treasure for distribution to the needy. If the local authorities are putting the heat on, he may accompany a party simply to disappear for a while.

    Giant Killer
    The Giant Killer is a skilled combatant, often from humble beginnings, trained to the specific purpose of slaying giants. He has mastered combat techniques designed to fell giants, and has become an expert in their behavior and habits. A Giant Killer is nothing if not confident; a giant's immense size merely means he makes a good target.

    Role:
    Giant Killers have keen minds, strong bodies, and unshakable egos. Most Giant Killers tirelessly promote their own skills and accomplishments, boasting of their latest triumphs to anyone who'll listen. Not surprisingly, their reputations precede them in most civilized regions. However, reactions among residents vary. For every person who reveres the Giant Killer as a hero, there's another who dismisses him as a blowhard. But when giants plague a community, everyone welcomes a Giant Killer with open arms.

    Unsurprisingly, the mere promise of an encounter with a giant is reason enough for most Giant Killers to join an adventuring party. For the most part, a Giant Killer leaves decision-making to others. The Giant Killer relishes violent encounters of all kinds, if only to exercise his combat skills. Of course, he comes into his own when fighting giants, and it's a wise party that follows his lead in such situations.

    Guardian
    The Guardian is a self-appointed protector of the wilderness. Compelled by a strong sense of duty, he has assumed responsibility for an unsettled tract of land, doing his utmost to maintain it in its natural state and protect its animal occupants. Though he feels kindly towards woodsmen, elves, and others who share his respect for nature, he has little patience for those who would exploit the wilderness for gain or spite.

    A Guardian constantly monitors the region he has sworn to protect. He scrutinizes the activity of strangers, advises travelers, and intercepts careless hunters. He keeps an eye out for fires, floods, and other natural disasters, and does what he can to comfort animals in times of crisis.

    Role:
    A Guardian operates of his own volition, having no official sanction or title. He carries out his custodial duties as he sees fit, taking whatever steps he deems necessary to protect his domain. Despite his independence, he usually maintains good working relationships with officials of bordering lands. The relationship benefits both parties. The Guardian notifies the officials of approaching armies or other potential threats, while the officials may provide help for problems the Guardian can't handle alone.

    A Guardian will usually agree to guide a party through his domain and–presuming the party's intentions are compatible with the Guardian's philosophy--assist them in their efforts. Though a Guardian is reluctant to leave his domain, he may do so if presented with a compelling reason, such as the ravaging of a pristine wilderness or a threat to the ecology in another land.

    Guardians tend to be self-sufficient, clear-headed, and conscientious. They make excellent leaders.

    Justifier
    Some expeditions are so demanding and some foes so dangerous that they require the attention of a highly trained specialist whose combat skills far exceed those of the typical ranger. Enter the Justifier, a master tactician whose military instincts, fighting versatility, and steely nerves places him in the first rank of elite warriors.

    Though the Justifier specializes in neutralizing monsters, his skills qualify him for a wide range of adventures. He may organize guerilla forces and lead them into hostile territories. He may stage reconnaissance operations to gather information concerning enemy strength and logistics. He may execute strikes against monster lairs, rescue hostages, or eliminate tribal leaders or spell casters. For a determined Justifier, no job is too difficult, no enemy too formidable.

    Role:
    Justifiers boast extensive training in weapon use, scouting, warding, and outdoor survival. Some learn these skills in a regular standing military, others are trained by military orders. A few highly motivated individuals are self-taught. Justifiers are in high demand by rulers as army officers, as well as by private individuals who use them as bodyguards. Many hire themselves out as mercenaries or volunteer for causes that further their own ideals.

    As Justifiers thrive on action, most are eager to join adventuring parties. More often than not, a freelance Justifier will join a party without remuneration if their task is just and promises him the chance to exercise his combat skills.

    A Justifier's companions will find him disciplined, focused, and unyielding in his determination to accomplish his objectives. He socializes little, preferring instead to keep his body strong with punishing exercise and his mind sharp with quiet meditation. A natural leader in combat situations, he fights with grim intensity and fearless perseverance.

    Mountain Man
    Some people find the lure of the wild irresistible. Having tasted the pleasure of life in its purest, most primitive state, these hardy souls reject the trappings of civilization and wholeheartedly embrace the challenges of the untamed wilderness. These Mountain Men spend their lives in relative isolation, enduring uncertain climates, hostile creatures, and chronic shortages of food and other vital supplies. They couldn't be happier.

    The typical Mountain Man is robust, courageous, and uncomplicated. Book learning and formal schooling mean far less than self-reliance and common sense. He can manufacture his own weapons from the crudest materials, brew potent medicines from wild herbs, and doggedly persist in strenuous physical labor when others have long since succumbed to exhaustion.

    Role:
    Mountain Men value privacy more than comfort. Accordingly, they make their homes in secluded caves or crude shacks hidden in remote mountain ranges. Many are nomadic, wandering from place to place with their possessions strapped to their backs, or carried by a bear or other loyal animal follower. They have little need for money, but occasionally procure goods from traveling salesmen or small town merchants, bartering with fur or hides.

    Even the most stubbornly independent Mountain Man hankers for human companionship now and then, which is one of the reasons he might agree to hook up with an adventuring party. Faced with a problem too formidable for him to tackle alone a Mountain Man may seek out an agreeable party to lend him a hand.

    The Mountain Man speaks his mind openly and directly, regardless of who he might offend. Etiquette is hardly his strong suit, nor is personal hygiene. The Mountain Man has little interest in art or philosophy, but is a natural storyteller and loves to tell outlandishly embellished tales–often of his own exploits. He approaches combat much as he does the other elements of his life, attacking with vigor.

    Pathfinder
    The Pathfinder has an uncanny knack for blazing trails, a skill that allows him to find the easiest routes, reduce travel time, and avoid natural hazards. His acute sense of direction minimizes his chance of getting lost. He can estimate the number of miles he's covered with startling accuracy. The Pathfinder makes an invaluable guide, helping to ensure safe and efficient passage.

    Though Pathfinders come from all walks of life, most have homelands in sparsely settled or exceptionally hostile terrains where learning to find one's way can mean the difference between life and death. A Pathfinder usually demonstrates an aptitude for trailblazing early in life, but diligent practice is required to refine his skills.

    Role:
    Though some Pathfinders are retainers of kings or lords, most operate independently. Pathfinders are generally regarded as honest, although their services are rarely inexpensive.

    Being characters of high principle, Pathfinders often offer their services to parties undertaking adventures to promote the common good.

    As a member of an adventuring party, the Pathfinder usually finds himself in front, scouting the terrain ahead to ascertain the best route and spot potential hazards. Unless the Pathfinder has organized the party himself, he usually leaves the leadership role to someone else while he concentrates on trailblazing.

    Sea Ranger
    Though most rangers live and work on land, the Sea Ranger makes his home at sea. Whether sailing the ocean in a mighty galleon or riding a river's currents in a handmade raft, the Sea Ranger finds the world's waters an endless source of wonder.

    A sailor and an adventurer, he guards his watery domain with vigilance, and counts many of its creatures among his friends and allies.

    He has an extensive understanding of weather patterns at sea and of the behavior of marine animals. He specializes in combat, both on and under the water. He may be a member of a formal navy, an independent operator, or a mercenary. He may be charged with enforcing naval laws. Some Sea Rangers protect ports or fishing territories. Others serve as escorts for trade fleets.

    Role:
    Sea Rangers have reputations as dedicated, sharp-minded professionals. As such, they are often sought by adventuring parties in need of their special skills, particularly when an adventure takes them to aquatic environments or they expect to face opponents of oceanic origin. Though Sea Rangers generally prefer to remain at sea, they travel on land as necessary to achieve the goals of their party.

    The environment has a profound effect on a Sea Ranger's attitude. On land, his party companions will find him hesitant and uncertain, following orders without comment and reluctant to offer advice. In an aquatic setting, however, he becomes a different person–confident, assertive, and commanding. Only the most stubborn or foolish parties will decline a leadership role to a Sea Ranger in watery terrain.

    Seeker
    Devoted to spiritual awareness and self-enlightenment, the Seeker's deep beliefs affect him more than any other elements of his life. The Seeker seeks fulfillment by following the tenets of his faith and striving to understand the relationship between himself and the natural world.

    Seekers can come from any culture, but typically originate from societies placing a premium on religion and scholarship. Many Seekers begin their spiritual quests as students of clerics. Others are self-taught philosophers or restless academicians hungry for knowledge that can't be learned from books. Regardless of their background, all Seekers have felt compelled to embark on a wilderness pilgrimage that may last the rest of their lives. All Seekers share a reverence for life and a philosophy that embodies discipline, and personal responsibility, and self-sacrifice.

    Role:
    Good people of all cultures tend to look favorably on Seekers. At worst, Seekers are dismissed as useless but harmless eccentrics. More often, they're regarded as sensitive seekers of truth, admired and respected for their devotion.

    Though Seekers generally prefer solitude, they constantly seek opportunities to broaden their outlook and stimulate spiritual insight. For these reasons, they may join adventuring parties solely for the promise of new experiences. Moral considerations also motivate Seekers; parties can sometimes recruit Seekers by appealing to their sense of justice.

    Typically, the companions of a Seeker will find him amiable, thoughtful, and comforting. Seekers aren't proselytizers–rarely are they interested in converting others to their beliefs--but they enjoy nothing more than debating philosophical issues. A companion who engages a Seeker in such a discussion may find himself listening to a detailed, scholarly discourse that may last the better part of the day.

    Though Seekers usually decline to make decisions for the party, they often serve as counselors and advisors to the leaders. Seekers avoid combat whenever possible, but fight fearlessly to thwart attacks against their followers or comrades. A Seeker is reluctant to take the life of another creature except to protect a companion, himself, or to destroy his species enemy.

    Stalker
    At first glance, this soft-spoken, rather nondescript character seems hopelessly out of place in an adventuring party, looking instead like a town dweller who's wandered into the wilderness by mistake. But the drab demeanor is only a facade, concealing keen senses, a shrewd mind, and remarkable insight. Only his closest friends realize the extent of his expertise in intelligence-gathering. And that's just the way he likes it.

    Stalkers serve as spies, informants, and interrogators. Unlike other rangers, Stalkers are comfortable in both wilderness and urban settings. A Stalker may covertly observe a bandit camp to inventory their supplies and hostages, or eavesdrop in the corridors of an evil wizard's castle. A few innocuous questions enable him to distinguish friend from foe, and fact from fiction. His mastery of stealth makes him a deadly opponent.

    Role:
    Stalkers tend to be introspective and reflective, valuing intellect over physical prowess. They avoid drawing attention to themselves, seldom speaking unless directly addressed, then responding succinctly and without elaboration. They avoid small talk and socializing, instead preferring the company of a good book or an hour spent examining an unusual footprint. Stalkers tend to suppress their emotions so their decisions aren't colored by what they consider to be irrelevancies.

    Adventuring parties often hire Stalkers on retainer, though occasionally, a Stalker will join a party with no assurance of monetary reward if the adventure presents an intriguing challenge. Stalkers rarely are party leaders, though they express their opinions freely when invited to do so. In combat, most Stalkers are brave but cautious, waiting for tactical opportunities to present themselves rather than charging into the fray. They prefer to surprise their opponents, striking silently and quickly.

    Warden
    The Warden works for a noble, king, or wealthy land-owner, and is charged with managing and protecting a tract of land owned by his overlord. He keeps his overlord's land free of monsters, guards against spies and trespassers, intervenes when natural disasters occur, and sees to the welfare of the animal population. While a Warden may operate alone, making decisions as he sees fit, he ultimately answers to a higher authority.

    Role:
    A Warden serves his lord with the loyalty of a good soldier. He tends to be fastidious in his behavior and strictly law-abiding, which also makes him a bit inflexible. To most Wardens, rules are rules, and there's not much middle ground.

    Depending on the circumstances, a Warden may journey anywhere in the world; he is not bound to remain in his guarded area. However, a Warden will not undertake any adventure without the approval of his overlord.

    Other members of an adventuring party may find a Warden to be cordial but distant. Some Wardens are also prone to homesickness; the further an expedition takes him from his guarded area, the more anxious and sullen he may become. Nevertheless, a Warden's dedication and professionalism can only enhance a party's effectiveness. Many comply unwaveringly with orders from the party leader, offer pointed advice when needed, and fight courageously on the battlefield.

    Common Traits: the Classic Ranger
    Perhaps the most important aspect of creating a three-dimensional character is determining his core traits, the values and principles upon which he bases his philosophy. A character with specific values tends to be more consistent in his reactions. And while few real-world people are wholly consistent, the more consistently a character behaves, the more lifelike he'll appear in the context of a game.

    While no two rangers are exactly alike in their outlook, all share a set of common traits which form the foundation of their personality. These traits are described in general terms below, and are not intended to straitjacket a good role-player. A player doesn't necessarily have to incorporate all of these traits into his character, but he should think carefully before setting them aside.

    Strong Ethics
    Most rangers have firm values that impel them to promote goodness and justice. A ranger has definite ideas about the difference between right and wrong. He behaves honestly, and most rangers believe in altruism and service. Selfishness and greed are antithetical to the ranger. He champions the powerless and fights for the weak. In many cases, a ranger's respect for life extends to animals as well as humans. Though in essence rangers are warriors, most have no fondness for war. Even when fighting for a cause in which he believes, the ranger looks forward to the end of the conflict and the natural healing process promised by peace.

    Love of Nature
    A ranger is as much a creature of the wilderness as a lion or wild horse. Many rangers find urban life suffocating and would no more make their homes in a city than volunteer for a prison sentence. A typical ranger prefers songbirds to orchestras, flowers to jewelry, and forests to grand castles. Most rangers are sophisticated enough to handle themselves well in urban settings, but they generally can't wait to finish their business and leave.

    Solitary
    By virtue of his duties and disposition, the ranger spends a lot of time alone. Most rangers come to enjoy the solitary life, and have no particular need for the company of other people. In most cases, animals satisfy a ranger's desire for companionship.

    On the positive side, the ranger's penchant for solitude encourages him to be self-reliant and independent. On the negative side, rangers may come across as remote and detached, even antisocial. While a ranger may be perfectly capable of social etiquette, his companions may believe that he's not especially interested in fostering lasting friendships.

    Taciturn
    By observing wild animals, many rangers have learned the importance of keeping their emotions in check. A juvenile wolf who charges impulsively is certain to scare away his prey. A young lioness who makes unprovoked, pointless attacks against the pride leader may find herself ostracized and alone. Consequently, rangers often conceal their feelings from friends and strangers alike, revealing little about themselves in actions or words. For all but the ranger's closest companions, it's often difficult to tell if he's happy or sad, angry or forgiving, troubled or content.

    Though rangers certainly experience emotions as deeply as anyone else, many suffer in silence when wounded, and grieve in private. A ranger's companions invariably find him to be a dependable, competent, and trustworthy professional. But as a person, he often remains an impenetrable enigma.

    Devout
    Many rangers are deeply and privately spiritual. They combine their love of nature with their faith to form the foundation of their moral code. Such rangers regularly reaffirm their commitment through moments of quiet reflection.

    The Ranger’s Personality
    You can draw on literature, film, and other fictional and mythological sources.

    Another way to shape a character's personality is to come up with a single word that summarizes his identity - a defining characteristic which describes the essential nature of the character and how he comes across to others. While a character's personality is comprised of many elements, the defining characteristic is the most dominant, the trait from which all other personality components arise.

    You can choose corollary characteristics to add dimension to the character. Regardless of your approach, the goal remains the same–to create ranger personalties that are believable and interesting.

    Altruistic
    A selfless humanitarian who puts the welfare of others before his own, the Altruistic ranger tirelessly fights for the common good. Unhampered by jealousy or self-interest, he commands respect from friends and foes alike. He shows mercy to his opponents, compassion to the dispossessed, and unwavering loyalty to his friends.

    Corollary Characteristics: Kind, honest, reserved, introverted, reverent, courteous.

    Analytical
    An agile mind and eclectic interests mark the Analytical ranger. He loves knowledge and relishes every opportunity to ponder the mysteries of nature. New cultures, unusual creatures, and scholarly strangers fascinate him. He respects intellectual prowess more than physical skills, and may seek to negotiate with a potential opponent rather than engage in combat.

    Corollary Characteristics: Ponderous, meticulous, dignified, thoughtful, cautious, dispassionate.

    Arrogant
    An arrogant ranger believes he can do no wrong. He views indecision as weakness and compromise as cowardice. He glories in the memory of his accomplishments, which typically have been both numerous and impressive. If there are stronger, smarter, or more skilled rangers than himself, he is unaware of them–or at least, he chooses not to acknowledge them.

    Corollary Characteristics: Haughty, confident, patronizing, energetic, extroverted, optimistic.

    Boisterous
    A boisterous ranger has little patience with social etiquette. He says what he thinks and behaves as he pleases, and may be oblivious to how his actions might offend others. A man of action, he likes to get to the point, avoiding what he considers to be time-wasting conversation and endless planning. Beneath it all, there often beats a heart of purest gold.

    Corollary Characteristics: Brash, impulsive, lusty, spontaneous, intimidating, vulgar.

    Distrustful
    Usually as a result of limited contact with other people, the distrustful ranger remains emotionally distant from strangers and comrades alike. He may be cordial and cooperative, but he rarely gets close to anyone other than his animal followers. He is awkward in social situations, uncomfortable in large groups, and suspicious of friendly overtures. The reason is usually hidden in his past.

    Corollary Characteristics: Suspicious, paranoid, cold, reflective, lonely, moody.

    Inspiring
    The inspiring ranger radiates authority and confidence, making him a natural leader. He instinctively takes charge in times of crisis, displaying bold initiative when others hesitate to act. His companions depend on his decisiveness and common sense, and he rarely lets them down. Always, he is the first to the battlefield and the last to leave.

    Corollary Characteristics: Flamboyant, fearless, cheerful, driven, virtuous, honorable.

    Laconic
    The laconic ranger is a soft-spoken, thorough professional. He says little, sees much, and lets others go their own way as he goes his. He takes quiet pleasure in a job well done, and avoids needless confrontation with lazy, the foolish, and the incompetent (though he might remark with shrewd humor upon their foibles). He nearly always lends his neighbor a helping hand.

    Corrollary Characteristics: Steady, thoughtful, pithy, keen, practical, skilled, canny.

    Melancholy
    The melancholy ranger shoulders the weight of the world. Plagued with self-doubt and tormented by the injustice of a seemingly indifferent universe, he is preoccupied with his own misery and prone to deep depression. Ironically, though he may perceive himself as a failure, he may actually be quite accomplished. Whatever success he experiences, however, doesn't seem to bring him much pleasure.

    Corollary Characteristics: Brooding, quiet, cynical, tentative, impulsive, neurotic.

    Merry
    The merry ranger is full of the joy of life. He spreads springtime and sunlight wherever he goes, regardless of how bleak the situation may be. Always ready with a tale, a story, or a practical joke to break the tension, he puts the counsel of the eternal doom-sayer to shame. Though he may, in fact, have serious problems of his own, these never discourage him for long, nor does he inflict them on his companions.

    Corrollary Characteristics: Bright, flippant, vibrant, honest, buoyant, optimistic.

    Mysterious
    The mysterious ranger envelops himself in an aura of secrecy, keeping even the most pedestrian details of his background hidden from his companions. He seldom speaks, and when he does, his words may be ambiguous or laden with cryptic overtones. Though he dutifully fulfills his role within a party, he minimizes his contact with his comrades. For no apparent reason, he may disappear for days at a time, then reappear as unexpectedly as he departed. He may whisper poetry to his followers, make bizarre notations on the trunks of trees, or brew sweet-smelling soup which he dumps on the ground rather than drink, all without explanation. His strange behavior may be due to religious reasons, cultural requirements, or merely a desire to keep his companions at arm's length.

    Corollary Characteristics: Eccentric, threatening, somber, distant, taciturn, studious.

    Nurturing
    The nurturing ranger serves as a caretaker and counselor, supporting his companions and followers in times of stress. He comforts the troubled, reassures the doubtful, and soothes the anxious. He has a kind word for all and strives to bring out the best in his friends by bolstering their self-esteem. He may leave leadership roles to others, preferring to work in the background, or a loss of leadership or sudden crisis may bring him to the fore.

    Corollary Characteristics: Diplomatic, inquisitive, philosophic, humble, passive, empathetic.

    Obsessed
    A single, all-consuming goal motivates the obsessed ranger to the exclusion of all else. Typical obsessions include destroying a species enemy, revenge on an overlord who illegally annexed his territory, or locating a animal believed to be extinct. Though an obsessed ranger may function effectively within his party, the party’s objectives are always secondary to his own. Often, such a character will mature out of the obsession as the campaign continues.

    Corollary Characteristics: Irritable, grim, passionate, anxious, determined, tireless.

    Faith
    Now you have a good idea of who your ranger is – what their morals, beliefs, personality and desires are, it’s time for them to take a patron deity.

    Unlike clerics, druids, and paladins, Faerûnian rangers do not have to choose a patron deity until they reach 4th level and acquire divine spellcasting ability. Without a patron deity, a ranger cannot cast spells.

    The deities of Faerûn are deeply enmeshed in the functioning of the world's magical ecology and the lives of mortals. Characters of Toril nearly always have a patron deity. Everyone in Faerûn knows that those who die without having a patron deity to send a servant to collect them from the Fugue Plane at their death spend eternity writhing in the Wall of the Faithless or disappear into the hells of the devils or the infernos of demons.

    Across all of Toril, people respect and fear the divine powers. The deities of Faerun promote the causes they favour, watch over the domains for which they are responsible and constantly seek to increase, or at least defend, their temporal power by protecting their worshippers and encouraging the active expansion of their faiths.

    A ranger does not need to have the same alignment as their deity, but the alignment should be similar since if their own views aren’t similar to that of the god they would have taken a different god as patron.

    Most faiths allow worshippers from outside their race, although deities often frown upon members of what they consider “their” people worshiping outside their pantheon. This divine disapproval is usually communicated downward into a pantheon’s followers, resulting in a negative attitude ranging from disdain and disapproval to outright scorn and hostility that members of a race have toward those of their people who worship “foreign powers.” Because of the social battles they face among their own, such followers are relatively few. Obviously, half-elves are free to choose their faith from either the human pantheons or the elf pantheon—or, where appropriate, the drow pantheon. The same goes for half orcs.

    Rangers and druids have similar preferences for deities, although some rangers with odd interest (such as hunting undead) choose different patrons.

    http://wiki.narfell.us/Deities_and_Domains
    This is the full list of deities accepted in Narfell. You may click on the links or google to find out more.

    Fallen Tokens
    The deities in Toril take an active interest in their world, channeling power through their clerics, druids, rangers, paladins, and other worshippers and sometimes intervening directly in the affairs of mortals. Because they lose strength if their worship dwindles away and is forgotten, deities task spreading their praise and doctrine, recruiting new worshipers, and keeping the faith alive. In exchange for this work and to facilitate it, deities grant divine spells.

    A ranger who grossly violates the code of conduct expected by his god loses all spells and cannot gain levels as a divine caster of any class until he atones. In Narfell this is represented by the character being issued with a fallen token.

    A fallen token blocks the divine spells and feats for paladins, clerics, rangers and druids. This is to reflect the fact that the PC's deity has taken his grace away from him/her.

    Fallen tokens are issued to PC's for IC actions, meaning that their actions on the server have not complied with those of their God. This is nothing personal to you as a player at all.

    We encourage people to play out redeeming themselves and showing they are worthy of the faith they chose to start with. No DM likes to keep a player fallen. But redeeming is up to the player himself.

    The DM team will watch your character's actions, and consider if they are worthy enough of redeeming within the faith. We've had several fine PC's already on this server that lost their fallen token again, and have become fine examples of their chosen examples. To most, this is in the end a very nice opportunity to build character, and RP.

    Some players try to change faiths thinking this will be easier to continue - It's not. What God would trust a mortal with his powers that cannot seem to make his mind up?

    Changing Faith
    Changing deities for a character is a major step. Especially for faith based characters where their god is the central point of their character abilities and goals. It is considered to be a major event in the characters life and should be taken as such, regardless of class.

    When hoping to convert to another faith as a ranger, contact the DM team with your intentions.

    It is important to remember that when a faith-based character decides to change deity they will immediately be issued with a fallen token since the abandoned patron will cease answering their prayers.

    It can take a fairly long time to fully convert to a deity if you were a prominent figure of another faith. The character must prove their worth to their new chosen patron. They may be required to go on a quest for the new church, receive an atonement spell from a representative of the new faith, and so forth.

    The DMs do however welcome the chance to help you further your character and if changing deities helps that, then we welcome it.

    Ranger Abilities
    Regardless of whether they're wardens of private game reserves, arctic explorers, or freelance monster hunters, all rangers share a set of special abilities that distinguish them from other character classes. Rangers have the ability to track other creatures, hide in shadows and move silently, react to specific enemies, empathize with animals, understand the complexities of nature, and survive in extreme conditions. Quite a list–but that's what makes the ranger such an exceptional character.

    Tracking
    Thanks to his keen senses and thorough understanding of animal behavior, the ranger is an expert tracker. He reads an impression in the mud or a bend in a twig like words on a printed page. He can determine the identity of his quarry and how fast it was traveling by the depth of a footprint. He can tell the size of a slug from the trail of slime it left behind. He can track an orc in the darkest forest, a rabbit though the thickest jungle, an escaped convict across the most desolate mountain range.

    A ranger's tracking skills apply to characters as well as creatures, and to underground and interior settings as well as all types of outdoor environments.

    Elements of a trail may include footprints, bent twigs, waste matter, or any other physical signs that a ranger can follow. Certain categories of creatures–including swimming and flying creatures, small insects, and ghosts and other non-corporeal creatures--seldom leave physical evidence of their passage. In most cases, such creatures can't be tracked. However, since tracking involves all the senses, not just sight, it's possible that the aroma of burning metal might linger after the passage of a particular spectre, or a ghost might reveal itself by its eerie voice, heard faintly in the distance, or by otherworldly eddies of cold. Still, only the most skilled rangers are capable of following trails devoid of physical evidence.

    By noticing details that other characters might overlook--the depth of a footprint, the thickness of a snapped branch, a hair caught in barbed bush--the ranger can deduce a sizeable amount of information about his quarry. The more skilled the ranger, the more information he deduces.

    For Further Information, see here:
    http://www.narfell.us/modules.php?name=Forums&file=viewtopic&p=475456#475456

    Stealth
    By flattening his body or crouching in such as way as to blend into dark areas, and remaining perfectly still while doing so, the ranger can render himself nearly invisible in natural surroundings. This ability to hide in shadows works equally well in fields of tall grass, clumps of bushes, rocky hills, or any other wilderness area with dark or shaded terrain.

    When hiding, the ranger can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well-traveled road and secretly observe passersby, or conceal himself near an enemy campsite, waiting for an opportune moment to steal their treasure or supplies.

    For further information, see here:
    http://www.narfell.us/modules.php?name=Forums&file=viewtopic&t=50838

    Favoured Enemy
    Every ranger has a particular creature for which he harbors a deep loathing. Even an otherwise pacifistic ranger has no reservations about harming this creature. In fact, he may actively seek it out for the express purpose of destroying it.

    The creature that a ranger opposes above all others is called his favoured enemy. A ranger gains special combat modifiers when encountering his species enemy, reflecting both his knowledge of the creature and his intense emotions.

    Here are a few ways a species enemy might reflect a ranger's background:

    Because of his special understanding of the species, the ranger receives various boni in relation to detecting and fighting them.

    In most combat situations, the ranger will actively seek out his species enemy as the object of his attacks to the exclusion of all other potential opponents. If the party encounters three orcs and a troll, and the troll is the ranger's species enemy, the ranger will attack the troll and leave the orcs to his companions. If the ranger spots a troll in the wilderness, he may feel compelled to attack the troll unless his companions convince him otherwise or forcibly restrain him.

    This compulsion doesn't override the ranger's good judgment or sense of duty.

    Animal Empathy
    Many characters regard animals as non-thinking beasts that react purely on instinct, incapable of responding to reason. The ranger, on the other hand, sees animals as emotionally complex creatures whose fears and desires may be less sophisticated than those of humans, but are no less real. This innate understanding of animal behavior gives the ranger a limited ability to influence their emotions and manipulate their behavior.

    The ranger knows the meaning of a twitching tail, a cocked head, a low growl. He knows that a snarling wolf positioned in a crouch may be more frightened than hostile. If approached correctly, a hissing snake may slither away rather than strike. By calling on his animal empathy, a ranger can use soothing words and gestures to turn hostility to indifference, and indifference to friendship.

    The reaction of the animal towards the ranger is improved. It does not become his loyal slave.

    For further information see here:
    http://www.narfell.us/modules.php?name=Forums&file=viewtopic&t=38309

    Wilderness Lore
    All rangers have an inherent understanding of natural lore, encompassing a broad set of principles involving conservation, ecology, and natural order. Though not every ranger knows specific details about particular situations, all of them understand the general concepts at work.

    A ranger's knowledge of natural lore enhances his reverence for all living things. In practical terms, it allows him to recognize ecological and environmental problems, both actual and potential. In some cases, he may be able to offer suggestions for correcting them.

    You can keep yourself and others safe and fed in the wild.

    Spell Casting
    A ranger must pray to receive spells from their deity. They can do this once ever 30 minutes in game, or 10 minutes after a failed rest attempt.

    In addition to the spells available in game, a ranger may cast from a wide selection of Pen and Paper spells.

    http://www.scribd.com/doc/19792065/DnD35Index-Spells-Ranger

    Narfell is technically 3.0, though 3.5 spells are allowed for enchantment purposes. However, I can’t find a 3.0 list online so this one is 3.5.

    You can NOT suddenly say, “I’m going to cast this cure light wounds to represent Speak with Animals.” You must have prayed for the spell. You can tell the DM before you rest that you’re praying for Speak with Animals. It’s advised that you represent it with a spell you wouldn’t otherwise use. Eg message the DM channel to say, “My character is praying for Speak with Animals. I will use Entangle to represent this.” Then, when you want to cast Speak with Animals, ‘burn’ Entangle for it by casting it where it will have no effect.

    Whenever you intend to use a PnP spell make sure that you can supply the DM with the full description on request.

    Greater Magic Fang has been changed from default NWN implementation for Narfell.
    http://www.narfell.us/modules.php?name=Forums&file=viewtopic&t=54073

    Enchanting
    In Narfell the ranger’s caster level as it pertains to enchanting is equal to their ranger level. 3.0 and 3.5 spells are accepted.

    For more information on enchanting see here:
    http://www.narfell.us/modules.php?name=Forums&file=viewtopic&t=45909

    Animal Companion
    http://www.narfell.us/modules.php?name=Forums&file=viewtopic&p=414130#414130

    The NWN Ranger
    Please see the NWN Wiki:
    http://nwn.wikia.com/wiki/Ranger

    With search and set trap as class skills, many rangers like to take a cross-class rank in disable trap.

    The Narfell Ranger
    Download this override:
    http://www.narfell.us/modules.php?name=Forums&file=viewtopic&t=46554

    If you’ve started a ranger without this override installed, you may require a rebuild to take advantage of Narfell’s custom ranger class features. Contact a DM to do this.

    Rangers get Tumble as a class skill, and gain two additional granted feats

    • Toughness with relatively few levels of Ranger
    • Evasion with high mid levels.

    Note that the feat changes for Rangers will require x level