According to the Player's Handbook, only humans, elves, and half-elves can be rangers. But using the rules in this book, it's possible to include characters of other races with ranger-like abilities in a campaign. However, lacking the necessary qualities to become rangers in the true sense, these other races are subject to specific limitations. They are known as demi-rangers.
Demi-rangers are restricted in the following ways:
- Demi-rangers must take character kits. Only a few kits are available to each race, as indicated in Table 53. Further, they must meet all the initial ability score requirements for both the ranger class and the kit.
- Demi-rangers use only the basic Tracking proficiency; they do not track as rangers, nor can they specialize in a primary terrain if that optional rule is being used.
- Demi-rangers do not get the two-weapon attack ability of standard rangers.
- Demi-rangers do add their racial modifier (if any) to their move silently and hide in shadow abilities.
- Demi-rangers are limited as to the maximum level they may achieve. Table 53 lists the maximum level for each kit.
- Demi-rangers attract 2d3 followers instead of the 2d6 normally allowed rangers. (Dwarf demi-rangers will rarely have elf or half-elf followers; gnomes will have an exceptionally high number of burrowing mammals.)
- Demi-rangers are restricted as to their terrain types. These include:
- Dwarf: Arctic, Hill, Mountain, Desert.
- Gnome: Arctic, Forest, Hill, Underdark.
- Halfling: Aquatic, Forest, Plains, Jungle (exception, Explorer).
- Halfling demi-rangers are unable to learn the priest spells normally available to rangers. Dwarf and gnome demi-rangers may learn priest spells (from appropriate spheres) but not until they reach 10th level. As indicated in Table 53, they learn fewer spells than other rangers and cast them at lower levels.
Race Kit | Maximum Level |
---|---|
Dwarf | |
Guardian | 15 |
Mountain Man | 15 |
Warden | 15 |
Gnome | |
Forest Runner | 11 |
Pathfinder | 11 |
Stalker | 11 |
Halfling | |
Explorer | 9 |
Feralan | 9 |
Sea Ranger | 9 |
Demi-ranger Level |
Casting Level |
Priest Spell Level | |
---|---|---|---|
1 | 2 | ||
1-9 | — | — | — |
10 | 1 | 1 | — |
11 | 2 | 2 | 1 |
12 | 3 | 2 | 2 |
Race | Hide in Shadows |
Move Silently |
|
---|---|---|---|
Dwarf | — | — | |
Gnome | +5% | +5% | |
Halfling | +10% | +15% |
New Kits for Demi-Rangers[]
Just as you're free to create new ranger kits, it's also possible to design kits specifically for demi-rangers. Follow the suggestions outlined in the Creating New Kits section above. The DM has the right to disallow any kit he feels is inappropriate for his campaign.
Some suggestions for demi-ranger kits:
Dwarven Spelunker. This is a subterranean ranger whose primary terrain encompasses caves and underground passages.
Gnomish Terraformer. He pursues techniques for physically reshaping the lay of the land.
Halfling Agronomist. He's a master of agriculture and animal husbandry.
Dual-Classed Rangers
Dual-classed characters must be human. A dual class ranger may be of any character kit, presuming the DM allows it in his campaign.
To change from a ranger to another class, the ranger must have a minimum score of 15 in Strength, Dexterity, and Wisdom. He must have a score of 17 or better in the prime requisites of the new class.
If a character from another class wants to switch to a ranger, he must have a minimum score of 15 in his prime requisites and a score of 17 or better in Strength, Dexterity, and Wisdom.
Multi-Class Rangers[]
The main multi-class option open for a ranger is the half-elf cleric/ranger. The half-elf advances in both classes simultaneously, up to 16th level ranger and 14th level cleric. All the usual rules for multi-class characters as given in the Player's Handbook should be followed.
Optional Rule: The Ranger-Druid[]
Generally, a ranger/druid combination is not possible, due to the conflicting alignments of the classes. However, campaign conditions may allow their creation, should the players and DM decide that they wish to experiment with them.
First, there must be a nature deity of good alignment whose specialty priests are druidic. Second, the priesthood must have an allied group of rangers. Given these conditions, a half-elf ranger/druid character may be possible.
Such a character is still bound by racial level limits, in this case 16th level ranger and 9th level druid. Even if the optional level advancement for exceptional ability scores is used, such a character is unlikely to become a 12th level druid (a level for which the character must fight). At the very least, the character will have formidable enemies among conservative members of the priestly hierarchy, and is likely to become the target of subtle plots. Also, such a character would be under constant pressure from divided loyalties, as his chosen professions will tend to pull him in different directions.