the two of you do have one thing in common : If something goes against your code, you're unshakable in your fervor to set things right . When you both agree on something, it's not a good idea to get in your way. Rogues: You have a lot in common with the party rogue because your skill sets overlap but don't compete. When the two ofyou move down a hallway together, you can back each other up in ways a paladin and wizard couldn't begin to understand. You may live in different environments, but you respect each other's abilities and attitudes . Sorcerers : Sorcerers are what rangers would be if they were arcane spellcasters-fast, focused, and uncluttered by tomes and universities. You and the sorcerer work well together because you can depend on him to do what you expect and do it well. Wizards : Wizards can be maddeningly unpredictable . You want maximum versatility in combat, and so does she-mostly for staying out of melee . But just when you decide to wade in for two-weapon battery, you discover that she's targeting the area for a fireball . Still, any arcane spellcaster is better than none, since she's bound to have lots ofuseful spells .
rangers, but some prefer to stalk foes through other terrain. The urban ranger is the king of the streets, capable of tracking a foe through a marketplace or across a castle parapet. To play an urban ranger, use the rules from the ranger class description in Chapter 3 of the Player's Handbook . Every rule mentioned there also applies to an urban ranger . With your DM's permission, however, you can adopt a few modifications designed to make your character more effective in the unorthodox urban terrain . " Make the following class skill switches : Animal Empathy for Gather Information and Knowledge (nature) for Knowledge (local) . Saying goodbye to an exclusive class skill is hard, but you need as many ranks in Gather Information and Knowledge (local) as you can get. " Trade the Track feat for the Shadow feat (see Chapter 2). This gives you an edge in following someone through city streets . Also, you might want to adopt the special use of the Hide skill called Tail Someone, as described in Chapter 2. " Take an organization or culture rather than a creature type as a favored enemy. For example, you might choose the Knights of the Hart, which would allow you to use your favored enemy bonuses against elves and humans who belong to that organization, but not against other elves and humans . Be sure to make such a choice in concert with your DM, or you could end up with a favored enemy you never encounter. " Swap out a few ranger spells for bard spells of equal level. Here are some trades to consider: detect Snares and pits for detect secret doors, speak with animals for message, Speak with plants for detect thoughts, plant growth for phantom Steed, and tree Stride for dimension door. You might want to see if your DM would let you trade for spells from different class lists as well, though you're unlikely to get chain lightning out ofthe deal.
Variant : Urban Rangers
The Player's Handbook describes rangers as forest denizens who can use the natural camouflage of the woods to advantage . Soveliss, girded in his tree-trunkbrown studded leather, is ready at a moment's notice to disappear among the trees . This is a fine lifestyle for the majority of
An urban ranger who wants to adopt a prestige class might consider the watch detective, the foe hunter, or the bloodhound (see Chapter 5). All those focus on improving the ranger's best attributes without advancing the naturalistic aspect ofthe class. Below are statistics for an urban ranger created with these variant rules: the dwarven constable Sergeant Reginald Fitz-Louis and his trusty mastiff, Baskerville .
U i
'Sergeant Reginald Fitz-Louis : Male dwarf Rgr12; CR 12; Medium-size humanoid ; HD 12d10+36 ; hp 102 ; Init +1 ; Spd. 20 ft.; AC 17 (touch 11, flat-footed 16) ; Atk +14/+9/+4 melee (1d8+3/19-20, +1 ghost touch longsword) and +13/+8 melee (1d6+2/x3, +1 handaxe) or +15 ranged (1d8+1/ 19-20, masterwork light crossbow with +1 crossbow bolts) ; SQ Dwarf traits, favored enemies (cult of Vecna +3, goblinoids +2, giants +1); AL LN; SV Fort +11, Ref +5, Will +7 ; Str 15, Dex 12, Con 17, Int 14, Wis 17, Cha 15 . Skills and Feats : Appraise +4, Bluff +7, Concentration +6, Craft (metalworking) +4, Craft (stoneworking) +4, Diplomacy +4, Disguise +4, Gather