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Variant: Urban Rangers

natural and the civilized worlds than either the elf or the human is .

Half- Orcs : Though many half-ores consider barbarian and fighter to be better class choices, the half-orc ranger is a true monster against his favored enemies . A racial bonus to Strength, the best possible attack progression, and favored enemy bonuses mean that a 10th-level halforc ranger with a Strength score of 22 and Weapon Focus (battleaxe) has a +20 attack bonus against his first favored enemy, not including the bonus of the magic battleaxe he has in each hand . A half-orc going this route must try to compensate for his Intelligence penalty, since the ranger's strength lies not only in combat but also in skills . Probably the biggest disadvantage for the half-orc ranger is that few believe he is a friend of the forest . Still, he has his ways of persuading people .

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Halflings : The Player's Handbook notes that halfling rangers aren't encountered often, but that's primarily because they can choose when encounters occur. The halfling's Strength penalty undercuts his ranger bonuses, but consider the 9th-level halfling ranger with Weapon Finesse and a through-the-roof Dexterity score . He's tossing thrown weapons and wielding pairs of melee weapons, as well as moving silently and hiding better than anyone else through frequent use of the pass without trace spell . In addition, his exceptional bonus on Listen checks lets him know that his foe is coming long before he has to decide whether to fight or flee .

Monsters : Members of several monstrous races also make particularly good rangers . Among these are centaurs, gnolls, grimlocks, sahuagin, and yuan-ti (pureblood and halfblood) .

All these creatures have racial bonuses to Strength, and each has one or more advantages all its own . The sahuagin's ability to breathe water and its blood frenzy are significant advantages, though they are effectively limited to underwater environments . The yuan-ti halfblood has several interesting options-scales for a natural Armor Class bonus, snakes instead of arms for natural attacks, or even a snake head with a poisonous bite . Add to this the spell-like abilities and psionic powers that all yuan-ti have, and either creature is a formidable foe .

The level equivalents of these creatures vary widely . The gnoll's level equivalent is class levels +3, the grimlock's is class levels +5, the sahuagin's is class levels +5, the centaur's is class levels +7, the yuan-ti pureblood's is class levels +12, and the yuan-ti halfblood's is class levels +13 .

One final note about nonhuman rangers : All of them can select human as a favored enemy, and they should strongly consider doing so . Humans are the most frequently encountered foe in almost every D&D game, so favored enemy bonuses against them come into play often .

The Ranger and Other Classes

The ranger's single-minded pursuit of a favored enemy often provides the impetus for a quest . For example, if orcs occupy the hinterlands, it's the orc-hunting ranger who gets a group together to chase them out .

When selecting companions for his missions, the ranger should consider how his skills and attitudes fit with theirs . If you're playing a ranger, you may find some good advice in the following paragraphs about getting along with your fellow adventurers .

Barbarians : You and the barbarian make a terrific one-two punch, since you can both inflict tons of damage . Working together, you can also avoid nasty surprises-you watch for foes coming out of the woodwork and he ignores sneak attacks and avoids traps . A party with the pair of you doesn't have as much need for a rogue as one not so doubly blessed . The only issue between you and the barbarian is that you may want to leave combat long before he does .

Bards : The bard seems like such a dilettante . Both of you are extraordinarily versatile, but you're versatile with a purpose (at least in your mind) . Nonetheless, you're both favorites of elves, so you tend to get along . On a good day, you're cool toward him (like you are to everyone else), and he's superficial toward you (like he is to everyone else) .

Clerics : Though you might get along with a druid more easily, you rarely turn down an alliance with a cleric . Of course, the extent of the friendship always depends on his domains . A cleric with Animal, Healing, Sun, or other domains relating to nature is always a welcome companion, but you're less likely to enjoy the company of one who specializes in Death, Destruction, or Trickery-unless of course you're an evil ranger who doesn't care much about the cycle of life .

Druids : You and the druid are natural partners, in both senses of the term . You appreciate guidance in the ways of the wild, so you're willing to help out the druid in return for some of her knowledge . She's a better divine spellcaster than you are, but this works for both of you, if you plan accordingly. You carry the standby spells such as protection from elements so that she can focus on healing and controlling animals . Though your skills are similar, a party with both of you benefits from the many animals and summoned allies you both tend to have in tow, which can deliver a swarm of attacks against your foes .

Fighters : The fighter is a demonstration of everything that's wrong with society-he's clanky, monomaniacal, and graceless . You're almost as good at fighting as he is (considering that he gets bonus feats), but you have other abilities as well. When you're in a party with him, the monsters tend to consider you (with your light armor) as the lesser of the two threats-at least until you hit four times in a round.

Monks : The monk's ascetic lifestyle is very similar to the sort of self-exile you embrace . Both of you are nimble and silent, and you both have the ability to make extra attacks each round . Best of all, each of you respects the other's need for solitude . You and she could live in the same woods for years and never say a word to each other-except the occasional "Help!" When you do join forces, you make a powerful combination .

Paladins : If the fighter is rigid and loud, the paladin is even more so. Even if you're both of good alignment, you may be so far apart on the law and chaos axis that you can't have a civil conversation . Even her warhorse is a sticking point, since at any moment it can command your mount, and you're not about to stand for that . Still,

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