Stat requirement: dexterity 13, wisdom 13
Race: human, half-elf, half-drow, half-orc, beastman, drow, elf, voadkyn, wemic, firbolg, orc, hobgoblin
Class skills: athletics, endurance, stealth, survival
L1: light armor proficiency, simple weapon proficiency, martial weapon proficiency, track, ambidexterity
L9: two weapon fighting
L13: improved two weapon fighting
L17: unassailable parry
L1: light armor proficiency, simple weapon proficiency, martial weapon proficiency, track, point blank shot
L17: shot on the run
Rangers are hunters and woodsmen, tied innately to nature and surviving by their knowledge of it. While their outlooks and origins span a vast range, they share this common affinity for the wilds, and often a dislike for areas of dense civilization. Inclined towards light armor for its freedom of movement, they often master a variety of weapons and are adept at melee combat, as well as retaining skills with archery.
Many nature-attuned or allied deities grant powers to rangers, but not all. Only the churches of Akadi, Anhur, Auril, Grumbar, Istishia, Kelemvor, Kossuth, Lathander, Malar, Mielikki, Selune, Shar, Shaundakul, Silvanus, Talos, Tempus and Tyr have been known to have such followers. From these gods, rangers are able to ‘prepare’ spells that they have been granted, and ‘cast’ them when required. Their familiarity with animals also allows them to attempt to ‘handle’ trained mounts, in an attempt to gain their loyalty.
Useful MUD helpfiles: ranger, horses.