D&D 3e (3.0/3.5) Rules
Mystic rangers follow the same basic path as the ranger, though they gain their power from mysticism rather than the divine power of the gods. They are at home in the forest and the wilds. He is a skilled hunter and stalker, knowing the woods as if they were his home (and often they are). He draws his power from the mystic sphere of animism, taking a different spiritual approach to nature.
Adventures: A mystic ranger can be a protector through the wilderness or as a scout. He can also adventure for the same reasons that a fighter can.
Characteristics: A mystic ranger can use a variety of weapons in combat, often specializing in two-weapon or archery. His skills allow him to survive within the wilderness, to track his prey, and to avoid detection. He is able to draw upon the mystic power of animism to fuel his spells.
Alignment: Mystic rangers can be of any alignment, though most are chaotic in alignment. Good mystic rangers are protectors of the lands and those who travel through them. Neutral mystic rangers protect the land for the sake of nature. Evil mystic rangers bend nature to their will, and emulate the cruelty of predators.
Religion: Mystic rangers do not follow the ways of any deity, though most pay respect the gods of nature. Rather, they follow the mystic path of animism, using their inner power to connect with nature. Some mystic rangers feel that even though some gods have a tie to nature, that nature is independent of the gods.
Background: Most mystic rangers learned their craft from masters who accepted them as students. Some are students at the Citadel of Light, studying at the Animism Lyceum.
Races: Mystic rangers mainly emerge from those races with close ties to nature, such as Kagonesti elves, centaurs, and human nomads.
Other Classes: Mystic rangers get along well with other nature-based classes, such as barbarians, druids, and rangers, even though rangers and druids don't see eye-to-eye with the mystic ranger on where the power of nature is drawn from. Like rangers, they bicker with paladins, not only on different styles, tactics, and approaches, but also on religious beliefs in terms of divine magic. They share a certain kinship with sorcerers, as they both draw on ambient magic. They're indifferent to most other classes, though they don't get along as well with structured classes such as monks and wizards.
Role: The mystic ranger's best role is that of a scout and secondary combatant.
Game Rule Information
Mystic Rangers have the following game statistics.
The mystic ranger's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
All of the following are class features of the Mystic Ranger.
Armor and Weapon Proficiency: A mystic ranger is proficient with all simple weapons, martial ranged weapons, and light armor. A mystic ranger is not proficient with martial melee weapons or shields.
Spells: Beginning at 5th level, the mystic ranger gains the ability to cast a small number of divine spells, drawn from the ranger spell list (p. 191 of the Player's Handbook). He can cast any spell he knows without preparing it ahead of time, the way a ranger must.
Wisdom determines how powerful a spell a Mystic Ranger can cast, how many spells a Mystic Ranger can cast per day, and how hard those spells are to resist. To cast a spell, a Mystic Ranger must have a Wisdom score of 10 + the spell's level. A Mystic Ranger gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a Mystic Ranger's spell is 10 + the spell's level + the Mystic Ranger's Wisdom modifier.
Ranger Abilities: Per the ranger in the Player's Handbook.
* = Provided the ranger has a high enough Wisdom to have a bonus spell of this level.
Acknowledgements: This article draws some inspiration from Erik Seligman's article on the Mystic Ranger in Dragon #336. Thanks to Cam Banks for the suggestion on the spellcasting advancement.
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