Professional Documents
Culture Documents
(Class) Mystic Ranger
(Class) Mystic Ranger
(Class) Mystic Ranger
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.
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
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).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Class Features
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.
* = 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.