From PathfinderWiki
Harsk, a dwarven ranger.

Iconic character
Source: Core Rulebook (First Edition), pg(s). 64–67 (1E)
Core Rulebook (Second Edition), pg(s). 166–177 (2E)

Resourceful and cunning, the ranger is a hunter, tracker, and warrior who stands between the natural wilds and civilization. Rangers use bows, crossbows, two-handed combat, and snares, and anyone traversing deep forests or unexplored mountains would be thankful to have a ranger by their side.1

Unlike the druids, rangers usually defend civilization from the dangers of the natural world, and not the other way around. They often favor the people of border areas, helping them to settle and protect small communities at the limits of expansion. Rangers might be more inclined to interact with such peoples, often taking residence in or near towns, and making frequent visits to trade goods or information. Rangers can be protectors, guides, hunters, spies, or even just wild hermits.2

Rangers often find employ with militias or armies as scouts and spies, or simply skilled warriors. They compliment the ability of the fighter with their knack for moving through rough areas undetected, and providing quick precision striking.[citation needed]

On Golarion

An elven ranger.

Rangers are common in all wild and rural areas, occupying a unique position in the life of such communities. Wandering rangers might be far from their homes, seeking residence in these dangerous areas. Avistan, with its crumbling ruins and old trade routes, is a likely place to find a ranger. Although rangers might be found in any army, those of Andoran, Kyonin, Molthune, Nirmathas, and the River Kingdoms have rangers in greater numbers. Korvosa's Sable Company is entirely made up of rangers.2

Chernasardo Rangers of the Fangwood forest are elite snipers, trappers, and scouts fighting Molthuni armies for their freedom.


There are no restrictions on the ancestry of a ranger, but dwarf, elf, halfling, kobold, ratfolk, tengu, azarketi, hobgoblin, leshy, lizardfolk, changeling, dhampir, aphorite, beastkin, fleshwarp, oread, sprite, strix, poppet, kholo,3 tripkee,4 automaton, and shoony adventurers often become rangers.

All peoples have need of rangers, even those in strictly urban environments. Rangers of specific races commonly learn to combat the enemies of that race.[citation needed]


Rangers are most likely followers of Gozreh, the deity of nature, or "Old Deadeye" Erastil, the god of hunting and trade. Cayden Cailean, with his uncivilized manner and love of adventure is also a frequent patron of the class. The freedom afforded to a ranger also meshes well with the philosophy of Desna. Worshippers of the other deities are less common, and spread evenly throughout the members of the class.2

Rangers are frequently followers of the Green Faith.5 They also might practice Shoanti animism as an expression of their connection to nature—or they might venerate Sarenrae, the goddess of the sun; or Tsukiyo, the god of the moon;6 and some ferocious rangers worship Achaekek for his efficiency in killing his targets.7

Its is also common for rangers to uphold the natural order but not the divine, choosing not to worship any deities whatsoever.8


  1. Logan Bonner, et al. “3: Classes” in Core Rulebook, 69. Paizo Inc., 2019
  2. 2.0 2.1 2.2 Erik Mona & Jason Bulmahn. Gazetteer, 14. Paizo Inc., 2008
  3. Paizo referred to all kholo as gnolls until the publication of The Mwangi Expanse, and renamed all gnolls to kholo across Player Core, GM Core, and Monster Core. For details, see Meta:Kholo.
  4. Paizo referred to tripkees as gripplis until the publication of Tian Xia World Guide.
  5. Sean K Reynolds. “Magic” in Gods and Magic, 96. Paizo Inc., 2008
  6. Sean K Reynolds. “Gods of Golarion” in Gods and Magic, 7. Paizo Inc., 2008
  7. Sean K Reynolds. “Other Gods” in Gods and Magic, 52. Paizo Inc., 2008
  8. Sean K Reynolds. “Magic” in Gods and Magic, 101. Paizo Inc., 2008