Wild Shadow (Ranger Archetype; Half-elf)
The life of many rangers is one of isolation, but most have friends with whom they bond with on a deep level, whether it be their sapient allies, or with an animal friend. Some, however, remain alone even in the company of others, finding solace in the land itself, avoiding civilization. Today’s archetype takes the idea of the hermit ranger to its natural conclusion. These so-called wild shadows avoid unnecessary contact with others, preferring to live in peace. Of course, with desperate times comes desperate measures, and the courageous among them will fight and even join with others to see a goal accomplished, even if their only stake in it is the freedom to return to hermitage in peace. Thanks to their social isolation from both human and elven society, its no surprise that half-elves are the most common to take up this mantle, always living outside of both worlds.
Their antipathy towards civilization is pretty clear in their behavior, and their lack of knowledge about developed areas makes them less effective trackers, and poor at guessing domesticated animal behavior. Furthermore, that antipathy prevents them from ever willingly working to remove that obstacle. Walking through uneven and overgrown terrain is something these rangers master early, but what is truly uncanny is their ability to circumvent that one weakness in that ability: Magical manipulation. Not even magically animated foliage can entrap them, slipping through with grace, assuming they know enough about their foe to do so. Loose soil, skree, and sand, hidden burrows and roots, all are things that can torment and entrap the unwary. When in terrain familiar to them, these rangers excel at knocking or driving their foes into such entrapments, dominating the playing field. They also are masters of using the terrain to protect themselves, taking cover from enemy assault. Later on, their cunning on the battlefield allows them to use it against anyone, or else against multiple favored foes at once. Looking for a unique form of wild ranger? Consider this option. With it, your favored terrain helps punish your favored foes, and grants you all sorts of bonuses as well. Being able to move through any foliage, mundane or magical, also makes them perfect for facing down druids and nature-empowered foes, or else simply taking the fight to foes who are clearly out of their element.
Half-elves are of course a natural choice for this archetype, but anyone might become a hermit and tap into nature through a powerful bond, so I see no need to limit this archetype to just that race. I am, however disappointed that despite featuring bonds to terrain as its main gimmick, the archetype falls into the 3.5 ranger/druid trap of being a “Forest-only” class with how their immunity to difficult terrain is still limited to foliage. Then again, there are options one can focus on instead.
Living a life of necessary solitude, the intelligent flesh golem Nindall has lead a sad life, unable to find comfort in civilization. He has sense fled into the wild, living a life of solitude. Much to the surprise of local druids, he has proven to have become one with nature, despite his artificial nature. Some in the circle, however, view it as one more abomination associated with the construct, and seek his end.
The Deadwood is no place for the living, necromantic magic having killed most plant and animal life and brought it back as foul undead creations. While under attack from a pack of ghoul wolves, the party is rescued by a hooded, but clearly living savior. They disappear soon afterwards, but the question remains. Who would willingly choose to dwell in such a hostile place?
Working with the native contemplatives, The colonists of Dalack 7 have established communities here and there, establishing a frontier on this new world with both science and magic. Still, sometimes one of the dwarven scouts goes native, getting taken in with the native cultures, shunning the colony cities. Is it something in the air, or something deeper?














