Non-Caster Survival

It's very hard to make a melee fighter without heavy armour. Not all non-spellcasters are the same.

Heavilly armored, high hit-point characters like paladins and fighters are clearly the best for melee. They can soak up damage, will get hit less frequently than any other characters, and can pack a decent punch. You do need to know when to fight defensively, when to attack all-out to take out an opponent quickly, and when to swap out of combat for a few moments to get some healing. Talk to the party, arrange some signals and basic tactics. For the fighter to step back for some healing while a rogue, cleric, or monk holds the line for a round or two is a nice tactic, for example.

Next there are lightly armored and low hit-point characters, like rogues and monks. These types have neither the stamina nor the defence to go toe-to-toe in melee with the worst sorts of foes you'll be facing. The best they can do is try to isolate weaker melee opponents like enemy wizards, get into flanking positions, and harass weaker foes. Remember that you're not the main tank, and if the fighter needs you to cover while he gets healing then you should get back out of there as soon as possible. Also be careful to avoid getting caught someplace where you can't retreat and your comanions can't aid you.

Finally, there are high hit point, high BAB characters with poor armor class: the rangers and barbarians. They are best as skirmishers and scouts than straight-on front line fighters. You can dish out damage and take some, but aren't well armored. The ranger especially suffers by having more non-combat class skills than the barbarian or a "real" fighter. You're more of a scout than a toe-to-toe warrior, but you can still help spell the big fighters for a round or two, hold off foes while waiting for people to stop being stunned, etc. I personally don't find trip to be a terrible choice, although it wouldn't be mine. Just keep in mind that your role is as a secondary combatant, a scout who can quickly take out a lone picket or sentry, and a tracker/hunter. If you remember that and don't try to be a fighter, you should be fine.
 

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Just one more aside -- know and understand the rules about movement in combat, threatened spaces, and attacks of opportunity.

You can almost always take a five-foot step out of combat, for example, and then fire your bow or drink a potion or something. If you do nothing in a round besides take a full move then the square you start in is not considered threatened. Both of these rules can get you out of a sticky situation with most opponents who lack reach. If your opponent DOES have reach or you don't see any avenues of escape that will save you from an AoO, then make sure you retreat before you're at the point at which a single attack will kill you.
 

The ranger's best role is of a scout and a secondary fighter
-PHB 3.5 p.47
As many others have said, don't go toe to toe. Be an opportunist. Pin-cushion your enemies with arrows as they draw near. When they close in, flank to off-set the penalties of the TWF fighting style while gaining the extra attacks it bestows.

Let the paladin and the fighter take the damage and deal the HP. Finish off weaker or weakened foes, for a ranger's niche is his skills and not his brawn.

If you really want to improve your fighting ability, think of muliticlassing to barbarian or fighter to get the armor proficiencies you want or the destructive power of Rage.

You are a ranger, never let the enemy fight you on their terms but fight them on yours. Use ambushes, traps, and the terrain to your advantage. While the enemy is busy with your slower and tougher fighters, use your mobility to attack their soft underbellies: the mages and the mooks.
 


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