RANGER
Alignment: Any.
Hit Die: d8.
Class Skills:
The 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),
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
Weapon and Armor
Proficiency: A ranger is
proficient with all simple and martial weapons, and with light armor and shields
(except tower shields).
| Level |
Attack Bonus |
|
|
|
Special |
|
|
|
|
| 1 | +1 | +2 | +0 | +0 | 1st favored enemy, Track, wild empathy | - | - | - | - |
| 2 | +2 | +3 | +0 | +0 | Combat style | - | - | - | - |
| 3 | +3 | +3 | +1 | +1 | Totemic Magic, Endurance | - | - | - | - |
| 4 | +4 | +4 | +1 | +1 | Animal companion | 0 | - | - | - |
| 5 | +5 | +4 | +1 | +1 | 2nd favored enemy | 0 | - | - | - |
| 6 | +6/+1 | +5 | +2 | +2 | Song of Songs, Improved combat style | 1 | - | - | - |
| 7 | +7/+2 | +5 | +2 | +2 | Woodland stride | 1 | - | - | - |
| 8 | +8/+3 | +6 | +2 | +2 | Swift tracker | 1 | 0 | - | - |
| 9 | +9/+4 | +6 | +3 | +3 | Evasion | 1 | 0 | - | - |
| 10 | +10/+5 | +7 | +3 | +3 | 3rd favored enemy | 1 | 1 | - | - |
| 11 | +11/+6/+1 | +7 | +3 | +3 | Combat style mastery | 1 | 1 | 0 | - |
| 12 | +12/+7/+2 | +8 | +4 | +4 | 1 | 1 | 1 | - | |
| 13 | +13/+8/+3 | +8 | +4 | +4 | Camouflage | 1 | 1 | 1 | - |
| 14 | +14/+9/+4 | +9 | +4 | +4 | 2 | 1 | 1 | 0 | |
| 15 | +15/+10/+5 | +9 | +5 | +5 | 4th favored enemy | 2 | 1 | 1 | 1 |
| 16 | +16/+11/+6/+1 | +10 | +5 | +5 | 2 | 2 | 1 | 1 | |
| 17 | +17/+12/+7/+2 | +10 | +5 | +5 | Hide in plain sight | 2 | 2 | 2 | 1 |
| 18 | +18/+13/+8/+3 | +11 | +6 | +6 | 3 | 2 | 2 | 1 | |
| 19 | +19/+14/+9/+4 | +11 | +6 | +6 | 3 | 3 | 3 | 2 | |
| 20 | +20/+15/+10/+5 | +12 | +6 | +6 | 5th favored enemy | 3 | 3 | 3 | 3 |
| 21 | +21/+16/+11/+6 | +7 | +3 | +3 | 1 | 1 | 0 | - | |
| 22 | +22/+17/+12/+7 | +8 | +4 | +4 | 1 | 1 | 1 | - | |
| 23 | +23/+18/+13/+8 | +8 | +4 | +4 | Bonus feat | 1 | 1 | 1 | - |
| 24 | +24/+19/+14/+9 | +9 | +4 | +4 | 2 | 1 | 1 | 0 | |
| 25 | +25/+20/+15/+10 | +9 | +5 | +5 | 6th favored enemy | 2 | 1 | 1 | 1 |
| 26 | +26/+21/+16/+11 | +10 | +5 | +5 | Bonus feat | 2 | 2 | 1 | 1 |
| 27 | +27/+22/+17/+12 | +10 | +5 | +5 | 2 | 2 | 2 | 1 | |
| 28 | +28/+23/+18/+13 | +11 | +6 | +6 | 3 | 2 | 2 | 1 | |
| 29 | +29/+24/+19/+14 | +11 | +6 | +6 | Bonus feat | 3 | 3 | 3 | 2 |
| 30 | +30/+25/+20/+15 | +12 | +6 | +6 | 7th favored enemy | 3 | 3 | 3 | 3 |
Favored
Enemy (Ex): At 1st
level, a ranger may select a type of creature from among those given on Table:
Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense
Motive, Spot, and Survival checks when using these skills against creatures of
this type. Likewise, he gets a +2 bonus on weapon damage rolls against such
creatures.
At 5th
level and every five levels thereafter (10th, 15th, and 20th level), the ranger
may select an additional favored enemy from those given on the table. In
addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Alternately, after first level, a Ranger
may gain a special ability instead of another favored enemy. When
a special ability is chosen instead of a new favored enemy, the bonus still
goes up against earlier favored enemies. See the new Favored
Enemy Alterations for full details.
|
Table:
Ranger Favored Enemies |
|
|
Type
(Subtype) |
Type
(Subtype) |
|
Aberration |
Humanoid
(reptilian) |
|
Animal |
Magical
beast |
|
Construct |
Monstrous
humanoid |
|
Dragon
|
Ooze |
|
Elemental |
Outsider
(air) |
|
Fey |
Outsider
(chaotic) |
|
Giant |
Outsider
(earth) |
|
Humanoid
(aquatic) |
Outsider
(evil) |
|
Humanoid
(dwarf) |
Outsider
(fire) |
|
Humanoid
(elf) |
Outsider
(good) |
|
Humanoid
(goblinoid) |
Outsider
(lawful) |
|
Humanoid
(gnoll) |
Outsider
(native) |
|
Humanoid
(gnome) |
Outsider
(water) |
|
Humanoid
(halfling) |
Plant
|
|
Humanoid
(human) |
Undead
|
|
Humanoid
(orc) |
Vermin
|
Track:
A ranger gains Track as a bonus feat.
Wild
Empathy (Ex): A
ranger can improve the attitude of an animal. This ability functions just like a
Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and
adds his ranger level and his Charisma bonus to determine the wild empathy check
result. The typical domestic animal has a starting attitude of indifferent,
while wild animals are usually unfriendly.
To use wild
empathy, the ranger and the animal must be able to study each other, which means
that they must be within 30 feet of one another under normal visibility
conditions. Generally, influencing an animal in this way takes 1 minute, but, as
with influencing people, it might take more or less time.
The ranger
can also use this ability to influence a magical beast with an Intelligence
score of 1 or 2, but he takes a –4 penalty on the check.
Combat
Style (Ex): At 2nd
level, a ranger must select one of two combat styles to pursue: archery or
two-weapon combat. This choice affects the character’s class features but does
not restrict his selection of feats or special abilities in any way.
If the
ranger selects archery, he is treated as having the Rapid Shot feat, even if he
does not have the normal prerequisites for that feat.
If the
ranger selects two-weapon combat, he is treated as having the Two-Weapon
Fighting feat, even if he does not have the normal prerequisites for that feat.
The
benefits of the ranger’s chosen style apply only when he wears light or no
armor. He loses all benefits of his combat style when wearing medium or heavy
armor.
Totemic Magic: Rangers, due to their closeness with nature have access to Totemic Magic. This system of magic grants them powers and abilities far beyond most simple fighters. Rangers must take the Totemic Magic feat and have someone to teach them a totem in order to use totems. Rangers often gain their first totem by happening on an enchanted version of the totem creature. The totem animal will present itself to the ranger and become his personal totem.
Endurance:
A ranger gains Endurance as a bonus feat at 3rd level.
Animal
Companion (Ex): At
4th level, a ranger gains an animal companion selected from the following list:
badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy),
owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place
wholly or partly in an aquatic environment, the following creatures may be added
to the ranger’s list of options: crocodile, porpoise, Medium shark, and squid.
This animal is a loyal companion that accompanies the ranger on his adventures
as appropriate for its kind.
This
ability functions like the druid ability of the same name, except that the
ranger’s effective druid level is one-half his ranger level. A ranger may
select from the alternative lists of animal companions just as a druid can,
though again his effective druid level is half his ranger level. Like a druid, a
ranger cannot select an alternative animal if the choice would reduce his
effective druid level below 1st.
Spells:
Beginning at 4th level, a ranger gains the ability to cast a small number of
divine spells, which are drawn from the ranger spell list. A ranger must choose
and prepare his spells in advance (see below).
To prepare
or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the
spell level. The Difficulty Class for a saving throw against a ranger’s spell
is 10 + the spell level + the ranger’s Wisdom modifier.
Like other
spellcasters, a ranger can cast only a certain number of spells of each spell
level per day. His base daily spell allotment is given on Table: The Ranger. In
addition, he receives bonus spells per day if he has a high Wisdom score. When
Table: The Ranger indicates that the ranger gets 0 spells per day of a given
spell level, he gains only the bonus spells he would be entitled to based on his
Wisdom score for that spell level. The ranger does not have access to any domain
spells or granted powers, as a cleric does.
A ranger
prepares and casts spells the way a cleric does, though he cannot lose a
prepared spell to cast a cure spell in its place. A ranger may prepare
and cast any spell on the ranger spell list, provided that he can cast spells of
that level, but he must choose which spells to prepare during his daily
meditation.
Through 3rd
level, a ranger has no caster level. At 4th level and higher, his caster level
is one-half his ranger level.
The Song of Songs: At sixth level, and every six thereafter, a druid may make a wisdom check (DC 20) to see if they have gained insight into the legendary Song of Songs.
Improved
Combat Style (Ex): At
6th level, a ranger’s aptitude in his chosen combat style (archery or
two-weapon combat) improves. If he selected archery at 2nd level, he is treated
as having the Manyshot feat, even if he does not have the normal prerequisites
for that feat.
If the
ranger selected two-weapon combat at 2nd level, he is treated as having the
Improved Two-Weapon Fighting feat, even if he does not have the normal
prerequisites for that feat.
As before,
the benefits of the ranger’s chosen style apply only when he wears light or no
armor. He loses all benefits of his combat style when wearing medium or heavy
armor.
Woodland
Stride (Ex): Starting
at 7th level, a ranger may move through any sort of undergrowth (such as natural
thorns, briars, overgrown areas, and similar terrain) at his normal speed and
without taking damage or suffering any other impairment.
However,
thorns, briars, and overgrown areas that are enchanted or magically manipulated
to impede motion still affect him.
Swift
Tracker (Ex):
Beginning at 8th level, a ranger can move at his normal speed while following
tracks without taking the normal –5 penalty. He takes only a –10 penalty
(instead of the normal –20) when moving at up to twice normal speed while
tracking.
Evasion
(Ex): At 9th level, a
ranger can avoid even magical and unusual attacks with great agility. If he
makes a successful Reflex saving throw against an attack that normally deals
half damage on a successful save, he instead takes no damage. Evasion can be
used only if the ranger is wearing light armor or no armor. A helpless ranger
does not gain the benefit of evasion.
Combat
Style Mastery (Ex):
At 11th level, a ranger’s aptitude in his chosen combat style (archery or
two-weapon combat) improves again. If he selected archery at 2nd level, he is
treated as having the Improved Precise Shot feat, even if he does not have the
normal prerequisites for that feat.
If the
ranger selected two-weapon combat at 2nd level, he is treated as having the
Greater Two-Weapon Fighting feat, even if he does not have the normal
prerequisites for that feat.
As before,
the benefits of the ranger’s chosen style apply only when he wears light or no
armor. He loses all benefits of his combat style when wearing medium or heavy
armor.
Camouflage
(Ex): A ranger of
13th level or higher can use the Hide skill in any sort of natural terrain, even
if the terrain doesn’t grant cover or concealment.
Hide in
Plain Sight (Ex):
While in any sort of natural terrain, a ranger of 17th level or higher can use
the Hide skill even while being observed.
Special Feats: A ranger has access to special feats. Terrain Specialization and Concealing Tracks were designed to better show how rangers survive in the wilderness.