Ranger

Adventures: Rangers serve as protectors, guides, and hunters. Some have a special hatred for certain kinds of creatures and seek them out to destroy them, while others enjoy simply being in the wilderness and join parties whose goals coincide with theirs.

Characteristics: Rangers are known for their solitary ways, their skill with nature, and ability to focus their skills on one enemy in particular.

Alignment: Rangers can be any alignment. Good-aligned rangers serve as protectors of the woodlands, guides, and occasional rescuers; neutral rangers often join armies or mercenary companies as scouts; evil rangers often use their skills to hunt down prey, or aid evil rangers in their fight against the encroachment of civilization on the wilderness.

Religion: Rangers often pay homage to one of the earth or nature deities, as well as the god of the hunt and the goddess of the moon.

Background: Rangers often learn their craft from a lone master, though some are trained as part of a militia or special unit. Those who serve together consider each other comrades in arms, but loners find little in common with others of their ilk.

Races: Rangers come from all races (they are common among many monstrous humanoid tribes, like gnolls and kobolds) and get along well with most others, even monstrous humanoids.

Other Classes: Rangers are usually solitary types, but can work with others if the situation demands it, their goals coincide with the group's, or they just feel like it.

Role: Rangers are best as wilderness scouts and second-like fighters. They prefer to attack from range or cover, relying on their bows and their knowledge of the wilds to strike at their enemies. Their animal companions can be strong combatants themselves, but best serve as scouts and messengers.

Game Rule Information

Abilities: Dexterity and Strength are most important to rangers, followed closely by Wisdom (for their spells) and Constitution (for hit points). Intelligence and Charisma are least important, though still valuable.

Alignment: Any.

Hit Die: d8.

Class Skills
The ranger's class skills are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (dungeoneering, geography, nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Search (Int), [[skills:Stealth]] (Dex), [[skills:Survival]] (Wis), Swim (Str).

Skill Points Per Level: 6 + Int modifier



Table 1: The Ranger
Spells Per Day
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special 0 1 2 3 4
1st +1 +2 +2 +0 1st favored enemy, Track, wild empathy
2nd +2 +3 +3 +0 Hunter's strike +1d6, Endurance, fast movement
3rd +3 +3 +3 +1 Bow mastery I 2 1
4th +4 +4 +4 +1 Aspect of the beast,
1st favored terrain
2 1
5th +5 +4 +4 +2 One with nature, 2nd favored enemy 2 1
6th +6/+1 +5 +5 +2 Hunter's strike +2d6 2 1
7th +7/+2 +5 +5 +2 Bow mastery II 3 1 1
8th +8/+3 +6 +6 +3 Evasion 3 2 1
9th +9/+4 +6 +6 +3 2nd favored terrain 3 2 1
10th +10/+5 +7 +7 +4 3rd favored enemy 3 2 1
11th +11/+6/+1 +7 +7 +4 Swift tracker, bow mastery III 4 2 1 1
12th +12/+7/+2 +8 +8 +4 3rd favored terrain 4 3 2 1
13th +13/+8/+3 +8 +8 +5 Aspect of the beast 4 3 2 1
14th +14/+9/+4 +9 +9 +5 Camouflage, hunter's strike +4d6 4 3 2 1
15th +15/+10/+5 +9 +9 +6 4th favored enemy, bow mastery IV 4 3 2 1 1
16th +16/+11/+6/+1 +10 +10 +6 4th favored terrain 4 3 2 2 1
17th +17/+12/+7/+2 +10 +10 +6 Hide in plain sight 4 4 3 2 1
18th +18/+13/+8/+3 +11 +11 +7 Hunter's strike +5d6 4 4 3 2 1
19th +19/+14/+9/+4 +11 +11 +7 Bow mastery V, aspect of the beast 4 4 3 2 1
20th +20/+15/+10/+5 +12 +12 +8 Chameleon, 5th favored enemy, 5th favored terrain 4 4 3 2 2


Class Features

All of the following are class features of the ranger.

Weapon and Armor Proficiency: Rangers are proficient with the Bows weapon group, and can choose any other three groups. They are proficient with light and medium armor and shields (but not tower shields).

Favored Enemy (Ex): At 1st level, a ranger can select a type of creature from among those given on the table below. He gains a +2 bonus on Bluff, Perception, Sense Motive, 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 can select an additional favored enemy from those given on the Table 2. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. Additionally, he can swap an existing enemy for a new one, but the bonus for that enemy is reduced to +2.

Table 2: Ranger Favored Enemies

Type Type
Aberration Magical beast
Animal Monstrous humanoid
Construct Ooze
Dragon Outsider
Elemental Plant
Fey Undead
Giant Vermin
Humanoid

Instead of a monster type, the ranger can select a subtype, which covers all creatures with that subtype, regardless of their type. The table below shows valid subtypes. Others can be chosen at the DM's discretion. If a creature has more than one subtype, the bonuses apply only once.



Table 3: Ranger Favored Enemies
Subtype Subtype
Abomination Evil
Air Fiend
Aquatic Fire
Celestial Good
Chaotic Lawful
Cold Shapechanger
Earth Water

Track: A ranger gains Track as a bonus feat.

Wild Empathy (Ex): A ranger can improve an animal's attitude. 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 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.

Hunter's Strike (Ex): If a ranger makes a ranged attack on a flat-footed opponent within 30 feet and it hits, it deals an additional +1d6 points of sneak attack damage. This applies to the first attack only, and cannot be used in combat, but it can be used in conjunction with any of the Bow Mastery abilities. The bonus damage increases to +2d6 at 6th level, +3d6 at 10th, +4d6 at 14th, and +5d6 at 18th.

Endurance: The ranger gains Endurance as a bonus feat.

Fast Movement: A ranger's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the ranger's speed because of any load carried or armor worn.

Bow Mastery (Ex): A ranger is trained in the bow as a primary weapon; at 3rd level and every five levels thereafter, he gains a number of abilities that reflect this training. The benefits of these feats or abilities can be used only if the ranger is wearing medium or lighter armor and using a bow. At each level of mastery, the ranger can choose a ranged weapon feat for which he qualifies as a bonus feat, or he can choose from among the abilities below. If the ability has prerequisites, the ranger must meet them to choose it.

Combat Archery: The ranger is experienced enough with his bow that he can use it in combat without provoking attacks of opportunity. Prerequisites: Prerequisites: Point Blank Shot, base attack bonus +12.

Hindering Shot: The ranger aims for the target's legs, slowing it. A hit that deals damage reduces the target's speed by 5 feet for 1 round. If the shot is a critical hit, it slow the target for 2 rounds. Multiple hits are cumulative - that is, each hit decreases the target's speed by 5 feet (to a minimum of 1/4 the original speed) and the duration by 1 round (no limit). Prerequisites: Point Blank Shot, Precise Shot.

Penetrating Shot: When making an attack with a bow, the ranger can bypass 5 points of a target's DR or an object's hardness. This stacks with the bow's enhancement bonus or any effects gained from class abilities or materials like adamantine arrows. Prerequisites: Point Blank Shot, Power Shot, base attack bonus +10.

Power Shot: A ranger's shots are so powerful that he can literally knock targets off their feet. If the shot hits, treat it as an opposed trip maneuver check. The target must make an opposed Strength check (DC = damage) or be knocked prone. It can rise normally on the next round. Creatures that are resistant to being tripped gain their bonus against this effect as well. Prerequisites: Point Blank Shot, base attack bonus +4.

Sniper Shot: The ranger can make a single shot as a standard action, with a +4 bonus. If the shot hits, it's an automatical critical hit. If the ranger has sneak attack or a similar ability, he can also add this damage if it applies. Prerequisites: Point Blank Shot, Precise Shot, base attack bonus +6.

Killing Shot: The ranger can make a single shot as a standard action, with a +4 bonus. If the shot hits and the target fails a Fort save (DC 10 + damage dealt), it is reduced to -1 hit points. Prerequisites: Point Blank Shot, Precise Shot, Sniper Shot, Improved Precise Shot, base attack bonus +16.

Aspect of the Beast: At 4th, 9th, 14th, and 19th levels, the ranger gains the supernatural ability to take on the aspect of an animal native to his favored terrain. This grants him various abilities related to that animal, which can be used at any time or place - even if he's not in his favored terrain.

In order to gain a new aspect, the ranger must be in his favored terrain and must have a living or dead specimen of the appropriate animal. He then spends an uninterrupted hour attuning himself to the animal's spirit in a private ritual, drawing upon its essence and abilities and making them his own. At the end of that hour, he gains the abilities listed below.

The following list is not inclusive; DMs are encouraged to create new aspects to fit their campaigns. All abilities that aren't skill or save bonuses are supernatural and usable as a standard action.

Ape: The ranger gains a +2 bonus to Fort saves and a +4 bonus to Climb checks. Three times per day, he draw upon the ape's immense strength to rend a foe he has grappled as a standard action; he deals damage as if he had struck with both hands (unarmed attacks) in the same round (for example, a Medium barbarian deals 2d6 + twice his Strength bonus). Doing so does not negate any hold he has on his victim. Apes are native to forest (jungle) and hills/mountains.

Bear: The ranger gains a +4 bonus to Intimidate checks. Three times per day, he can draw upon the bear's strength and endurance as a standard action; he gains a +4 bonus to Strength and Constitution for 1 round per class level. Bears are native to forest and hills/mountains.

Boar: The ranger gains the Diehard feat. Three times per day, he can draw upon the boar's ability to charge its foes; if he charges and makes a successful attack, he deals triple damage instead of double damage. Boars are native to forest, hills (but not mountains), marsh, and plains.

Eagle: The ranger gains a +4 bonus to Perception checks to see things. He can focus his vision as if he were using a telescope (all spotting ranges are doubled); this ability can be used for 1 round per level and he must refrain from further use for an hour afterward, as it causes eyestrain. Eagles are native to forest and hills/mountains.

Lion: The ranger gains a +4 bonus to Diplomacy checks. Three times per day, he can unleash a roar that can deafen or strike fear into those around him. All creatures within 30 feet who hear the roar must make a Fort save (DC 10 + 1/2 ranger's class level + Cha modifier) or be deafened for 1d4 rounds; all those within 60 feet must make a Will save (same DC) or be shaken for 2d6 rounds. The deafening effect works against all living beings; the demoralizing effect is a mind-affecting fear effect. Lions are native to deserts and plains.

Octopus/Squid: The ranger has a +4 bonus to Stealth checks and a +2 bonus to grapple checks. Three times per day, he can create a globe of darkness around himself in a 20-ft. radius. The darkness doesn't move once created and lasts for 1 round per class level. Octopi are native to aquatic environments.

Snake: The ranger gains a +4 bonus to Stealth checks. Three times per day, he can poison his weapon; the poison is a moderate neurotoxin (DC 10 + ranger's Wis mod): onset 1d4 rounds, initial and secondary effect 1d4 Con damage. The poison remains effective for 1 round per class level or until the ranger makes a successful hit with the weapon, whichever comes first. Snakes are native to all terrain types.

Wolf: The ranger gains a +4 bonus to Perception checks. Three times per day, he can unleash a loud, baying howl that has a chance to strike fear into those who hear it. This is usable 3 times per day as a standard action; all those within 60 feet who hear it must make a Will save (DC 10 + 1/2 ranger's class level + Cha modifier) or be shaken for 2d6 rounds. This is an extraordindary mind-affecting fear effect. Wolves are native to forest, hills/mountains, marsh, and plains.

Favored Terrain: At 4th level, a ranger can select a terrain type from among the following: aquatic, desert, forest, hills, marsh, mountains, plains, and underground. He has spent so much time living in and attuning himself to the environment around her that he feels at home there.

Due to the ranger's experience in that environment, he gains a +2 bonus on Perception, Stealth, and Survival checks when using those skills in that environment, and on Knowledge (nature) checks made in association with that terrain type (or on Knowledge (dungeoneering) checks, if he has selected Underground as a favored terrain). Each terrain type grants additional bonuses based on that terrain (see below), which can generally be used anywhere.

At 8th, 12th, 16th, and 20th levels, the ranger can select an additional favored terrain; the bonuses given above apply to the new terrain, while he gains a further +1 to any terrains he already has. For example, an 8th-level ranger has two favored terrains - one grants a +3 bonus on the appropriate skill checks, and the other grants a +2 bonus. At 10th level, he has three favored terrains; one has a +4 bonus, one at +3, and one at +2. In order to gain a new terrain type, he must have spent at least a month (total, not necessarily all at once) in the terrain, getting acclimated to it and learning the ecology.

At 12th level, the ranger gains access to the advanced abilities. Each time he gains a new favored terrain, he can select one he already has to gain its advanced ability. For example, a ranger who has Forest and Desert reaches 12th level. He selects Plains as his new favored terrain and can also choose the advanced ability for Forest or Desert. All advanced abilities are supernatural in nature and do not provoke attacks of opportunity when used.

Aquatic: The ranger is at home in the water, either rivers, lakes, or the ocean. Most rangers who choose this terrain type are aquatic species – locathah, triton, etc. – but many landbound rangers who spend a lot of time on or near the water (on the shore or islands, e.g.) choose it also. A ranger with the aquatic favored terrain gains a +6 competence bonus to Swim checks; if he has a Swim speed, it is increased by 10 feet.

Advanced ability: The ranger can breathe underwater at will, though transitioning from air to water or vice versa requires five rounds to acclimate, during which he can take only a single move or standard action each round. He is not in danger of drowning during this time; he merely needs to adjust to breathing water or air.

Desert: The ranger is at home in a desert environment. He is resistant to extremes of heat and is not fatigued by extremely high temperatures (up to 140 F). He is also immune to the nonlethal effects of sandstorms (choking, being blinded, etc.).

Advanced ability: Once per day, the ranger can call up a dust storm to obscure his location, sweep away tracks, or confound enemies. This requires a full round of concentration; the storm covers an area 100 feet in radius. The ranger can have it centered on himself (in which case it remains mobile) or centered on a set point (it doesn't move), or set to move in a certain direction in a straight line. The storm acts as a fog cloud, except that anyone caught in it must also make a DC 15 Fort save each round or suffer 1d4 points of nonlethal damage from the choking sand and dust (creatures that don't breathe are immune to this effect). If the storm is set to move in a certain direction, it moves at a speed of 50 feet per round, sweeping away all tracks in its path and incurring a -20 penalty to Track rolls in that area. In any case, the storm lasts for 1 round per class level.

Forest: The ranger has spent a good deal of time in the forest (or jungle). He has learned how to camouflage himself and is a competent hunter; he gains a +4 competence bonus to Stealth checks and can move through trees (brachiation) at his normal speed.

Advanced ability: Three times per day as a standard action, the ranger can draw upon the properties of the trees around him. He can turn his skin to bark, granting himself a +4 natural armor bonus to AC. This works just like the barkskin spell - it stacks with existing natural armor bonuses (but not with itself or another casting of barkskin). This bonus otherwise lasts for 1 minute.

Hills/Mountains: The ranger is attuned to the high peaks and unforgiving weather of the mountains. He is resistant to extremes of cold (down to -20 F) and does not take nonlethal damage from cold; he need make Fort saves to avoid fatigue only once per hour. He also gains a +4 competence bonus on Climb checks, or a 10-foot bonus to climb speed if he has one.

Advanced ability: Once per day, the ranger can call up a blizzard to obscure his location, sweep away tracks, or confound enemies. This requires a full round of concentration; the storm covers an area 100 feet in radius. The ranger can have it centered on himself (in which case it remains mobile) or centered on a set point (it doesn't move), or set to move in a certain direction in a straight line. The storm acts as a fog cloud, except that anyone caught in it must also make a DC 15 Fort save each round or suffer 1d4 points of nonlethal cold damage. If the storm is set to move in a certain direction, it moves at a speed of 50 feet per round, sweeping away all tracks in its path and incurring a -20 penalty to Track rolls in that area. In any case, the storm lasts for 1 round per class level.

Marsh: The ranger is at home among the dangerous plants and creatures of the swamps and bayous. He gains a +4 resistance bonus on saves vs. disease and poison, and a +4 competence bonus to Swim checks.

Advanced ability: The ranger gains some of the poisonous ability of the marsh's inhabitants. Three times per day, he can spit poison to a range of 10 feet. This requires a ranged touch attack to hit; a creature affected must make a Fort save (DC 10 + 1/2 ranger's class level + Wis mod) or become poisoned. The poison is a moderate neurotoxin that deals 1d4 points of Con damage as an initial and secondary effect.

Plains: The ranger is at home among the rolling grasslands, prairie, or tundra, and is accustomed to running for long distances in the open. He gains the Run feats for free, and gains a +4 bonus to Perception checks to spot things.

Advanced ability: Once per hour, the ranger can undergo a burst of speed, enabling him to run at 10 times his normal movement rate for one minute. After the minute is up, he must rest - he can't move faster than a normal walking pace or engage in strenuous activity, like combat, for 5 minutes or he will become fatigued. This ability is usable only if the ranger is wearing light or no armor and carrying a light load.

Underground: The ranger is accustomed to the close, dark spaces of caves and tunnels. He can make a DC 10 Survival check to determine how far underground he is, and which direction is true north (if he has 5 or more ranks in Survival, he doesn't need to make a check). He also gains a +4 bonus to Knowledge (dungeoneering) checks.

Advanced ability: The ranger can use sound, scent, and differences in air pressure to navigate blindly. In effect, he can move at normal speed in darkness or when blinded, and creatures with concealment gain only half their normal AC bonus (+1 for partial concealment or +2 for total) against the ranger's attacks.

Spells: Beginning at 4th level, a ranger can cast a small number of divine spells. To cast a spell, the character must have a Wisdom score of at least 10 + spell level. Rangers' bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + 1/2 the ranger's caster level + spell level. When the ranger gets 0 spells of a given level, such as 0 1st-level spells at 1st level, he gets only bonus spells.

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. He can 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 equal to his class level -3.

One With Nature (Ex): A ranger can move through any sort of undergrowth or difficult terrain (natural thorns, briars, overgrown areas, soft sand, scree, etc.) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him, however.

If he is in his favored terrain, he also leaves no trail (making him impossible to track). He can choose to leave a trail if he wishes.

Swift Tracker (Ex): A ranger can move at his normal speed while following tracks without 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 8th 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.

Camouflage (Ex): A ranger can use the Stealth skill to hide in any sort of natural terrain, even if the terrain doesn't grant cover or concealment. He can move up to his normal speed and remain hidden without penalty, and can make a ranged attack and hide again with a -10 penalty instead of -20 (see the Stealth skill).

Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 17th level or higher can use the Stealth skill to hide even while being observed. When attempting to hide after making a ranged attack, he suffers no penalty instead of -10.

Chameleon (Ex): The ranger is so attuned to the environment around him that if he stands still for a full round and focuses on being hidden, he effectively becomes invisible (he gains a +20 bonus to Stealthchecks to remain silent as well as hidden). Thereafter, he can move at his normal speed and remain hidden without penalty, or he can run with a -10 penalty. He can also make one ranged attack per round without revealing himself, provided he is at least 10 feet from his target. He can otherwise remain this way for as long as he desires; spells like see invisibility will not reveal him, since he isn't actually invisible, but true seeing will show his location.

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