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ranger [2013/06/09 21:26] – created kyeenadmin | ranger [2016/07/22 20:13] (current) – [Class Abilities] archmage | ||
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===== Class Attributes ===== | ===== Class Attributes ===== | ||
- | Hit Dice: d8 | + | < |
- | + | < | |
- | Alignment: Any | + | < |
- | + | < | |
- | Armor Proficiencies: | + | < |
- | + | < | |
- | Weapon Proficiencies: | + | |
- | + | ||
- | Skill Points/ | + | |
- | + | ||
- | Class Skills: | + | |
^ Level ^ BAB ^ Fort ^ Ref ^ Will ^ Special ^ | ^ Level ^ BAB ^ Fort ^ Ref ^ Will ^ Special ^ | ||
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| 4th | +4 | +4 | +4 | +1 | Favored Terrain | | | 4th | +4 | +4 | +4 | +1 | Favored Terrain | | ||
| 5th | +5 | +4 | +4 | +1 | Quarry +2, Trapmaking | | | 5th | +5 | +4 | +4 | +1 | Quarry +2, Trapmaking | | ||
- | | 6th | +6/| +1 | +5 | +5 +2 | Combat Style Feat | | + | | 6th | +6/+1 | +5 | +5 | +2 | Combat Style Feat | |
| 7th | +7/+2 | +5 | +5 | +2 | Woodland Stride | | | 7th | +7/+2 | +5 | +5 | +2 | Woodland Stride | | ||
| 8th | +8/+3 | +6 | +6 | +2 | Lay of the Land | | | 8th | +8/+3 | +6 | +6 | +2 | Lay of the Land | | ||
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===== Class Abilities ===== | ===== Class Abilities ===== | ||
- | Quarry (Ex): Through careful study of his target, a ranger can exploit his foe’s weaknesses in combat. | + | < |
- | + | ||
- | + | ||
- | + | ||
- | against his quarry at 1st level, with the bonuses | + | |
- | + | ||
- | + | ||
- | + | ||
- | increasing by one for every four class levels after | + | |
- | + | ||
- | + | ||
- | + | ||
- | 1st. If the ranger makes an attack against a target | + | |
- | other than his quarry, the quarry effect immediately | + | |
- | + | ||
- | + | ||
- | + | ||
- | ends on the previous target. | + | |
- | + | ||
- | + | ||
- | + | ||
- | no more than one quarry at a time, and can dismiss | + | |
- | + | ||
- | + | ||
- | + | ||
- | this effect as a free action. | + | |
- | + | ||
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- | Track: | + | |
- | + | ||
- | + | ||
- | + | ||
- | down all manner of prey. A ranger gains the Track | + | |
- | + | ||
- | + | ||
- | + | ||
- | feat at 1st level, even if he does not meet the | + | |
- | + | ||
- | + | ||
- | + | ||
- | prerequisites. | + | |
- | + | ||
- | + | ||
- | + | ||
- | Wild Empathy (Ex): A ranger can improve the initial | + | |
- | + | ||
- | + | ||
- | + | ||
- | attitude of an animal. | + | |
- | + | ||
- | + | ||
- | + | ||
- | like a Diplomacy check to improve the attitude of a | + | |
- | + | ||
- | + | ||
- | + | ||
- | person. | + | |
- | + | ||
- | + | ||
- | + | ||
- | level and his Charisma bonus to determine the wild | + | |
- | + | ||
- | + | ||
- | + | ||
- | empathy check result. | + | |
- | + | ||
- | + | ||
- | + | ||
- | has a starting attitude of indifferent, | + | |
- | + | ||
- | + | ||
- | + | ||
- | animals are usually unfriendly. | + | |
- | + | ||
- | + | ||
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- | To use wild empathy, the ranger and the | + | |
- | + | ||
- | + | ||
- | + | ||
- | animal must be within 30 feet of one another under | + | |
- | + | ||
- | + | ||
- | + | ||
- | normal visibility conditions. | + | |
- | + | ||
- | + | ||
- | + | ||
- | 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 Feat (Ex): At 2nd level, a ranger must | + | |
- | + | ||
- | + | ||
- | + | ||
- | select one of two combat styles to pursue: archery | + | |
- | + | ||
- | + | ||
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- | or two-weapon combat. | + | |
- | + | ||
- | + | ||
- | + | ||
- | manifests in the form of bonus feats at 2nd, 6th, | + | |
- | + | ||
- | + | ||
- | + | ||
- | 10th, 14th, and 18th level. | + | |
- | + | ||
- | + | ||
- | + | ||
- | from his selected combat style, even if he does not | + | |
- | + | ||
- | + | ||
- | + | ||
- | meet the ability score prerequisites for the feat. | + | |
- | + | ||
- | + | ||
- | + | ||
- | If the ranger selects archery, he can choose | + | |
- | + | ||
- | + | ||
- | + | ||
- | any feat from the Point Blank Shot feat tree, as well | + | |
- | + | ||
- | + | ||
- | + | ||
- | as any other combat or maneuver feats pertaining | + | |
- | + | ||
- | + | ||
- | + | ||
- | to bows. | + | |
- | + | ||
- | + | ||
- | + | ||
- | If the ranger selects two-weapon combat, he | + | |
- | + | ||
- | + | ||
- | + | ||
- | can choose any feat from the Two-Weapon Fighting | + | |
- | + | ||
- | + | ||
- | + | ||
- | feat tree, as well as any other combat or maneuver | + | |
- | + | ||
- | + | ||
- | + | ||
- | feat pertaining to two-weapon combat. | + | |
- | + | ||
- | + | ||
- | + | ||
- | The benefits of the ranger’s chosen style feats | + | |
- | + | ||
- | + | ||
- | + | ||
- | apply only when he wears light, medium, or no | + | |
- | + | ||
- | + | ||
- | + | ||
- | armor. | + | |
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- | feats when wearing heavy armor. | + | |
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- | selects a combat style, it cannot be changed. | + | |
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- | Endurance: A ranger gets Endurance as a bonus | + | |
- | + | ||
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- | feat at 2nd level. | + | |
- | Animal Companion (Ex): At 3rd level, a ranger | + | |
- | + | ||
- | + | ||
- | + | ||
- | gains an animal companion. This ability functions | + | |
- | + | ||
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- | like the druid ability of the same name, except that | + | |
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- | the ranger’s effective druid level is his ranger level | + | |
- | + | ||
- | + | ||
- | + | ||
- | minus two. For example, the animal companion | + | |
- | + | ||
- | + | ||
- | + | ||
- | of a 4th-level ranger would be the equivalent of a | + | |
- | + | ||
- | + | ||
- | + | ||
- | 2nd-level druid’s animal companion. | + | |
- | + | ||
- | + | ||
- | + | ||
- | select from the same list of animal companions just | + | |
- | + | ||
- | + | ||
- | + | ||
- | as a druid can, though again his effective druid level | + | |
- | + | ||
- | + | ||
- | + | ||
- | is his ranger level minus two. | + | |
- | + | ||
- | + | ||
- | + | ||
- | Favored Terrain (Ex): At 4th level, a ranger may | + | |
- | + | ||
- | + | ||
- | + | ||
- | select a type of terrain from the list below. | + | |
- | + | ||
- | + | ||
- | + | ||
- | ranger gains a +2 bonus on Nature, Perception, | + | |
- | + | ||
- | + | ||
- | + | ||
- | Stealth, and Survival skill checks when he is in this | + | |
- | + | ||
- | + | ||
- | + | ||
- | terrain, as well as additional benefits and a spelllike ability dependent upon the terrain selected. | + | |
- | + | ||
- | + | ||
- | + | ||
- | A ranger can use these spell-like abilities a total | + | |
- | + | ||
- | + | ||
- | + | ||
- | number of times per day equal to the amount of | + | |
- | + | ||
- | + | ||
- | + | ||
- | favored terrains the ranger possesses plus the | + | |
- | + | ||
- | + | ||
- | + | ||
- | ranger’s Wisdom modifier. Spell-like abilities gained | + | |
- | + | ||
- | + | ||
- | + | ||
- | in this way use a DC equal to 10 + the spell’s level | + | |
- | + | ||
- | + | ||
- | + | ||
- | + the ranger’s Wisdom modifier. A ranger can select | + | |
- | + | ||
- | + | ||
- | + | ||
- | an additional favored terrain at 12th and 20th level. | + | |
- | + | ||
- | + | ||
- | + | ||
- | The types of terrain and their additional benefits are | + | |
- | + | ||
- | + | ||
- | + | ||
- | as follows: | + | |
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- | + | ||
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- | Aquatic: The ranger gains a swim speed of 30 | + | |
- | + | ||
- | + | ||
- | + | ||
- | ft., or gains a +10 ft. increase to his swim speed if | + | |
- | + | ||
- | + | ||
- | + | ||
- | he already possesses one. The ranger also gains | + | |
- | + | ||
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- | the ability to cast water breathing with a caster level | + | |
- | + | ||
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- | equal to his ranger level. | + | |
- | + | ||
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- | Cold: The ranger ignores snow or ice related | + | |
- | + | ||
- | + | ||
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- | difficult terrain, and does not need to make | + | |
- | + | ||
- | + | ||
- | + | ||
- | Acrobatics checks to avoid slipping on ice. The | + | |
- | + | ||
- | + | ||
- | + | ||
- | ranger also gains the ability to cast resist energy | + | |
- | + | ||
- | + | ||
- | + | ||
- | (cold only) with a caster level equal to his ranger | + | |
- | + | ||
- | + | ||
- | + | ||
- | level. | + | |
- | + | ||
- | + | ||
- | + | ||
- | Desert: The ranger gains immunity to fatigue, | + | |
- | + | ||
- | + | ||
- | + | ||
- | and anything that would cause the ranger to | + | |
- | + | ||
- | + | ||
- | + | ||
- | become exhausted makes him fatigued instead. | + | |
- | + | ||
- | + | ||
- | + | ||
- | The ranger also gains the ability to cast resist energy | + | |
- | + | ||
- | + | ||
- | + | ||
- | (fire only) with a caster level equal to his ranger | + | |
- | + | ||
- | + | ||
- | + | ||
- | level. | + | |
- | + | ||
- | + | ||
- | + | ||
- | Forest: The ranger gains an additional 50% | + | |
- | + | ||
- | + | ||
- | + | ||
- | benefit from concealment (30% miss chance with | + | |
- | + | ||
- | + | ||
- | + | ||
- | partial concealment, | + | |
- | + | ||
- | + | ||
- | + | ||
- | total concealment). | + | |
- | + | ||
- | + | ||
- | + | ||
- | ability to cast speak with plants with a caster level | + | |
- | equal to his ranger level. | + | |
- | + | ||
- | + | ||
- | + | ||
- | Jungle: The ranger gains a +4 competence | + | |
- | + | ||
- | + | ||
- | + | ||
- | bonus on wild empathy checks, and no longer | + | |
- | + | ||
- | + | ||
- | + | ||
- | suffers the -4 penalty for attempting to influence | + | |
- | + | ||
- | + | ||
- | + | ||
- | magical beasts with an Intelligence score of 1 or 2. | + | |
- | + | ||
- | + | ||
- | + | ||
- | In addition, the ranger also gains the ability to cast | + | |
- | + | ||
- | + | ||
- | + | ||
- | entangle with a caster level equal to his ranger level. | + | |
- | + | ||
- | + | ||
- | + | ||
- | Mountains: The ranger gains a climb speed of | + | |
- | + | ||
- | + | ||
- | + | ||
- | 30 ft., or gains a +10 ft. increase to his climb speed | + | |
- | + | ||
- | + | ||
- | + | ||
- | if he already possesses one. The ranger also | + | |
- | + | ||
- | + | ||
- | + | ||
- | gains the ability to cast spike growth with a caster | + | |
- | + | ||
- | + | ||
- | + | ||
- | level equal to his ranger level. | + | |
- | + | ||
- | + | ||
- | + | ||
- | Plains: The ranger gains a +10 ft. increase to | + | |
- | + | ||
- | + | ||
- | + | ||
- | his land speed. | + | |
- | + | ||
- | + | ||
- | + | ||
- | cast gust of wind with a caster level equal to his | + | |
- | + | ||
- | + | ||
- | + | ||
- | ranger level. | + | |
- | + | ||
- | + | ||
- | + | ||
- | Swamp: The ranger ignores difficult terrain due | + | |
- | + | ||
- | + | ||
- | + | ||
- | to mud and shallow water, and gains a +4 bonus on | + | |
- | + | ||
- | + | ||
- | + | ||
- | saving throws against poison and disease. | + | |
- | + | ||
- | + | ||
- | + | ||
- | ranger also gains the ability to cast fog cloud with a | + | |
- | + | ||
- | + | ||
- | + | ||
- | caster level equal to his ranger level. | + | |
- | + | ||
- | + | ||
- | + | ||
- | Underground: | + | |
- | + | ||
- | + | ||
- | + | ||
- | distance of 60 ft., or adds an additional 60 ft. to his | + | |
- | + | ||
- | + | ||
- | + | ||
- | darkvision if he already possesses it. The ranger | + | |
- | + | ||
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- | + | ||
- | also gains the ability to cast meld into stone with a | + | |
- | + | ||
- | + | ||
- | + | ||
- | caster level equal to his ranger level. | + | |
- | + | ||
- | + | ||
- | + | ||
- | Urban: The ranger can use a Survival check in | + | |
- | + | ||
- | + | ||
- | + | ||
- | place of a Streetwise check while in an urban | + | |
- | + | ||
- | + | ||
- | + | ||
- | environment. | + | |
- | + | ||
- | + | ||
- | + | ||
- | cast knock with a caster level equal to his ranger | + | |
- | + | ||
- | + | ||
- | + | ||
- | level. | + | |
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- | + | ||
- | Trapmaking (Ex): At 5th level, the ranger gains | + | |
- | + | ||
- | + | ||
- | + | ||
- | the ability to craft an assortment of basic traps. | + | |
- | + | ||
- | + | ||
- | + | ||
- | ranger can make any of the traps listed below: | + | |
- | + | ||
- | + | ||
- | + | ||
- | Pitfall: The ranger can create a camouflaged | + | |
- | + | ||
- | + | ||
- | + | ||
- | pitfall trap in a specific area, causing a creature that | + | |
- | + | ||
- | + | ||
- | + | ||
- | walks into the area to make a Reflex save (DC 10 + | + | |
- | + | ||
- | + | ||
- | + | ||
- | ½ the ranger’s level + the ranger’s Wis modifier) or | + | |
- | + | ||
- | + | ||
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- | fall prone in the trap, taking appropriate falling | + | |
- | + | ||
- | + | ||
- | + | ||
- | damage. | + | |
- | + | ||
- | + | ||
- | + | ||
- | such as wood or stone, the ranger can also add | + | |
- | + | ||
- | + | ||
- | + | ||
- | spikes to the pitfall, dealing an additional 1d6 | + | |
- | + | ||
- | + | ||
- | + | ||
- | damage to a creature that falls into the pit. A pitfall | + | |
- | + | ||
- | + | ||
- | + | ||
- | trap takes 10 minutes to set up for each 5 ft. cube | + | |
- | + | ||
- | + | ||
- | + | ||
- | the pit is in size, and there must be material | + | |
- | + | ||
- | + | ||
- | + | ||
- | available from the surrounding environment for the | + | |
- | + | ||
- | + | ||
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- | ranger to be able to camouflage it properly. | + | |
- | + | ||
- | + | ||
- | + | ||
- | camouflaged pitfall requires a Perception check to | + | |
- | spot, with the DC equaling 10 + the ranger’s | + | |
- | + | ||
- | + | ||
- | + | ||
- | Survival modifier. | + | |
- | + | ||
- | + | ||
- | + | ||
- | Snare: The ranger can trap a 10 ft. square area | + | |
- | + | ||
- | + | ||
- | + | ||
- | with a snare, causing the triggering creature or | + | |
- | + | ||
- | + | ||
- | + | ||
- | creatures to become entangled. | + | |
- | + | ||
- | + | ||
- | + | ||
- | enough tree nearby, the snare can be fastened | + | |
- | + | ||
- | + | ||
- | + | ||
- | to it, causing the triggering creatures to be lifted | + | |
- | + | ||
- | + | ||
- | + | ||
- | off the ground in addition to being entangled. | + | |
- | + | ||
- | + | ||
- | + | ||
- | successful Reflex save (DC 10 + ½ the ranger’s | + | |
- | + | ||
- | + | ||
- | + | ||
- | level + the ranger’s Wis modifier) allows a creature | + | |
- | + | ||
- | + | ||
- | + | ||
- | to avoid the trap. Escaping from a snare requires | + | |
- | + | ||
- | + | ||
- | + | ||
- | an Acrobatics or Strength check with a DC equal to | + | |
- | + | ||
- | + | ||
- | + | ||
- | 10 + the ranger’s Survival modifier as a full-round | + | |
- | + | ||
- | + | ||
- | + | ||
- | action. | + | |
- | + | ||
- | + | ||
- | + | ||
- | a rope, strip of leather, or similar item is required | + | |
- | + | ||
- | + | ||
- | + | ||
- | to make the trap. A Perception check is required | + | |
- | + | ||
- | + | ||
- | + | ||
- | to spot a snare, with the DC equaling 10 + the | + | |
- | + | ||
- | + | ||
- | + | ||
- | ranger’s Survival modifier. | + | |
- | + | ||
- | + | ||
- | + | ||
- | hit points. | + | |
- | + | ||
- | + | ||
- | + | ||
- | 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. | + | |
- | + | ||
- | + | ||
- | + | ||
- | Thorns, briars, and overgrown areas that are | + | |
- | + | ||
- | + | ||
- | + | ||
- | enchanted or magically manipulated to impede | + | |
- | + | ||
- | + | ||
- | + | ||
- | motion, however, still affect him. | + | |
- | + | ||
- | + | ||
- | + | ||
- | Lay of the Land (Sp): At 8th level, a ranger can | + | |
- | + | ||
- | + | ||
- | + | ||
- | communicate with the land, allowing him to gain | + | |
- | + | ||
- | + | ||
- | + | ||
- | knowledge about the surrounding area. Once per | + | |
- | + | ||
- | + | ||
- | + | ||
- | day as a standard action, a ranger can use this | + | |
- | + | ||
- | + | ||
- | + | ||
- | ability to learn the basic information and relative | + | |
- | + | ||
- | + | ||
- | + | ||
- | location of all major landmarks, such as rivers, | + | |
- | + | ||
- | + | ||
- | + | ||
- | lakes, and settlements (of at least hamlet size), up | + | |
- | + | ||
- | + | ||
- | + | ||
- | to 50 miles from his current location. | + | |
- | + | ||
- | + | ||
- | + | ||
- | Evasion (Ex): When he reaches 9th level, a ranger | + | |
- | + | ||
- | + | ||
- | + | ||
- | can avoid even magical and unusual attacks with | + | |
- | + | ||
- | + | ||
- | + | ||
- | great agility. | + | |
- | + | ||
- | + | ||
- | + | ||
- | saving throw against an attack that normally deals | + | |
- | + | ||
- | + | ||
- | + | ||
- | half damage on a successful save, he instead | + | |
- | + | ||
- | + | ||
- | + | ||
- | takes no damage. | + | |
- | + | ||
- | + | ||
- | + | ||
- | ranger is wearing light armor, medium armor, or no | + | |
- | + | ||
- | + | ||
- | + | ||
- | armor. | + | |
- | + | ||
- | + | ||
- | + | ||
- | of evasion. | + | |
- | + | ||
- | + | ||
- | + | ||
- | Swift Tracker (Ex): Beginning at 11th level, a | + | |
- | + | ||
- | + | ||
- | + | ||
- | ranger can move at his normal speed while using | + | |
- | Survival to follow tracks without taking the normal – | + | |
- | + | ||
- | + | ||
- | + | ||
- | 5 penalty. | + | |
- | + | ||
- | + | ||
- | + | ||
- | the normal –20) when moving at up to twice normal | + | |
- | + | ||
- | + | ||
- | + | ||
- | speed while tracking. | + | |
- | + | ||
- | + | ||
- | + | ||
- | Camouflage (Ex): A ranger of 13th level or higher | + | |
- | + | ||
- | + | ||
- | + | ||
- | can use the Stealth skill to hide in any sort of | + | |
- | + | ||
- | + | ||
- | + | ||
- | natural terrain, even if the terrain doesn’t grant | + | |
- | + | ||
- | + | ||
- | + | ||
- | cover or concealment. | + | |
- | + | ||
- | + | ||
- | + | ||
- | Trackless Step (Ex): Starting at 15th level, a ranger | + | |
- | + | ||
- | + | ||
- | + | ||
- | leaves no trail in natural surroundings, | + | |
- | + | ||
- | + | ||
- | + | ||
- | unable to be tracked. | + | |
- | + | ||
- | + | ||
- | + | ||
- | trail if so desired. | + | |
- | + | ||
- | + | ||
- | + | ||
- | Freedom of Movement (Sp): A ranger of 16th level | + | |
- | + | ||
- | + | ||
- | + | ||
- | or higher can use freedom of movement on himself | + | |
- | + | ||
- | + | ||
- | + | ||
- | once per day, as a caster whose level is equal to | + | |
- | + | ||
- | + | ||
- | + | ||
- | the ranger’s class level. | + | |
- | + | ||
- | + | ||
- | + | ||
- | Hide in Plain Sight (Ex): While in any of his favored | + | |
- | + | ||
- | + | ||
- | + | ||
- | terrains, a ranger of 17th level or higher can use the | + | |
- | + | ||
- | + | ||
- | + | ||
- | Stealth skill even while being observed. | + | |
- | + | ||
- | Improved Evasion (Ex): At 19th level, | + | < |
+ | < | ||
+ | < | ||
- | evasion improves. This ability works like evasion, | + | < |
+ | < | ||
+ | < | ||
- | except | + | * < |
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | * < | ||
+ | < | ||
+ | * < | ||
+ | * < | ||
- | on a successful Reflex saving throw against | + | < |
+ | < | ||
+ | < | ||
- | attacks, he henceforth | + | < |
+ | < | ||
+ | < | ||
- | a failed save. | + | < |
+ | < | ||
+ | < | ||
- | benefit of improved evasion. |