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ranger [2013/06/09 21:37] – [Class Attributes] kyeenadmin | ranger [2016/07/22 20:13] (current) – [Class Abilities] archmage | ||
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===== Class Attributes ===== | ===== Class Attributes ===== | ||
- | Hit Dice: d8 | + | < |
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- | Alignment: Any | + | < |
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- | Armor Proficiencies: | + | < |
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- | Weapon Proficiencies: | + | |
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- | Skill Points/ | + | |
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- | Class Skills: | + | |
^ Level ^ BAB ^ Fort ^ Ref ^ Will ^ Special ^ | ^ Level ^ BAB ^ Fort ^ Ref ^ Will ^ Special ^ | ||
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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. | + | < |
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- | Track: | + | |
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- | Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. | + | |
- | 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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- | Endurance: A ranger gets Endurance as a bonus feat at 2nd level. | + | |
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- | Animal Companion (Ex): At 3rd level, a ranger gains an animal companion. This ability functions like the druid ability of the same name, except that 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. | + | |
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- | Favored Terrain (Ex): At 4th level, a ranger may select a type of terrain from the list below. | + | |
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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 the ability to cast water breathing with a caster level equal to his ranger level. | + | |
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- | Cold: The ranger ignores snow or ice related 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, | + | < |
- | Forest: The ranger | + | < |
- | Jungle: The ranger | + | < |
- | Plains: The ranger | + | < |
- | Swamp: The ranger ignores difficult terrain due to mud and shallow water, and gains a +4 bonus on saving throws against poison and disease. | + | < |
- | Underground: The ranger | + | < |
- | Urban: The ranger can use a Survival check in place of a Streetwise check while in an urban environment. | + | * < |
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- | Trapmaking (Ex): At 5th level, the ranger gains the ability to craft an assortment of basic traps. | + | < |
- | 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 fall prone in the trap, taking appropriate falling damage. | + | * < |
- | 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. | + | < |
- | Woodland Stride | + | < |
- | Lay of the Land (Sp): At 8th level, a ranger can communicate | + | < |
- | Evasion | + | < |
- | Swift Tracker | + | < |
- | Camouflage | + | < |
- | Trackless Step (Ex): Starting at 15th level, a ranger leaves no trail in natural surroundings, | + | < |
- | Freedom of Movement | + | < |
- | Hide in Plain Sight (Ex): While in any of his favored terrains, a ranger | + | < |
- | Improved Evasion (Ex): At 19th level, a ranger’s evasion improves. |