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ranger

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Ranger

For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game—even fugitives among their own people.

Class Attributes

Hit Dice: d8

Alignment: Any

Armor Proficiencies: Light armor, medium armor, and shields (except tower shields)

Weapon Proficiencies: All simple and martial weapons

Skill Points/Level: 6 + Int

Class Skills: Athletics (Str), Dungeoneering (Int), Heal (Wis), Nature (Wis), Perception (Wis), Stealth (Dex), Survival (Wis), Trade (Int), Warfare (Int)

Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Quarry +1, Track, Wild Empathy
2nd +2 +3 +3 +0 Combat Style Feat, Endurance
3rd +3 +3 +3 +1 Animal Companion
4th +4 +4 +4 +1 Favored Terrain
5th +5 +4 +4 +1 Quarry +2, Trapmaking
6th +6/ +1 +5 +5 +2 Combat Style Feat
7th +7/+2 +5 +5 +2 Woodland Stride
8th +8/+3 +6 +6 +2 Lay of the Land
9th +9/+4 +6 +6 +3 Quarry +3, Evasion
10th +10/+5 +7 +7 +3 Combat Style Feat
11th +11/+6/+1 +7 +7 +3 Swift Tracker
12th +12/+7/+2 +8 +8 +4 Favored Terrain
13th +13/+8/+3 +8 +8 +4 Quarry +4, Camouflage
14th +14/+9/+4 +9 +9 +4 Combat Style Feat
15th +15/+10/+5 +9 +9 +5 Trackless Step
16th +16/+11/+6/+1 +10 +10 +5 Freedom of Movement
17th +17/+12/+7/+2 +10 +10 +5 Quarry +5, Hide in Plain Sight
18th +18/+13/+8/+3 +11 +11 +6 Combat Style Feat
19th +19/+14/+9/+4 +11 +11 +6 Improved Evasion
20th +20/+15/+10/+5 +12 +12 +6 Favored Terrain

Class Abilities

Quarry (Ex): Through careful study of his target, a ranger can exploit his foe’s weaknesses in combat. As a swift action, a ranger can designate one target within line of sight as his quarry. A ranger gains a +1 insight bonus on attack and damage rolls made

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. A ranger may have

no more than one quarry at a time, and can dismiss

this effect as a free action.

Track: Rangers are skilled at tracking and hunting

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. 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 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 Feat (Ex): At 2nd level, a ranger must

select one of two combat styles to pursue: archery

or two-weapon combat. The ranger’s expertise

manifests in the form of bonus feats at 2nd, 6th,

10th, 14th, and 18th level. He can choose feats

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. He loses all benefits of his combat style

feats when wearing heavy armor. Once a ranger

selects a combat style, it cannot be changed.

Endurance: A ranger gets Endurance as a bonus

feat at 2nd level. 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. A ranger may

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. The

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:

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.

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,

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, and 75% miss chance with

total concealment). The ranger also gains the

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. The ranger also gains the ability to

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. The

ranger also gains the ability to cast fog cloud with a

caster level equal to his ranger level.

Underground: The ranger gains darkvision at a

distance of 60 ft., or adds an additional 60 ft. to his

darkvision if he already possesses it. The ranger

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. The ranger also gains the ability to

cast knock with a caster level equal to his ranger

level.

Trapmaking (Ex): At 5th level, the ranger gains

the ability to craft an assortment of basic traps. A

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

fall prone in the trap, taking appropriate falling

damage. If there is appropriate material nearby,

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

ranger to be able to camouflage it properly. A

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. If there is a large

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. A

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. It takes 30 minutes to set up a snare, and

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. A snare has AC 7 and 5

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. 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, medium armor, or no

armor. A helpless ranger does not gain the benefit

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. He takes only a –10 penalty (instead of

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, making him

unable to be tracked. He may choose to leave a

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, a ranger’s

evasion improves. This ability works like evasion,

except that while the ranger still takes no damage

on a successful Reflex saving throw against

attacks, he henceforth takes only half damage on

a failed save. A helpless ranger does not gain the

benefit of improved evasion.

ranger.1370838415.txt.gz · Last modified: 2013/06/09 21:26 by kyeenadmin