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RANGER TALENTS

 

Bolster Companion (Ex): The ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the ranger to benefit from this trick.
Cat's Fall (Ex): The ranger can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the ranger takes no damage from the fall, he does not fall prone.

Cheetah’s Stride (Ex): You can move up to twice your speed as a move action. You don’t suffer any penalty on Stealth checks for this move, although it provokes attacks of opportunity as normal. You may do this a number of rounds per day equal to your ranger level. These rounds need not be consecutive.

Combat Trick (Ex): You gain a bonus combat feat.
Cunning Pantomime (Ex): As a standard action, the ranger can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the ranger suffers a –4 penalty on all Influence checks relating to the creature he is communicating with when using this trick.

Deadly Range (Ex): The range at which you can deal sneak attack damage increases by 10 feet. You may take this talent more than once. Its effects stack.
Deft Stand (Ex): The ranger can spend a move action to stand up without provoking attacks of opportunity.

Fast Stealth (Ex): You can move at full speed while using the Stealth skill without penalty.

Favored Attack (Ex): When you make an attack in a favored terrain, the critical threat range of your weapon is doubled. This ability does not stack with any other ability that doubles critical threat range.

Favored Step: While in a favored terrain, you treat any difficult terrain encountered as normal terrain.
Heel (Ex): The ranger can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the ranger. The animal companion must be able to see and hear the ranger to take this movement.

Improved Sneak Attack: You add an additional 1d6 to your total sneak attack damage.
Quick Climb (Ex): The ranger can climb at his full speed as a move action without penalty. If you fail an Athletics check by 5 or more, you can immediately make another Athletics check at the surface’s base DC +10 (or at the surface’s base DC +5 if in a favored terrain). If successful, you stop your fall by clinging to the surface. You do not take any falling damage when stopping your fall in this manner.
Quick Healing (Ex): As a swift action, the ranger can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the ranger can administer a potion to an unconscious character as a move action.
Quick Swim (Ex): The ranger can swim at his full speed as a move action without penalty. If you fail an Athletics check by 5 or more, you can immediately make another Athletics check at the water’s base DC +10 (or at the water’s base DC +5 if one of your favored terrains is swamp or water). If successful, you do not go underwater. When underwater, you may add +4 to the total number of rounds you can hold your breath.

Scent: You gain the scent special ability.

Skirmishing Attack: Whenever you move at least 10 feet and attack in the same round, you can also apply sneak attack damage, if applicable, to the target as though it were flat-footed. If you make more than one attack during the round, this ability only applies to the first attack. Enemies with uncanny dodge are immune to this ability.
Stag’s Leap (Ex): As a free action, the ranger can attempt a running jump without moving 10 feet before the jump.

Stealthy Sniper: When you use the Stealth skill to snipe, you take only a -15 penalty (or -10 when in a favored terrain) on your second Stealth check instead of the normal -20.

Trapfinding: When in a favored terrain, you can add half your level (minimum +1) to Perception checks made to locate traps and to Disable Device checks.

Trackless Step (Ex): When desired, you leave no trail in natural surroundings and cannot be tracked. You can track others possessing the trackless step ability when in one of your favored terrains, but you take a -10 penalty to the check.

Uncanny Senses (Ex): As a standard action, you may grant yourself a +5 insight bonus (or a +10 insight bonus when in a favored terrain) to Perception checks for 1 round.

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