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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.

 

Alignment: Any

Hit Die: d10

Class Skills: The Ranger's class skills are Athletics (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Influence (Cha), Knowledge (dungeoneering) (Int), Knowledge (martial) (Int), Knowledge (nature) (Int), Profession (Wis), Spellcraft (Int), Stealth (Dex), and Survival (Wis).

Skill Points at each Level: 6 + Int modifier.

Table: The Ranger

Ranger.jpg

CLASS FEATURES

The following are the class features of the ranger.

 

Weapon and Armor Proficiency:

A ranger is proficient with simple weapons, as well as light armor and bucklers. In addition, if this is the character’s first level in any class, he may select a martial tradition of his choice.

Combat Training (Ex):

A ranger is considered a Proficient practitioner, gaining spheres and talents as appropriate. Rangers use Wisdom as their practitioner modifier.l

Studied Target (Ex): A ranger can study an opponent he can see as a move action. The ranger then gains a +1 bonus on Influence, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of ranger class abilities against that opponent increase by 1. A ranger can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the ranger studies a new target.

If a ranger deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to ranger DCs against a studied target increase by 1. In addition, at each such interval, the ranger is able to maintain these bonuses against an additional studied target at the same time. The ranger may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a ranger can study an opponent as a move or swift action.


Track (Ex):

A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex):

A ranger can improve the initial attitude of an animal. This ability functions just like an Influence 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.

Sneak Attack:

If a ranger of 2nd level or higher can catch an opponent when he is unable to defend himself effectively, the ranger can deal extra damage. A sneak attack is possible only when a ranger is wearing medium, light, or no armor. This attack deals extra damage any time the target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ranger flanks the target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four ranger levels thereafter. Should the ranger score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

Nature’s Healing (Ex):

Beginning at 3rd level, a ranger’s extensive knowledge regarding the flora and fauna of his favored terrains gives him a +2 bonus to all Heal skill checks made when in one of those favored terrains. In addition, as long as he is in one of his favored terrains when using the Heal skill, he also gains the following benefits:

  • Long-Term Care: If the ranger’s Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at three times the normal rate: 3 hp per character level for a full 8 hours of rest in a day, or 6 hp per character level for each full day of complete rest; 3 ability score points for a full 8 hours of rest in a day, or 6 ability score points for each full day of complete rest. The various items and supplies necessary (bandages, salves, and so on) are easy to come by in the ranger’s favored terrains.

  • Treat Deadly Wounds: When treating deadly wounds in any of his favored terrains, a ranger can restore an additional 1d6 hp, plus 1 hp for every three ranger levels he possesses. A ranger does not need a healer’s kit to treat wounds when in one of his favored terrains and receive no penalties for not having such an item.

  • Treat Poison: If a ranger’s Heal check exceeds the DC of the poison by 5 or more, the patient receives a +8 competence bonus on his saving throw against the poison.

  • Treat Disease: If a ranger’s Heal check exceeds the DC of the disease by 5 or more, the patient receives a +8 competence bonus on his saving throw against the disease.

Favored Terrain (Ex):

At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Nature's Allies (Ex):

At 4th level, a ranger expands his combat training by gaining either the Beastmastery or Warleader sphere and one additional talent from the corresponding sphere as bonus talents. If the ranger already has one of these spheres, he may instead choose any talent from that sphere for which he qualifies.

Ranger Talents:

As a ranger gains experience, he learns a number of talents that aid him in combat and help him survive in the wilds. At 4th level, he gains one ranger talent. He gains additional ranger talents as he increases in level. Except where specified, he cannot select an individual talent more than once.

All of the available ranger talents can be found HERE.

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.

Swift Tracker (Ex):

Beginning at 8th 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.

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.

Quarry (Ex):

At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.

Camouflage (Ex):

A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.

Improved Evasion (Ex):

At 16th 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.

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 Quarry (Ex):

At 19th level, the ranger's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.

Master Hunter (Ex):

A ranger of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. As a standard action, he can make a single attack against a studied target at his full attack bonus, choosing one of the following effects: kill, knock unconscious for 1d4 hours, or paralyze for 2d6 rounds. If the attack succeeds, the target takes damage normally and must succeed at a Fortitude saving throw or suffer the additional effect. The DC for this save is 10 + 1/2 the ranger’s level + the ranger’s Wisdom modifier. Whether or not the target succeeds, it cannot be targeted by this ability again (by any ranger) for 24 hours.

ARCHETYPES

The following archetypes are available to the ranger

BATTLE SCOUT

CORPSE HUNTER

DUNGEON ROVER

HOODED CHAMPION

URBAN RANGER

WARDEN

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