Ranger

Ranger

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The forests are home to fierce and cunning creatures, such as bloodthirsty owlbears and malicious displacer beasts. But more cunning and powerful than these monsters is the ranger, a skilled hunter and stalker. He knows the woods as if they were his home, and he knows his prey in deadly detail.

Alignment: Any.

Hit Die: d8

Class Skills
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).

(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.

Level BAB Fort Save Reflex Save Will Save Special 1st 2nd 3rd 4th
1st +1 +2 +2 +0 1st Favoured Enemy, Track, Wild Empathy - - - -
2nd +2 +3 +3 +0 Combat Style - - - -
3rd +3 +3 +3 +1 Endurance - - - -
4th +4 +4 +4 +1 Animal Companion 0 - - -
5th +5 +4 +4 +1 2nd Favoured Enemy 0 - - -
6th +6/+1 +5 +5 +2 Improved Combat Style 1 - - -
7th +7/+2 +5 +5 +2 Woodland Stride 1 - - -
8th +8/+3 +6 +6 +2 Swift Tracker 1 0 - -
9th +9/+4 +6 +6 +3 Evasion 1 0 - -
10th +10/+5 +7 +7 +3 3rd Favoured Enemy 1 1 - -
11th +11/+6/+1 +7 +7 +3 Combat Style Mastery 1 1 0 -
12th +12/+7/+2 +8 +8 +4 - 1 1 1 -
13th +13/+8/+3 +8 +8 +4 Camouflague 1 1 1 -
14th +14/+9/+4 +9 +9 +4 - 2 1 1 0
15th +15/+10/+5 +9 +9 +5 4th Favoured Enemy 2 1 1 1
16th +16/+11/+6/+1 +10 +10 +5 - 2 2 1 1
17th +17/+12/+7/+2 +10 +10 +5 Hide in Plain Sight 2 2 2 1
18th +18/+13/+8/+3 +11 +11 +6 - 3 2 2 1
19th +19/+14/+9/+4 +11 +11 +6 - 3 3 3 2
20th +20/15/+10/+5 +12 +12 +6 5th Favoured Enemy 3 3 3 3

Class Features:

All of the following are class features of the ranger.

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Track: A ranger gains Track as a bonus feat.

Wild Empathy (Ex): A ranger can improve the 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 able to study each other, which means that they 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 (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

  • If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
  • If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
  • The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Animal Companion (Ex): At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, medium shark, and squid. This animal is a loyal companion that accompanies the ranger on her adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table. In addition, he receives bonus spells per day if he has a high Wisdom score, see: Bonus Spells. When the Ranger class table indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.

A ranger prepares and casts spells the way a cleric does, through meditation. A ranger may cast any spell on the ranger spell list spontaneously, provided that he can cast spells of that level.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.

Improved Combat Style (Ex): At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

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.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following 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): At 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 or no armor. A helpless ranger does not gain the benefit of evasion.

Combat Style Mastery (Ex): At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Camouflage (Ex): A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.


Variant: Urban Ranger

This class advances as the Ranger normally does, except as listed below:

The urban ranger stalks the treacherous streets of the city, relying on his knowledge of alleyways and underworld contacts to keep him alive.

Class Skills: Eliminate Knowledge(nature), Knowledge(dungeoneering), and Survival from the ranger's class skill list. Add Gather Information, Knowledge(local), and Sense Motive to the class skill list.

Class Features:
The urban ranger has all the standard ranger class features, except as noted below.

Animal Companion: An urban ranger cannot have an animal larger than Medium as his animal companion.

Urban Tracking: An urban ranger does not gain the Track feat at 1st level. Instead, he gains the Urban Tracking feat (see the sidebar), which allows him to use Gather Information to track down a missing person, suspect, or other individual within a community.

Wild Empathy:An urban ranger adds only one-half his class level to wild empathy checks, reflecting his lmited connection with the natural world.

Favored enemy: At the DM's discretion, an urban ranger may select an organization instead of a creature type as his favored enemy. For example, a character might select a particular thieves' guild, merchant house, or even the city guard. The favored enemy bonuses would apply to all members of the chosen organization, regardless of their creature type or subtype.

Spellcasting: The urban ranger's spell lsit is different from the standard ranger list. The following spells are eliminated from the urban ranger's spell list: animal messenger, charm animal, detect animals or plants, speak with animals, bear's endurance, hold animal, snare, speak with plants, command plants, diminish plants, plant growth, reduce animal, tree shape, water walk, commune with nature, and tree stride.

In exchange, the urban ranger adds the following spells to his class list: 1st- comprehend languages, detect chaos, detect good, detect evil, detect law, detect secret doors, message; 2nd-detect thoughts, knock, locate object, eagle's splendor; 3rd-discern lies, invisibility, speak with dead, tongues; 4th-dimensional anchor, locate creature, mage's faithful hound, true seeing.

Woodland Stride: An urban ranger does not gain this ability.

Swift Tracker (Ex): Beginning at 8th level, an urban ranger may make a Gather Information check for his Urban Tracking feat every half hour without taking the normal -5 penalty.

Camouflage: An urban ranger does not gain this ability.

Hide in Plain Sight (Ex): An urban ranger can use this ability in any area, whether natural terrain or not.

Urban Tracking[General]:
You can track down the locations of missing persons or wanted individuals within communities.

Benefit: To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town.

The DC of the check, and the number of checks required to track down your quarry, depends on the community size and the conditions:

If you fail a Gather Information check, you can retry after 1 hour of questioning. The DM should roll the number of checks required secretly, so that the player doesn't know exactly how long the task will require.

Normal: A character without this feat can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 hours and doesn't allow effective trailing. Special: A character with 5 ranks in Knowledge(local) gains a +2 bonus on the Gather Information check to use this feat.

Table: Armor and Damage Reduction Community Size DC Checks Required
Thorp, hamlet, or village 5 1d3
Small or large town 10 1d4+1
Small or large city 15 2d4
Metropolis 20 2d4+2

Table: Armor and Damage Reduction Conditions DC Modifier
Every three creatures in the group being sought -1
Every 24 hours the party has been missing/sought +1
Tracked party "lies low" +5
Tracked party matches community's primary racial demographic +2
Tracked party does not match community's primary racial demographic -2

You can cut the time between Gather Information checks in half (to 30 minutes per check rather than 1 hour), but you take a -5 penalty on the check.


ACF: Arcane Hunter

Class: Ranger
Level: 1st
Do not pick a favoured enemy normally, instead gain favoured enemy 'arcanists.' Functions as favoured enemy, but applies to -anything- that can cast arcane spells/invocations. Originally from Complete Mage.


ACF: Voice of the City

For some, the ability to make oneself understood in the midst of any culture is of far greater value than the ability to influence the beasts of the wild.

Class: Druid, Ranger
Level: 1st.
Replaces: If you select this class feature, you do not gain wild empathy.

Benefit: Through a combination of body language, tone, and expression, the voice of the city can make herself understood by those who do not speak her language, and she can interpret their meaning the same way. Simple concepts that can be conveyed in a few words (such as "Help!" or "Drop your weapon!") can be conveyed automatically. More complex concepts require her to make a roll: d20 + her class level + either her Wisdom modifier (if trying to understand someone else) or Charisma modifier (if trying to make someone else understand her). Roll each only once per conversation. If she fails, she cannot try to communicate with that specific individual via this ability until she has gained a level. (Thus, it is possible, if she succeeds in one roll but fails in the other, to hold a conversation where she can understand the other speaker but he cannot understand you, or vice-versa.)

The DC of the roll depends on creature type and how closely the individual's language is related to any of her own. The ability works most effectively with other humanoids. In this case, if the individual's language uses the same alphabet as any language she knows, the DC is 20. If it does not, the DC is 30. (See Speak Language, PH 82, for this information.)

The above DCs increase by 5 if the speaker is a fey, giant, or monstrous humanoid; they increase by 10 if the speaker is an elemental. If the other individual is of any other creature type, she cannot communicate via this ability.

If the speaker is deliberately trying to make himself understood, the voice of the city gains a +2 circumstance bonus on this roll. If she is attempting to interpret his speech from outside normal conversational distance (such as eavesdropping), she takes a -4 penalty on this roll.

In addition, she gains Speak Language as a class skill.


ACF: Urban Tracker

Many rangers of the city learn to hunt people down through interrogation and questioning, since following tracks is often all but impossible on the busy streets.

Class: Ranger.
Level: 1st.
Replaces: If you select this class feature, you do not gain Track as a bonus feat.

Benefit: Gain Urban Tracking as a bonus feat.

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