unosarta
2011-10-04, 10:15 AM
The Ranger
http://th07.deviantart.net/fs70/PRE/f/2010/252/a/d/ranger_by_k_atrina-d2ye50h.jpg
[1] (http://k-atrina.deviantart.com/art/Ranger-178698977)
“My feet are like tongues of spun silver. They slowly pace across the floor of the world, the ceiling of all sight, through the gardens of the gods, and past the wonders of the universe, all the while whispering softly into the darkness, waiting for the cry, sweet like honeysuckle, of my prey. For it will come, while I draw breath, and maybe even after.”
~Gorin, Midnight Upon Dusk, the Sunset of Days
http://fc02.deviantart.net/fs70/i/2010/091/1/9/The_Ranger_by_AlishmcMalish.jpg
[2] (http://alishmcmalish.deviantart.com/art/The-Ranger-158841044)
Adventures: Rangers adventure because there is a need. Unlike many classes, most Rangers do not adventure for a need that is specifically personal. Some adventure to help their family, their community, or their country, but rarely do they adventure to find something that is personal to them. Of course, this is not the rule, and there are Rangers who adventure for revenge, for pleasure, or for power, but they tend to be the minority.
Characteristics: Rangers tend to be solitary, often brooding or introverted. There are some exceptions to this rule, but in general it tends to be true. Rangers, on the general though, remain consistent allies and friends, staying true to what they believe in.
Alignment: Rangers can be of any alignment. Evil Rangers and good Rangers coexist by need if not because they simply do not care enough about alignment. Many are apathetic in moral and ethical grounds, knowing the harsh realities of life that cause the need for evil and good, law and chaos.
Religion: Rangers tend to stay away from organized religion, if only because most view it as a crutch that is used to push away inner weakness, and also because that act of pushing away weakness does not remove it, but simply ignore it, which will get you killed very quickly unless you consolidate and remove weaknesses.
Background: Rangers come from any background, although rarely do Rangers come from resource rich backgrounds. The concept of conservation of energy, food, resources and thoughts is not something that is highly induced in rich countries. Still, Rangers appear throughout the planes, and tend to do well wherever they go.
Races: Rangers can come from most any race. Most if not all races have some penchant for hunting and living off of the land.
Other Classes: Rangers do not do very well with others, even Rangers whose specialty is Charisma. They can deal with melee characters, especially martial ones, but casters tend to be rather archaic and confusing, and rogues and bards tend to think in a way that is very different than the mind of the Ranger.
Role: Rangers are mostly combat characters. They can fulfill the role of a “tank”, if they take the role of the Berserker, or that of the sneaky character as the Thief-Acrobat, but their general role is that of a melee combatant. However, they do receive enough skills to be able to effectively be a skill monkey as well.
http://fc07.deviantart.net/fs7/i/2005/178/7/0/A_Ranger_by_RoninReIIiK.jpg
[3] (http://roninreiiik.deviantart.com/art/A-Ranger-19965034)
Abilities: The Ranger’s key Ability score is Strength or Dexterity depending on their path, and whichever Ability score they have chosen at first level. The chosen ability score modifier governs their special abilities, and Dexterity or Strength determines how effective they are in combat. Constitution is also important, as it is for most characters, as it governs the Ranger’s hit points.
Alignment: Any
Hit Die: d8
Class Skills: The Ranger’s key skills (and associated ability score) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skill Points at 1st Level: (6 + Intelligence modifier) x 4
Skill Points at Each Additional Level: 6 + Intelligence modifier
http://fc02.deviantart.net/fs18/f/2007/146/7/6/Dark_ranger_by_Galligi.jpg
[4] (http://galligi.deviantart.com/art/Dark-ranger-56168547)
RANGER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known
1st|
+1|
+1|
+2|
+0|Track, By Will Word or Wit|
4|
4 (1)|
1
2nd|
+2|
+2|
+3|
+0|Wild Strider|
4|
4 (1)|
1
3rd|
+3|
+2|
+3|
+1|--|
5|
4 (1)|
1
4th|
+4|
+2|
+4|
+1|Combat Style (First Step)|
5|
4 (1)|
2
5th|
+5|
+3|
+4|
+1|--|
6|
4 (1)|
2
6th|
+6/+1|
+3|
+5|
+2|Special Ability|
6|
4 (1)|
2
7th|
+7/+2|
+4|
+5|
+2|--|
7|
4 (1)|
2
8th|
+8/+3|
+4|
+6|
+2|Combat Style (Second Step)|
7|
5 (2)|
2
9th|
+9/+4|
+4|
+6|
+3|--|
8|
5 (2)|
2
10th|
+10/+5|
+5|
+7|
+3|Special Ability|
8|
5 (2)|
3
11th|
+11/+6/+1|
+5|
+7|
+3|--|
9|
5 (2)|
3
12th|
+12/+7/+2|
+6|
+8|
+4|Combat Style (Third Step)|
9|
5 (2)|
3
13th|
+13/+8/+3|
+6|
+8|
+4|--|
10|
5 (2)|
3
14th|
+14/+9/+4|
+6|
+9|
+4|Special Ability|
10|
5 (2)|
3
15th|
+15/+10/+5|
+7|
+9|
+5|--|
11|
6 (3)|
3
16th|
+16/+11/+6/+1|
+7|
+10|
+5|Combat Style (Fourth Step)|
11|
6 (3)|
4
17th|
+17/+12/+7/+2|
+8|
+10|
+5|--|
12|
6 (3)|
4
18th|
+18/+13/+8/+3|
+8|
+11|
+6|Special Ability|
12|
6 (3)|
4
19th|
+19/+14/+9/+4|
+8|
+11|
+6|--|
13|
6 (3)|
4
20th|
+20/+15/+10/+5|
+9|
+12|
+6|Combat Style (Fifth Step), Dual Strike|
13|
7 (4)|
4 [/table]
http://th01.deviantart.net/fs27/PRE/f/2008/184/7/8/78334a3b8a021363b43e5b2acd74fa96.jpg
[5] (http://grandanvil.deviantart.com/art/Elf-Ranger-90453871)
Weapon Proficiencies: The Ranger is proficient with all simple and martial weapons. He is also proficient with light and medium armor, but not with shields.
Maneuvers: Rangers begin with knowledge of six maneuvers. The Disciplines available to them are Tiger Claw, Shadow Hand, Diamond Mind, and Falcon's Eye (http://www.giantitp.com/forums/showthread.php?t=145802).
Once the Ranger knows a maneuver, he must ready it before he can use it. A maneuver used by a Ranger is considered an extraordinary ability unless specified otherwise. Maneuvers are not affected by spell resistance, and do not provoke attacks of opportunity when initiated.
The Ranger learns higher level maneuvers as his level increases, as noted upon the following table:
{table=head]Level|Maneuver level
1-2|
1
3-4|
2
5-6|
3
7-8|
4
9-10|
5
11-12|
6
13-14|
7
15-16|
8
17+|
9[/table]
He must meet all prerequisites in order to learn a maneuver.
Upon reaching fourth level, and every even level thereafter, the Ranger may choose to learn a new maneuver in place of one he already knows. He can choose a new maneuver of any level he likes, as long as he observes the restriction on highest level maneuver he can learn. He need not replace the old maneuver with a maneuver of the same level. He may only swap a single maneuver at a given level.
Maneuvers Readied: The Ranger can ready five maneuvers he knows at first level, and must choose which to ready of the six he knows. He readies maneuvers by praying or meditating for 5 minutes. The maneuvers he chooses remain readied until he decides to meditate again, and change his maneuvers.
He begins an encounter with all of his readied maneuvers unexpended, regardless of how many times he may have used them since he chose them. When he initiates a maneuver, he expends it for the current encounter; basically, each of his readied maneuvers can be used once per encounter, unless he recover a maneuver.
Rangers, unlike many martial adepts, rely on flashes of intuition and rushes of creativity to initiate their maneuvers. As such, they don’t control access to their readied maneuvers. Before they take their first action in an encounter, two of his readied maneuvers are chosen randomly, and granted to him. The rest of his maneuvers are withheld, currently inaccessible. At the end of each turn, one of the withheld maneuvers, randomly chosen, is granted to the Ranger, and thus become accessible for his turn, and the rest of his turns. He can freely initiate any maneuver that is currently granted when his turn begins, but he cannot initiate a withheld maneuver. If he chooses to not employ a maneuver in the course of a given round, his current granted maneuvers remain the same, and he still gains a new maneuver that was withheld. It doesn’t matter if he initiates a maneuver in the round or not, he still gets the withheld maneuver.
When the Ranger has no more readied maneuvers to be granted, he must spend a full round doing nothing but attacking or moving, and then he recovers all expended maneuvers, and a gains his number of randomly chosen readied maneuvers from his withheld maneuvers.
Stances Known: The Ranger begins play with knowledge of one maneuver from the Tiger Claw, Shadow Hand, Diamond Mind, or Falcon's Eye (http://www.giantitp.com/forums/showthread.php?t=145802) disciplines. At fourth, tenth, and sixteenth levels, the Ranger can choose a new stance. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance descriptor.
By Will Word or Wit: When the Ranger takes their first level in this class, they must choose whether to have their class features be based off of Intelligence, Charisma, or Wisdom. After making this choice, they may not switch it.
Track (Ex): The Ranger gains the Track feat. In addition, he gains a Competency bonus to all Survival checks made to track equal to his chosen ability score modifier. This bonus may not be greater than his Ranger level.
Wild Strider (Ex): Starting at second level, the 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.
Combat Style (Ex): Starting at fourth level, the Ranger may choose a combat style upon which to follow. After choosing their style, they may not change it. They gain a benefit from their path, and an additional benefit at eighth level and every four levels thereafter (12th, 16th, 20th). The styles are Skirmisher, Archer, Berserker, Beast, Thief Acrobat, and Bounty Hunter. Each plays a certain role.
Combat Styles
SkirmisherFirst Step: The Ranger deals bonus damage equal to 1/4 of his level after moving at least 10 feet, and gains a Dodge bonus equal to 1/5 of his Ranger level to his armor class after moving at least 10 feet.
Second Step: The Ranger may make a full attack as a standard action. After using this ability, the Ranger must wait 5 rounds before using it again.
Third Step: The Ranger gains a bonus to Base Land speed equal to his chosen Ability score modifier times five. This bonus may not cause his Base Land speed to go to more than double his normal Base Land speed.
Fourth Step: Once per encounter, the Ranger may, as a move action, teleport up to 10 times his chosen Ability score modifier feet in any direction. He does not bring along any thing besides what he is wearing or holding. He may not bring along creatures or living things. This effect is not a Conjuration (Teleportation) effect. This is a supernatural ability.
Fifth Step: Once per day, the Ranger may, as a swift action, spread any number of attacks in a full attack throughout his movement. (E.G. He may move 5 feet, make a melee attack against an opponent once, then move 20 feet and attack an opponent twice, and then move 5 feet.)
ArcherFirst Step: The Ranger deals a bonus 1d6 damage per four Ranger levels he possesses on all ranged attacks.
Second Step: As an immediate action, the Ranger may make an attack of opportunity with any one ranged weapon he is currently wielding. For these purposes, the Ranger is considered to threaten an area of 30 feet from himself, or one half of his Weapon's Range Increment, whichever is lower. After using this ability, he must wait 5 rounds before using it again.
Third Step: The Ranger gains an Insight bonus to all ranged attack rolls equal to his Chosen ability score modifier.
Fourth Step: Once per encounter, the Ranger may, as a move action, gain the ability to Initiate a maneuver with a range of melee that he knows and can Initiate as a ranged attack instead, for one round. This ability cannot be used on maneuvers that target more than one creature. The maneuver must have an Initiating time of a standard action.
Fifth Step: Once per day, the Ranger may, as a swift action, double the number of attacks he makes on his next ranged full attack within one round. All attacks made in this way take a -2 Penalty.
BeserkerFirst Step: The Ranger gains a +1 bonus to damage every time he successfully strikes that opponent with a melee attack. He can only gain +1 per round in this way, to a maximum possible bonus of +5. The bonus fades at the end of the encounter.
Second Step: As a move action, the Ranger may enter a rage for 2 rounds. For the duration, he gains a +4 enhancement bonus to Strength and Dexterity, as well as a +2 Resistance bonus to Will saves, and a +2 Competency bonus to Strength and Dexterity based skill checks, but he takes a -2 penalty to Armor Class. After the duration ends, the Ranger must wait 5 rounds before using this ability again.
Third Step: At the start of an encounter the Ranger gains Fast Healing equal to his chosen Ability score modifier. This Fast Healing lasts until the end of the encounter.
Fourth Step: Once per encounter, the Ranger may, as a move action, gain Damage Reduction 10/Adamantine, for 3 rounds.
Fifth Step: Once per day, as a move action, the Ranger may ignore damage for 3 rounds. He takes no damage during that time, and cannot die by mundane means. At the end of the three rounds, he takes all of the damage he would have taken during the duration of the effect.
BeastFirst Step: The Ranger gains two Claw attacks that deal 1d6 damage. The base damage of these claws increases by one step at fourth level and every three levels thereafter (7th, 10th, 13th, 16th, 19th). He may choose to lose the effects of the claws as a swift action, or regain their effects again as a swift action. While he gains the benefits of the claws, he cannot wield melee or ranged weapons in his hands.
Second Step: As a move action, the Ranger may gain the reach of a creature who is one size category larger than his size category for one round. After using this ability, the Ranger must wait 5 rounds before using it again.
Third Step: The Ranger gains a Competency bonus to Attack rolls made with his natural weapons.
Fourth Step: Once per encounter, the Ranger may, as a move action, cause his next melee attack to inflict a bleeding wound on the opponent. A creature with a bleeding wound takes additional damage at each round following the round in which it gained the wound to equal to the amount of base damage dealt by one of the Ranger's Claws. This last for 2 rounds.
Fifth Step: Once per day, the Ranger may, as a move action, cause his next successful melee attack to allow him to make a grapple attempt as a free action, without provoking attacks of opportunity. He need not make the touch attack that is normally necessary to start a Grapple attempt.
Thief AcrobatFirst Step: The Ranger gains a Competency bonus equal to 1/4 of his Ranger level to Hide, Move Silently, Tumble, and Balance checks.
Second Step: As a move action, the Ranger may, as a move action, make a (DC 10 + 1/2 Initiator level + chosen Ability score modifier) Tumble check and move up to his base land speed. His movement provokes no attacks of opportunity. If the Tumble check is successful, he may make a single melee attack or initiate a Strike against a single opponent during this movement. The Strike may not be of the highest level that he can initiate.
Third Step: The Ranger gains a Competency bonus to attack rolls made after a successful Hide or Tumble check, within one round of making the check, equal to his chosen Ability score modifier.
Fourth Step: Once per encounter, the Ranger may, as a move action, gain the ability to make a melee attack or initiate a Strike while using the Hide skill, without the target of the attack or Strike seeing the Ranger.
Fifth Step: Once per day, the Ranger may, as move action, gain the effects of the Greater Invisibility spell for three rounds. This is a supernatural effect.
Bounty HunterFirst Step: The Ranger deals a bonus +1d6 non-lethal damage per three Ranger levels whenever they deal non-lethal damage to a creature, and gains a Competency bonus to Search, Spot, Listen and Survival checks equal to 1/4 of his Ranger level.
Second Step: As a move action, the Ranger may cause his next melee attack within one round to cause the creature, if struck to make a Fortitude save (DC 10 + 1/2 Initiator Level + chosen Ability score modifier), or be Slowed, as the condition, for 2 rounds. After using this ability, the Ranger must wait 5 rounds before using it again.
Third Step: The Ranger gains a bonus to attack rolls equal to his chosen Ability score modifier against creatures who are Slowed, who have a move speed penalty, or who have lost an action due to a condition or effect.
Fourth Step: Once per encounter, as a move action, the Ranger may cause his next melee attack within 2 rounds to force his opponent to make a Fortitude save (DC 10 + 1/2 Initiator Level + chosen Ability score modifier) or be stunned for 1 round.
Fifth Step: Once per day, the Ranger may, as a move action, cause his next melee attack within 5 rounds to force his opponent to make a Fortitude save (DC 10 + 1/2 Initiator Level + chosen Ability score modifier) or become paralyzed for 3 rounds.
Special Ability (Ex): Starting at sixth level, the Ranger may choose a single ability from the following list of special abilities. He gains another ability every four levels thereafter (10th, 14th, and 18th).
Evasion (Ex): The 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 even if the Ranger is wearing light or heavier armor. A helpless Ranger does not gain the benefit of evasion.
Uncanny Dodge (Ex): The Ranger can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If the Ranger already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead. This ability may not be taken more than once.
Skill Boost (Ex): The Ranger, upon gaining this ability, chooses 3 skills. He gains a +4 Competency bonus with those skills.
Skill Mastery (Ex): The Ranger chooses one skill. He may take ten with that skill, even when under duress or danger, even if he would otherwise be unable to.
Discipline Focus (Ex): The Ranger chooses a discipline. He gains a +3 Insight bonus to all attacks made with Discipline weapons, and a +2 Competency bonus to the associated Discipline skill. In addition, he may automatically choose one of his granted maneuvers, so long as it is from his chosen Discipline. This ability may only be taken once.
Bonus Feat (Ex): The Ranger gains a bonus feat. He must qualify for all prerequisites associated with the feat.
Dual Strike (Ex): Starting at twentieth level, the Ranger may, once per encounter, initiate two different strikes against the same target, as a full round action. The strikes may not be of the highest level the Ranger can initiate. The Initiating time of the strikes must be standard action or less.
http://fc09.deviantart.net/fs12/f/2006/324/3/a/Elf_Ranger_by_sypri.jpg
[6] (http://sypri.deviantart.com/art/Elf-Ranger-43369917)
http://th07.deviantart.net/fs70/PRE/f/2010/252/a/d/ranger_by_k_atrina-d2ye50h.jpg
[1] (http://k-atrina.deviantart.com/art/Ranger-178698977)
“My feet are like tongues of spun silver. They slowly pace across the floor of the world, the ceiling of all sight, through the gardens of the gods, and past the wonders of the universe, all the while whispering softly into the darkness, waiting for the cry, sweet like honeysuckle, of my prey. For it will come, while I draw breath, and maybe even after.”
~Gorin, Midnight Upon Dusk, the Sunset of Days
http://fc02.deviantart.net/fs70/i/2010/091/1/9/The_Ranger_by_AlishmcMalish.jpg
[2] (http://alishmcmalish.deviantart.com/art/The-Ranger-158841044)
Adventures: Rangers adventure because there is a need. Unlike many classes, most Rangers do not adventure for a need that is specifically personal. Some adventure to help their family, their community, or their country, but rarely do they adventure to find something that is personal to them. Of course, this is not the rule, and there are Rangers who adventure for revenge, for pleasure, or for power, but they tend to be the minority.
Characteristics: Rangers tend to be solitary, often brooding or introverted. There are some exceptions to this rule, but in general it tends to be true. Rangers, on the general though, remain consistent allies and friends, staying true to what they believe in.
Alignment: Rangers can be of any alignment. Evil Rangers and good Rangers coexist by need if not because they simply do not care enough about alignment. Many are apathetic in moral and ethical grounds, knowing the harsh realities of life that cause the need for evil and good, law and chaos.
Religion: Rangers tend to stay away from organized religion, if only because most view it as a crutch that is used to push away inner weakness, and also because that act of pushing away weakness does not remove it, but simply ignore it, which will get you killed very quickly unless you consolidate and remove weaknesses.
Background: Rangers come from any background, although rarely do Rangers come from resource rich backgrounds. The concept of conservation of energy, food, resources and thoughts is not something that is highly induced in rich countries. Still, Rangers appear throughout the planes, and tend to do well wherever they go.
Races: Rangers can come from most any race. Most if not all races have some penchant for hunting and living off of the land.
Other Classes: Rangers do not do very well with others, even Rangers whose specialty is Charisma. They can deal with melee characters, especially martial ones, but casters tend to be rather archaic and confusing, and rogues and bards tend to think in a way that is very different than the mind of the Ranger.
Role: Rangers are mostly combat characters. They can fulfill the role of a “tank”, if they take the role of the Berserker, or that of the sneaky character as the Thief-Acrobat, but their general role is that of a melee combatant. However, they do receive enough skills to be able to effectively be a skill monkey as well.
http://fc07.deviantart.net/fs7/i/2005/178/7/0/A_Ranger_by_RoninReIIiK.jpg
[3] (http://roninreiiik.deviantart.com/art/A-Ranger-19965034)
Abilities: The Ranger’s key Ability score is Strength or Dexterity depending on their path, and whichever Ability score they have chosen at first level. The chosen ability score modifier governs their special abilities, and Dexterity or Strength determines how effective they are in combat. Constitution is also important, as it is for most characters, as it governs the Ranger’s hit points.
Alignment: Any
Hit Die: d8
Class Skills: The Ranger’s key skills (and associated ability score) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skill Points at 1st Level: (6 + Intelligence modifier) x 4
Skill Points at Each Additional Level: 6 + Intelligence modifier
http://fc02.deviantart.net/fs18/f/2007/146/7/6/Dark_ranger_by_Galligi.jpg
[4] (http://galligi.deviantart.com/art/Dark-ranger-56168547)
RANGER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known
1st|
+1|
+1|
+2|
+0|Track, By Will Word or Wit|
4|
4 (1)|
1
2nd|
+2|
+2|
+3|
+0|Wild Strider|
4|
4 (1)|
1
3rd|
+3|
+2|
+3|
+1|--|
5|
4 (1)|
1
4th|
+4|
+2|
+4|
+1|Combat Style (First Step)|
5|
4 (1)|
2
5th|
+5|
+3|
+4|
+1|--|
6|
4 (1)|
2
6th|
+6/+1|
+3|
+5|
+2|Special Ability|
6|
4 (1)|
2
7th|
+7/+2|
+4|
+5|
+2|--|
7|
4 (1)|
2
8th|
+8/+3|
+4|
+6|
+2|Combat Style (Second Step)|
7|
5 (2)|
2
9th|
+9/+4|
+4|
+6|
+3|--|
8|
5 (2)|
2
10th|
+10/+5|
+5|
+7|
+3|Special Ability|
8|
5 (2)|
3
11th|
+11/+6/+1|
+5|
+7|
+3|--|
9|
5 (2)|
3
12th|
+12/+7/+2|
+6|
+8|
+4|Combat Style (Third Step)|
9|
5 (2)|
3
13th|
+13/+8/+3|
+6|
+8|
+4|--|
10|
5 (2)|
3
14th|
+14/+9/+4|
+6|
+9|
+4|Special Ability|
10|
5 (2)|
3
15th|
+15/+10/+5|
+7|
+9|
+5|--|
11|
6 (3)|
3
16th|
+16/+11/+6/+1|
+7|
+10|
+5|Combat Style (Fourth Step)|
11|
6 (3)|
4
17th|
+17/+12/+7/+2|
+8|
+10|
+5|--|
12|
6 (3)|
4
18th|
+18/+13/+8/+3|
+8|
+11|
+6|Special Ability|
12|
6 (3)|
4
19th|
+19/+14/+9/+4|
+8|
+11|
+6|--|
13|
6 (3)|
4
20th|
+20/+15/+10/+5|
+9|
+12|
+6|Combat Style (Fifth Step), Dual Strike|
13|
7 (4)|
4 [/table]
http://th01.deviantart.net/fs27/PRE/f/2008/184/7/8/78334a3b8a021363b43e5b2acd74fa96.jpg
[5] (http://grandanvil.deviantart.com/art/Elf-Ranger-90453871)
Weapon Proficiencies: The Ranger is proficient with all simple and martial weapons. He is also proficient with light and medium armor, but not with shields.
Maneuvers: Rangers begin with knowledge of six maneuvers. The Disciplines available to them are Tiger Claw, Shadow Hand, Diamond Mind, and Falcon's Eye (http://www.giantitp.com/forums/showthread.php?t=145802).
Once the Ranger knows a maneuver, he must ready it before he can use it. A maneuver used by a Ranger is considered an extraordinary ability unless specified otherwise. Maneuvers are not affected by spell resistance, and do not provoke attacks of opportunity when initiated.
The Ranger learns higher level maneuvers as his level increases, as noted upon the following table:
{table=head]Level|Maneuver level
1-2|
1
3-4|
2
5-6|
3
7-8|
4
9-10|
5
11-12|
6
13-14|
7
15-16|
8
17+|
9[/table]
He must meet all prerequisites in order to learn a maneuver.
Upon reaching fourth level, and every even level thereafter, the Ranger may choose to learn a new maneuver in place of one he already knows. He can choose a new maneuver of any level he likes, as long as he observes the restriction on highest level maneuver he can learn. He need not replace the old maneuver with a maneuver of the same level. He may only swap a single maneuver at a given level.
Maneuvers Readied: The Ranger can ready five maneuvers he knows at first level, and must choose which to ready of the six he knows. He readies maneuvers by praying or meditating for 5 minutes. The maneuvers he chooses remain readied until he decides to meditate again, and change his maneuvers.
He begins an encounter with all of his readied maneuvers unexpended, regardless of how many times he may have used them since he chose them. When he initiates a maneuver, he expends it for the current encounter; basically, each of his readied maneuvers can be used once per encounter, unless he recover a maneuver.
Rangers, unlike many martial adepts, rely on flashes of intuition and rushes of creativity to initiate their maneuvers. As such, they don’t control access to their readied maneuvers. Before they take their first action in an encounter, two of his readied maneuvers are chosen randomly, and granted to him. The rest of his maneuvers are withheld, currently inaccessible. At the end of each turn, one of the withheld maneuvers, randomly chosen, is granted to the Ranger, and thus become accessible for his turn, and the rest of his turns. He can freely initiate any maneuver that is currently granted when his turn begins, but he cannot initiate a withheld maneuver. If he chooses to not employ a maneuver in the course of a given round, his current granted maneuvers remain the same, and he still gains a new maneuver that was withheld. It doesn’t matter if he initiates a maneuver in the round or not, he still gets the withheld maneuver.
When the Ranger has no more readied maneuvers to be granted, he must spend a full round doing nothing but attacking or moving, and then he recovers all expended maneuvers, and a gains his number of randomly chosen readied maneuvers from his withheld maneuvers.
Stances Known: The Ranger begins play with knowledge of one maneuver from the Tiger Claw, Shadow Hand, Diamond Mind, or Falcon's Eye (http://www.giantitp.com/forums/showthread.php?t=145802) disciplines. At fourth, tenth, and sixteenth levels, the Ranger can choose a new stance. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance descriptor.
By Will Word or Wit: When the Ranger takes their first level in this class, they must choose whether to have their class features be based off of Intelligence, Charisma, or Wisdom. After making this choice, they may not switch it.
Track (Ex): The Ranger gains the Track feat. In addition, he gains a Competency bonus to all Survival checks made to track equal to his chosen ability score modifier. This bonus may not be greater than his Ranger level.
Wild Strider (Ex): Starting at second level, the 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.
Combat Style (Ex): Starting at fourth level, the Ranger may choose a combat style upon which to follow. After choosing their style, they may not change it. They gain a benefit from their path, and an additional benefit at eighth level and every four levels thereafter (12th, 16th, 20th). The styles are Skirmisher, Archer, Berserker, Beast, Thief Acrobat, and Bounty Hunter. Each plays a certain role.
Combat Styles
SkirmisherFirst Step: The Ranger deals bonus damage equal to 1/4 of his level after moving at least 10 feet, and gains a Dodge bonus equal to 1/5 of his Ranger level to his armor class after moving at least 10 feet.
Second Step: The Ranger may make a full attack as a standard action. After using this ability, the Ranger must wait 5 rounds before using it again.
Third Step: The Ranger gains a bonus to Base Land speed equal to his chosen Ability score modifier times five. This bonus may not cause his Base Land speed to go to more than double his normal Base Land speed.
Fourth Step: Once per encounter, the Ranger may, as a move action, teleport up to 10 times his chosen Ability score modifier feet in any direction. He does not bring along any thing besides what he is wearing or holding. He may not bring along creatures or living things. This effect is not a Conjuration (Teleportation) effect. This is a supernatural ability.
Fifth Step: Once per day, the Ranger may, as a swift action, spread any number of attacks in a full attack throughout his movement. (E.G. He may move 5 feet, make a melee attack against an opponent once, then move 20 feet and attack an opponent twice, and then move 5 feet.)
ArcherFirst Step: The Ranger deals a bonus 1d6 damage per four Ranger levels he possesses on all ranged attacks.
Second Step: As an immediate action, the Ranger may make an attack of opportunity with any one ranged weapon he is currently wielding. For these purposes, the Ranger is considered to threaten an area of 30 feet from himself, or one half of his Weapon's Range Increment, whichever is lower. After using this ability, he must wait 5 rounds before using it again.
Third Step: The Ranger gains an Insight bonus to all ranged attack rolls equal to his Chosen ability score modifier.
Fourth Step: Once per encounter, the Ranger may, as a move action, gain the ability to Initiate a maneuver with a range of melee that he knows and can Initiate as a ranged attack instead, for one round. This ability cannot be used on maneuvers that target more than one creature. The maneuver must have an Initiating time of a standard action.
Fifth Step: Once per day, the Ranger may, as a swift action, double the number of attacks he makes on his next ranged full attack within one round. All attacks made in this way take a -2 Penalty.
BeserkerFirst Step: The Ranger gains a +1 bonus to damage every time he successfully strikes that opponent with a melee attack. He can only gain +1 per round in this way, to a maximum possible bonus of +5. The bonus fades at the end of the encounter.
Second Step: As a move action, the Ranger may enter a rage for 2 rounds. For the duration, he gains a +4 enhancement bonus to Strength and Dexterity, as well as a +2 Resistance bonus to Will saves, and a +2 Competency bonus to Strength and Dexterity based skill checks, but he takes a -2 penalty to Armor Class. After the duration ends, the Ranger must wait 5 rounds before using this ability again.
Third Step: At the start of an encounter the Ranger gains Fast Healing equal to his chosen Ability score modifier. This Fast Healing lasts until the end of the encounter.
Fourth Step: Once per encounter, the Ranger may, as a move action, gain Damage Reduction 10/Adamantine, for 3 rounds.
Fifth Step: Once per day, as a move action, the Ranger may ignore damage for 3 rounds. He takes no damage during that time, and cannot die by mundane means. At the end of the three rounds, he takes all of the damage he would have taken during the duration of the effect.
BeastFirst Step: The Ranger gains two Claw attacks that deal 1d6 damage. The base damage of these claws increases by one step at fourth level and every three levels thereafter (7th, 10th, 13th, 16th, 19th). He may choose to lose the effects of the claws as a swift action, or regain their effects again as a swift action. While he gains the benefits of the claws, he cannot wield melee or ranged weapons in his hands.
Second Step: As a move action, the Ranger may gain the reach of a creature who is one size category larger than his size category for one round. After using this ability, the Ranger must wait 5 rounds before using it again.
Third Step: The Ranger gains a Competency bonus to Attack rolls made with his natural weapons.
Fourth Step: Once per encounter, the Ranger may, as a move action, cause his next melee attack to inflict a bleeding wound on the opponent. A creature with a bleeding wound takes additional damage at each round following the round in which it gained the wound to equal to the amount of base damage dealt by one of the Ranger's Claws. This last for 2 rounds.
Fifth Step: Once per day, the Ranger may, as a move action, cause his next successful melee attack to allow him to make a grapple attempt as a free action, without provoking attacks of opportunity. He need not make the touch attack that is normally necessary to start a Grapple attempt.
Thief AcrobatFirst Step: The Ranger gains a Competency bonus equal to 1/4 of his Ranger level to Hide, Move Silently, Tumble, and Balance checks.
Second Step: As a move action, the Ranger may, as a move action, make a (DC 10 + 1/2 Initiator level + chosen Ability score modifier) Tumble check and move up to his base land speed. His movement provokes no attacks of opportunity. If the Tumble check is successful, he may make a single melee attack or initiate a Strike against a single opponent during this movement. The Strike may not be of the highest level that he can initiate.
Third Step: The Ranger gains a Competency bonus to attack rolls made after a successful Hide or Tumble check, within one round of making the check, equal to his chosen Ability score modifier.
Fourth Step: Once per encounter, the Ranger may, as a move action, gain the ability to make a melee attack or initiate a Strike while using the Hide skill, without the target of the attack or Strike seeing the Ranger.
Fifth Step: Once per day, the Ranger may, as move action, gain the effects of the Greater Invisibility spell for three rounds. This is a supernatural effect.
Bounty HunterFirst Step: The Ranger deals a bonus +1d6 non-lethal damage per three Ranger levels whenever they deal non-lethal damage to a creature, and gains a Competency bonus to Search, Spot, Listen and Survival checks equal to 1/4 of his Ranger level.
Second Step: As a move action, the Ranger may cause his next melee attack within one round to cause the creature, if struck to make a Fortitude save (DC 10 + 1/2 Initiator Level + chosen Ability score modifier), or be Slowed, as the condition, for 2 rounds. After using this ability, the Ranger must wait 5 rounds before using it again.
Third Step: The Ranger gains a bonus to attack rolls equal to his chosen Ability score modifier against creatures who are Slowed, who have a move speed penalty, or who have lost an action due to a condition or effect.
Fourth Step: Once per encounter, as a move action, the Ranger may cause his next melee attack within 2 rounds to force his opponent to make a Fortitude save (DC 10 + 1/2 Initiator Level + chosen Ability score modifier) or be stunned for 1 round.
Fifth Step: Once per day, the Ranger may, as a move action, cause his next melee attack within 5 rounds to force his opponent to make a Fortitude save (DC 10 + 1/2 Initiator Level + chosen Ability score modifier) or become paralyzed for 3 rounds.
Special Ability (Ex): Starting at sixth level, the Ranger may choose a single ability from the following list of special abilities. He gains another ability every four levels thereafter (10th, 14th, and 18th).
Evasion (Ex): The 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 even if the Ranger is wearing light or heavier armor. A helpless Ranger does not gain the benefit of evasion.
Uncanny Dodge (Ex): The Ranger can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If the Ranger already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead. This ability may not be taken more than once.
Skill Boost (Ex): The Ranger, upon gaining this ability, chooses 3 skills. He gains a +4 Competency bonus with those skills.
Skill Mastery (Ex): The Ranger chooses one skill. He may take ten with that skill, even when under duress or danger, even if he would otherwise be unable to.
Discipline Focus (Ex): The Ranger chooses a discipline. He gains a +3 Insight bonus to all attacks made with Discipline weapons, and a +2 Competency bonus to the associated Discipline skill. In addition, he may automatically choose one of his granted maneuvers, so long as it is from his chosen Discipline. This ability may only be taken once.
Bonus Feat (Ex): The Ranger gains a bonus feat. He must qualify for all prerequisites associated with the feat.
Dual Strike (Ex): Starting at twentieth level, the Ranger may, once per encounter, initiate two different strikes against the same target, as a full round action. The strikes may not be of the highest level the Ranger can initiate. The Initiating time of the strikes must be standard action or less.
http://fc09.deviantart.net/fs12/f/2006/324/3/a/Elf_Ranger_by_sypri.jpg
[6] (http://sypri.deviantart.com/art/Elf-Ranger-43369917)