Grod_The_Giant
2012-03-02, 04:09 PM
The Ranger
http://www.guildwars2.com/global/includes/images/hero-ranger.jpg
Alignment- Any.
Hit Die- d8.
Class Skills- The ranger’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), 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 + Int modifier) ×4.
Skill Points at Each Additional Level- 6 + Int modifier.
{table=head]Level|Base Attack|Fort|Ref|Will|Special|1st|2nd|3rd|4th
1st|+1|+2|+2|+0|1st favored enemy, Track, Combat Style (Basic)|—|—|—|—
2nd|+2|+3|+3|+0|Wild empathy|—|—|—|—
3rd|+3|+3|+3|+1|Animal companion, Bonus Feat|—|—|—|—
4th|+4|+4|+4|+1|Evasion, 2nd favored enemy|0|—|—|—
5th|+5|+4|+4|+1|Combat Style (Improved)|0|—|—|—
6th|+6/+1|+5|+5|+2|Swift Tracker, Bonus Feat|1|—|—|—
7th|+7/+2|+5|+5|+2|Resist Nature’s Lure|1|—|—|—
8th|+8/+3|+6|+6|+2|Camouflage|1|0|—|—
9th|+9/+4|+6|+6|+3|Master Tracker, Bonus Feat|1|0|—|—
10th|+10/+5|+7|+7|+3|Combat Style (Greater)|1|1|—|—
11th|+11/+6/+1|+7|+7|+3|Speak with Animals|1|1|0|—
12th|+12/+7/+2|+8|+8|+4|4th favored enemy, Bonus Feat|1|1|1|—
13th|+13/+8/+3|+8|+8|+4|Wild Casting|1|1|1|—
14th|+14/+9/+4|+9|+9|+4|Hide in plain sight|2|1|1|0
15th|+15/+10/+5|+9|+9|+5|Combat Style (Master), Bonus Feat|2|1|1|1
16th|+16/+11/+6/+1|+10|+10|+5|Perfect Tracker, 5th favored enemy|2|2|1|1
17th|+17/+12/+7/+2|+10|+10|+5|Nature Walk|2|2|2|1
18th|+18/+13/+8/+3|+11|+11|+6|Bonus Feat|3|2|2|1
19th|+19/+14/+9/+4|+11|+11|+6|Hunter’s Eye|3|3|3|2
20th|+20/+15/+10/+5|+12|+12|+6|Combat Style (Perfect), 6th favored enemy|3|3|3|3[/table]
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 an insight bonus equal to his Wisdom modifier on weapon attack and damage rolls, armor class, saving throws, and Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival against creatures of this type. The bonus to AC and saving throws does not apply when the ranger is flat-footed or otherwise denied his Dexterity bonus to armor class.
At 4th level and every four levels thereafter, the ranger may select an additional favored enemy from those given on the table. Alternately, he may select an already-chosen favored enemy an increase his bonuses against them, as shown on the table below.
{table]First chosen|+Wis mod to attack, damage, AC, saves, skills
First improvement|+2x Wis mod to attack, damage, AC, saves, skills
Second improvement|+1/2 ranger level to damage, skills; +Wis mod to spell save DCs
Third improvement|+1/2 ranger level to damage, AC, saves
Fourth improvement|+ranger level to damage, skills, +1/2 ranger level to spell save DCs
Fifth improvement|+ ranger level to attack, AC, saves[/table]
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype. 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.
Combat Style (Ex)- At 1st level, a ranger picks one of two paths, archery or two-weapon fighting. As he levels up, he gains abilities based on which path he picked.
{table=head]Level|Archery|Two-Weapon Fighting
Basic|You never provoke attacks of opportunity for using ranged weapons, and you may add your Dexterity modifier to damage rolls. You also gain Precise Shot* as a bonus feat, even if you do not meet the prerequisites.|When wielding a weapon in each hand, you may add your Dexterity modifier to damage. You also gain Two-Weapon Fighting* as a bonus feat, even if you do not meet the prerequisites.
Improved|Your arrows are unaffected by nonmagical winds. You may ignore the miss chance from magical winds and barriers such as wind wall or entropic shield as long as your attack roll exceeds your target’s armor class by 5 or more.|When wielding two weapons (or a two-sided weapon) and attacking a foe with damage reduction, each consecutive hit ignores an additional five points of DR. For example, against a creature with DR 10/—, damage from your first attack would be reduced by 10, damage from your second attack would be reduced by 5, and damage from your third attack, and any subsequent attacks, would not be reduced at all. This reduction resets at the end of your turn.
Greater|As a standard action that does not provoke attacks of opportunity, you may make a single ranged attack against every enemy in a 20ft radius, centered anywhere within one range increment of your currently wielded weapon.|When wielding two weapons (or a two-sided weapon), and attacked in melee, you may make an opposed attack roll. If successful, you block the attack and suffer no ill effects. If you succeed by 5 or more, you may immediately make a single attack with your off hand. You may use this ability a number of times per round equal to your Dexterity modifier. If you have the Deflect Arrows feat, you may use this ability to block ranged attacks. If you succeed by 5 or more, you may chose to deflect the arrow into any target within 30ft, using the original attack roll.
Master|When wielding a ranged weapon, you may make ranged attacks of opportunity against any target within one-half the range increment of your currently wielded weapon, rounded down. You may make a number of ranged attacks of opportunity each turn equal to your Dexterity modifier. This does not stack with the Combat Reflexes feat.|When wielding two weapons (or a two-sided weapon), as a standard action you may move up to your speed and make a full attack. You do not provoke attacks of opportunity for this movement.
Perfect|As a standard action, you may move up to your speed and make a number of attacks at your full base attack bonus equal to your Dexterity modifier. You do not provoke attacks of opportunity for this movement.|When wielding two weapons, any time you are capable of making one or more melee attacks, such as an attack of opportunity, you may make a full attack.[/table]
Wild Empathy (Ex)- Starting at 2nd level, 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 Wisdom modifier 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.
Animal Companion (Ex)- At 3rd level, a ranger gains an animal companion. This ability functions like the druid (http://www.giantitp.com/forums/showthread.php?t=230514) ability of the same name, and he treats his ranger level as equal to his druid level. A ranger may select from the alternative lists of animal companions just as a druid can. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
Bonus Feat- At third level, and every subsequent third level, a ranger gains a bonus feat, drawn from the list below. All rangers may take feats from the ‘universal’ categories; the other categories are based on his combat style. He must meet all prerequisites for the feat before he can take it, except for ability score requirements.
Universal: Dodge*, Mobility*, Spring Attack*, Deflect Arrows, Exotic Weapon Proficiency, Endurance, Mounted Combat, Weapon Focus, and Natural Bond (CAdv).
Archery: Power Shot*, Point-Blank Shot*, Far Shot, Rapid Shot, Manyshot, Shot on the Run, Zen Archery, Improved Manyshot (CWar), Mounted Archery, Rapid Reload, Crossbow Sniper (PHB2), Ranged Disarm, Ranged Pin, Ranged Sunder, Aquatic Shot (SW), Greater Manyshot (XPH), Improved Precise Shot, and Penetrating Shot (PHB2), Barrage*, Improved Barrage*, Crippling Shot*.
Two-Weapon Fighting: Improved Two-Weapon Fighting*, Greater Two-Weapon Fighting*, Two-Weapon Defense*, Improved Two-Weapon Defense*, Greater Two-Weapon Defense*, Two-Weapon Pounce*, Whirlwind Attack, Combat Reflexes, Combat Expertise, Oversized Two-Weapon Fighting (CAdv), Two-Weapon Rend (PHB2), and Dual Strike (CAdv).
*: new or revised feat described below.
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 may cast any spell he knows ahead of time, without having to prepare it like a cleric does. A ranger only knows a limited number of spells, as shown on the table below.
To 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 table above. In addition, he receives bonus spells per day if he has a high Wisdom score. When the 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.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is his ranger level -3.
Spells Known
{table=head]Level|1st|2nd|3rd|4th
1st|—|—|—|—
2nd|—|—|—|—
3rd|—|—|—|—
4th|2|—|—|—
5th|2|—|—|—
6th|3|—|—|—
7th|3|—|—|—
8th|4|2|—|—
9th|4|2|—|—
10th|5|3|—|—
11th|5|3|2|—
12th|5|4|2|—
13th|5|4|3|—
14th|5|5|3|2
15th|5|5|4|2
16th|5|5|4|3
17th|5|5|5|3
18th|5|5|5|4
19th|5|5|5|4
20th|5|5|5|5[/table]
Swift Tracker (Ex)- Beginning at 6th 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. In addition, he may track the movements of creatures which float or otherwise traverse terrain without touching the ground, albeit at a -5 penalty. He may not track creatures which fly more than 10ft off the ground.
Resist Nature’s Lure (Ex)- Starting at 7th level, a ranger gains an insight bonus on saving throws against the extraordinary, supernatural and spell-like abilities of animals, fey, plants and vermin equal to his Wisdom modifier.
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.
Camouflage (Ex)- A ranger of 8th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Master Tracker (Ex)- A ranger of 9th level or higher can follow tracks no matter what. Class abilities from characters of a lower level than him and spells and magic items with a lower caster level than his ranger level can no longer hide a target’s tracks from him. In addition, he may now track flying creatures, albeit at a -10 penalty.
Speak with Animals (Su)- Starting at 11th level, a ranger may communicate with all animals as though they shared a language. This allows him to make Wild Empathy checks in a manner indistinguishable from Diplomacy checks with humans.
Wild Casting (Ex)- Starting at 13th level, a ranger may cast ranger spells faster than normal. If the spell normally requires a standard action, you can cast it as a swift action. If it normally requires a swift action, you may cast it as a free action. If it normally requires a full round to cast, you can cast it as a standard action. Spells with a longer casting time are not affected by this ability.
Hide in Plain Sight (Ex)- While in any sort of natural terrain, a ranger of 14th level or higher can use the Hide skill even while being observed.
Perfect Tracker (Ex)- Beginning at 16th level, a ranger no longer needs to concentrate to follow tracks. He may move at any speed, talk, and even fight without losing the trail. In addition, he may continue to track his quarry across planar boundaries and despite the use of teleportation spells, provided he has some means of crossing the intervening distance.
Nature Walk (Su)- At 17th level, a ranger gains the ability to cross massive distances with a single step. As a full-round action that provokes attacks of opportunity, he may lead up to one creature per level through Fairie, and back into reality. This ability works similarly to the spell greater teleport, but the start and end-points must be in the middle of prominent wilderness areas, such as forests or deserts. The teleportation itself takes 10 minutes per 100 miles traversed. He may use this ability a number of times per day equal to his Wisdom modifier.
Hunter’s Eye (Ex)- At 19th level, a ranger has been hunting his favored enemies so long that his skill boarders on the supernatural. He is instantly aware of any favored enemy within (ten times Wisdom modifier) feet, unless their ECL is greater than his ranger level plus his Wisdom modifier. In addition, a number of times per day equal to his Dexterity modifier, he may, as a standard action, make a full attack against a favored enemy. The damage ignores all forms of damage reduction, and the target must make a Fortitude save (DC 10+ ˝ your range level + the number of favored enemy iterations you have against them) or be slain instantly. Even if he misses all attack rolls, the ability is still consumed.
New/Revised Feats
Universal
Dodge
Prerequisite: Dexterity 13
Benefit: Gain a dodge bonus to armor class equal to 1/5 your character level, minimum 1. (ex, +1 at 1st level, +2 at 10th, +3 at 15th, +4 at 20th)
Special: Remove this feat from the prerequisite tree for any feat line which also includes Mobility (Shot on the Run, etc). A fighter may select Dodge as one of his fighter bonus feats.
Mobility
Prerequisite: Dexterity 13
Benefit: Gain a +5 inherit bonus to base land speed, and a +4 dodge bonus to armor class against attacks of opportunity provoked by your movement.
Special: A fighter may select Mobility as one of his fighter bonus feats.
Spring Attack
Prerequisite: Dexterity 15, Mobility, BAB +4
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor. You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.
Special: A fighter may select Spring Attack as one of his fighter bonus feats.
Deflect Arrows
Prerequisite: Combat Expertise, Dexterity 13
Benefit: Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.
Special: At 10th level, gain an additional use of this feat every round. At 20th level, gain a third use of this feat every round. A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites. A fighter may select Deflect Arrows as one of his fighter bonus feats.
Archery
Barrage
Prerequisite: Dex 17, Precise Shot, Rapid Shot, BAB +9
Benefit: As a full-round action, you may fire dozens of arrows into the air, peppering a single area with shafts. All targets within a 10ft radius must make Reflex saves with a DC equal to 10+1/2 your BAB+your Dexterity modifier or be stuck by one arrow per point of Dexterity modifier, with each arrow inflicting normal weapon damage. On a success, they are only struck by one arrow. You cannot apply precision-based damage, Power Shot damage, or any other ability that normally applies to a single shot to this ability. Damage reduction still applies to each individual arrow.
Special: A fighter may select Barrage as a bonus feat.
Improved Barrage
Prerequisite: Dexterity 19, Precise Shot, Rapid Shot, Barrage, BAB +12
Benefit: You may either use the Barrage feat as a standard action, or affect a 20ft radius. In addition, Targets who fail their saves are struck by 1d4 arrows per point of Dexterity modifier, and those who succeed on their saves are struck by 1d4 arrows.
Crippling Shot
Prerequisite: Dex 15, Precise Shot, BAB +6
Benefit: You may take a -2 penalty on a ranged attack roll to attempt to cripple an opponent by wounding their legs. Anyone struck by your attack must make a Fortitude save, with a DC equal to the damage dealt. If it fails its save, its speed is reduced by half. If it it affected by this ability a second time, it is immobilized. The condition lasts for 1 hour, or until the victim receives the benefit of a DC 15 Heal check.
Precise Shot
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Special: A fighter may select Precise Shot as one of his fighter bonus feats.
This feat replaces Point-Blank Shot as a prerequisite for all feats, prestige classes, and so on.
Power Shot
Prerequisite: Str 13
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special: If you attack with a longbow or greatbow, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Shot to the damage dealt by a crossbow. A fighter may select Power Shot as one of his fighter bonus feats.
Two-Weapon Fighting
Two-Weapon Fighting
Prerequisite: Dexterity 15
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6, for a total penalty of -2 with each hand. During a full attack, you may make one attack with your off-hand weapon for each attack you make with your main hand, at the same base attack bonus. For example, a 6th level fighter would make two attacks with his main hand at +6 and +1, and two attacks with his off hand at +6 and +1.
Special: A fighter may select Two-Weapon Fighting as one of his fighter bonus feats.
Improved Two-Weapon Fighting
Prerequisite: Two-Weapon Fighting, Dex 17, BAB +6
Benefit: Any time you can attack with your main hand, you may also attack with your off-hand as part of the same action, and at the same BAB.
Special: A fighter may select Improved Two-Weapon Fighting as one of his fighter bonus feats.
Greater Two-Weapon Fighting
Prerequisite: Two-Weapon Fighting, Improved Two-Weapon Fighting, Dex 19, BAB +11
Benefit: You no longer suffer a penalty on attack rolls for fighting with two-weapons. In additions, when making combat maneuvers like disarm and trip attempts, you may make two attempts with the same action.
Special: A fighter may select Greater Two-Weapon Fighting as one of his fighter bonus feats.
Two-Weapon Defense
Prerequisite: Two-Weapon Fighting, BAB +3
Benefit: When wielding two weapons, you gain a shield bonus to AC equal to the number of two-weapon fighting feats you possess (counting this one). When you are fighting defensively or using the total defense option, this bonus increases to two times the number of two-weapon fighting feats you possess.
Special: A fighter may select Two-Weapon Defense as one of his fighter bonus feats.
Improved Two-Weapon Defense
Prerequisite: Two-Weapon Fighting, Two-Weapon Defense, BAB +6
Benefit: When fighting with two weapons, if an opponent makes a melee attack and misses by less than the bonus from your Two-Weapon Defense feat, you may make an attack of opportunity with your off-hand weapon. Improved Two-Weapon Fighting does not apply to this action.
Special: A fighter may select Improved Two-Weapon Defense as one of his fighter bonus feats.
Greater Two-Weapon Defense
Prerequisite: Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Defense, BAB +11
Benefit: When making your attack of opportunity from Improved Two-Weapon Defense, you may attack with both weapons, as per Improved Two-Weapon Fighting.
Special: A fighter may select Greater Two-Weapon Defense as one of his fighter bonus feats.
Two-Weapon Pounce
Prerequisite: Two-Weapon Fighting, Improved Two-Weapon Fighting, BAB +6
Benefit: While fighting with two weapons, you may make a full attack at the end of a charge.
http://www.guildwars2.com/global/includes/images/hero-ranger.jpg
Alignment- Any.
Hit Die- d8.
Class Skills- The ranger’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), 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 + Int modifier) ×4.
Skill Points at Each Additional Level- 6 + Int modifier.
{table=head]Level|Base Attack|Fort|Ref|Will|Special|1st|2nd|3rd|4th
1st|+1|+2|+2|+0|1st favored enemy, Track, Combat Style (Basic)|—|—|—|—
2nd|+2|+3|+3|+0|Wild empathy|—|—|—|—
3rd|+3|+3|+3|+1|Animal companion, Bonus Feat|—|—|—|—
4th|+4|+4|+4|+1|Evasion, 2nd favored enemy|0|—|—|—
5th|+5|+4|+4|+1|Combat Style (Improved)|0|—|—|—
6th|+6/+1|+5|+5|+2|Swift Tracker, Bonus Feat|1|—|—|—
7th|+7/+2|+5|+5|+2|Resist Nature’s Lure|1|—|—|—
8th|+8/+3|+6|+6|+2|Camouflage|1|0|—|—
9th|+9/+4|+6|+6|+3|Master Tracker, Bonus Feat|1|0|—|—
10th|+10/+5|+7|+7|+3|Combat Style (Greater)|1|1|—|—
11th|+11/+6/+1|+7|+7|+3|Speak with Animals|1|1|0|—
12th|+12/+7/+2|+8|+8|+4|4th favored enemy, Bonus Feat|1|1|1|—
13th|+13/+8/+3|+8|+8|+4|Wild Casting|1|1|1|—
14th|+14/+9/+4|+9|+9|+4|Hide in plain sight|2|1|1|0
15th|+15/+10/+5|+9|+9|+5|Combat Style (Master), Bonus Feat|2|1|1|1
16th|+16/+11/+6/+1|+10|+10|+5|Perfect Tracker, 5th favored enemy|2|2|1|1
17th|+17/+12/+7/+2|+10|+10|+5|Nature Walk|2|2|2|1
18th|+18/+13/+8/+3|+11|+11|+6|Bonus Feat|3|2|2|1
19th|+19/+14/+9/+4|+11|+11|+6|Hunter’s Eye|3|3|3|2
20th|+20/+15/+10/+5|+12|+12|+6|Combat Style (Perfect), 6th favored enemy|3|3|3|3[/table]
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 an insight bonus equal to his Wisdom modifier on weapon attack and damage rolls, armor class, saving throws, and Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival against creatures of this type. The bonus to AC and saving throws does not apply when the ranger is flat-footed or otherwise denied his Dexterity bonus to armor class.
At 4th level and every four levels thereafter, the ranger may select an additional favored enemy from those given on the table. Alternately, he may select an already-chosen favored enemy an increase his bonuses against them, as shown on the table below.
{table]First chosen|+Wis mod to attack, damage, AC, saves, skills
First improvement|+2x Wis mod to attack, damage, AC, saves, skills
Second improvement|+1/2 ranger level to damage, skills; +Wis mod to spell save DCs
Third improvement|+1/2 ranger level to damage, AC, saves
Fourth improvement|+ranger level to damage, skills, +1/2 ranger level to spell save DCs
Fifth improvement|+ ranger level to attack, AC, saves[/table]
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype. 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.
Combat Style (Ex)- At 1st level, a ranger picks one of two paths, archery or two-weapon fighting. As he levels up, he gains abilities based on which path he picked.
{table=head]Level|Archery|Two-Weapon Fighting
Basic|You never provoke attacks of opportunity for using ranged weapons, and you may add your Dexterity modifier to damage rolls. You also gain Precise Shot* as a bonus feat, even if you do not meet the prerequisites.|When wielding a weapon in each hand, you may add your Dexterity modifier to damage. You also gain Two-Weapon Fighting* as a bonus feat, even if you do not meet the prerequisites.
Improved|Your arrows are unaffected by nonmagical winds. You may ignore the miss chance from magical winds and barriers such as wind wall or entropic shield as long as your attack roll exceeds your target’s armor class by 5 or more.|When wielding two weapons (or a two-sided weapon) and attacking a foe with damage reduction, each consecutive hit ignores an additional five points of DR. For example, against a creature with DR 10/—, damage from your first attack would be reduced by 10, damage from your second attack would be reduced by 5, and damage from your third attack, and any subsequent attacks, would not be reduced at all. This reduction resets at the end of your turn.
Greater|As a standard action that does not provoke attacks of opportunity, you may make a single ranged attack against every enemy in a 20ft radius, centered anywhere within one range increment of your currently wielded weapon.|When wielding two weapons (or a two-sided weapon), and attacked in melee, you may make an opposed attack roll. If successful, you block the attack and suffer no ill effects. If you succeed by 5 or more, you may immediately make a single attack with your off hand. You may use this ability a number of times per round equal to your Dexterity modifier. If you have the Deflect Arrows feat, you may use this ability to block ranged attacks. If you succeed by 5 or more, you may chose to deflect the arrow into any target within 30ft, using the original attack roll.
Master|When wielding a ranged weapon, you may make ranged attacks of opportunity against any target within one-half the range increment of your currently wielded weapon, rounded down. You may make a number of ranged attacks of opportunity each turn equal to your Dexterity modifier. This does not stack with the Combat Reflexes feat.|When wielding two weapons (or a two-sided weapon), as a standard action you may move up to your speed and make a full attack. You do not provoke attacks of opportunity for this movement.
Perfect|As a standard action, you may move up to your speed and make a number of attacks at your full base attack bonus equal to your Dexterity modifier. You do not provoke attacks of opportunity for this movement.|When wielding two weapons, any time you are capable of making one or more melee attacks, such as an attack of opportunity, you may make a full attack.[/table]
Wild Empathy (Ex)- Starting at 2nd level, 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 Wisdom modifier 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.
Animal Companion (Ex)- At 3rd level, a ranger gains an animal companion. This ability functions like the druid (http://www.giantitp.com/forums/showthread.php?t=230514) ability of the same name, and he treats his ranger level as equal to his druid level. A ranger may select from the alternative lists of animal companions just as a druid can. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
Bonus Feat- At third level, and every subsequent third level, a ranger gains a bonus feat, drawn from the list below. All rangers may take feats from the ‘universal’ categories; the other categories are based on his combat style. He must meet all prerequisites for the feat before he can take it, except for ability score requirements.
Universal: Dodge*, Mobility*, Spring Attack*, Deflect Arrows, Exotic Weapon Proficiency, Endurance, Mounted Combat, Weapon Focus, and Natural Bond (CAdv).
Archery: Power Shot*, Point-Blank Shot*, Far Shot, Rapid Shot, Manyshot, Shot on the Run, Zen Archery, Improved Manyshot (CWar), Mounted Archery, Rapid Reload, Crossbow Sniper (PHB2), Ranged Disarm, Ranged Pin, Ranged Sunder, Aquatic Shot (SW), Greater Manyshot (XPH), Improved Precise Shot, and Penetrating Shot (PHB2), Barrage*, Improved Barrage*, Crippling Shot*.
Two-Weapon Fighting: Improved Two-Weapon Fighting*, Greater Two-Weapon Fighting*, Two-Weapon Defense*, Improved Two-Weapon Defense*, Greater Two-Weapon Defense*, Two-Weapon Pounce*, Whirlwind Attack, Combat Reflexes, Combat Expertise, Oversized Two-Weapon Fighting (CAdv), Two-Weapon Rend (PHB2), and Dual Strike (CAdv).
*: new or revised feat described below.
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 may cast any spell he knows ahead of time, without having to prepare it like a cleric does. A ranger only knows a limited number of spells, as shown on the table below.
To 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 table above. In addition, he receives bonus spells per day if he has a high Wisdom score. When the 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.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is his ranger level -3.
Spells Known
{table=head]Level|1st|2nd|3rd|4th
1st|—|—|—|—
2nd|—|—|—|—
3rd|—|—|—|—
4th|2|—|—|—
5th|2|—|—|—
6th|3|—|—|—
7th|3|—|—|—
8th|4|2|—|—
9th|4|2|—|—
10th|5|3|—|—
11th|5|3|2|—
12th|5|4|2|—
13th|5|4|3|—
14th|5|5|3|2
15th|5|5|4|2
16th|5|5|4|3
17th|5|5|5|3
18th|5|5|5|4
19th|5|5|5|4
20th|5|5|5|5[/table]
Swift Tracker (Ex)- Beginning at 6th 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. In addition, he may track the movements of creatures which float or otherwise traverse terrain without touching the ground, albeit at a -5 penalty. He may not track creatures which fly more than 10ft off the ground.
Resist Nature’s Lure (Ex)- Starting at 7th level, a ranger gains an insight bonus on saving throws against the extraordinary, supernatural and spell-like abilities of animals, fey, plants and vermin equal to his Wisdom modifier.
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.
Camouflage (Ex)- A ranger of 8th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Master Tracker (Ex)- A ranger of 9th level or higher can follow tracks no matter what. Class abilities from characters of a lower level than him and spells and magic items with a lower caster level than his ranger level can no longer hide a target’s tracks from him. In addition, he may now track flying creatures, albeit at a -10 penalty.
Speak with Animals (Su)- Starting at 11th level, a ranger may communicate with all animals as though they shared a language. This allows him to make Wild Empathy checks in a manner indistinguishable from Diplomacy checks with humans.
Wild Casting (Ex)- Starting at 13th level, a ranger may cast ranger spells faster than normal. If the spell normally requires a standard action, you can cast it as a swift action. If it normally requires a swift action, you may cast it as a free action. If it normally requires a full round to cast, you can cast it as a standard action. Spells with a longer casting time are not affected by this ability.
Hide in Plain Sight (Ex)- While in any sort of natural terrain, a ranger of 14th level or higher can use the Hide skill even while being observed.
Perfect Tracker (Ex)- Beginning at 16th level, a ranger no longer needs to concentrate to follow tracks. He may move at any speed, talk, and even fight without losing the trail. In addition, he may continue to track his quarry across planar boundaries and despite the use of teleportation spells, provided he has some means of crossing the intervening distance.
Nature Walk (Su)- At 17th level, a ranger gains the ability to cross massive distances with a single step. As a full-round action that provokes attacks of opportunity, he may lead up to one creature per level through Fairie, and back into reality. This ability works similarly to the spell greater teleport, but the start and end-points must be in the middle of prominent wilderness areas, such as forests or deserts. The teleportation itself takes 10 minutes per 100 miles traversed. He may use this ability a number of times per day equal to his Wisdom modifier.
Hunter’s Eye (Ex)- At 19th level, a ranger has been hunting his favored enemies so long that his skill boarders on the supernatural. He is instantly aware of any favored enemy within (ten times Wisdom modifier) feet, unless their ECL is greater than his ranger level plus his Wisdom modifier. In addition, a number of times per day equal to his Dexterity modifier, he may, as a standard action, make a full attack against a favored enemy. The damage ignores all forms of damage reduction, and the target must make a Fortitude save (DC 10+ ˝ your range level + the number of favored enemy iterations you have against them) or be slain instantly. Even if he misses all attack rolls, the ability is still consumed.
New/Revised Feats
Universal
Dodge
Prerequisite: Dexterity 13
Benefit: Gain a dodge bonus to armor class equal to 1/5 your character level, minimum 1. (ex, +1 at 1st level, +2 at 10th, +3 at 15th, +4 at 20th)
Special: Remove this feat from the prerequisite tree for any feat line which also includes Mobility (Shot on the Run, etc). A fighter may select Dodge as one of his fighter bonus feats.
Mobility
Prerequisite: Dexterity 13
Benefit: Gain a +5 inherit bonus to base land speed, and a +4 dodge bonus to armor class against attacks of opportunity provoked by your movement.
Special: A fighter may select Mobility as one of his fighter bonus feats.
Spring Attack
Prerequisite: Dexterity 15, Mobility, BAB +4
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor. You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.
Special: A fighter may select Spring Attack as one of his fighter bonus feats.
Deflect Arrows
Prerequisite: Combat Expertise, Dexterity 13
Benefit: Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.
Special: At 10th level, gain an additional use of this feat every round. At 20th level, gain a third use of this feat every round. A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites. A fighter may select Deflect Arrows as one of his fighter bonus feats.
Archery
Barrage
Prerequisite: Dex 17, Precise Shot, Rapid Shot, BAB +9
Benefit: As a full-round action, you may fire dozens of arrows into the air, peppering a single area with shafts. All targets within a 10ft radius must make Reflex saves with a DC equal to 10+1/2 your BAB+your Dexterity modifier or be stuck by one arrow per point of Dexterity modifier, with each arrow inflicting normal weapon damage. On a success, they are only struck by one arrow. You cannot apply precision-based damage, Power Shot damage, or any other ability that normally applies to a single shot to this ability. Damage reduction still applies to each individual arrow.
Special: A fighter may select Barrage as a bonus feat.
Improved Barrage
Prerequisite: Dexterity 19, Precise Shot, Rapid Shot, Barrage, BAB +12
Benefit: You may either use the Barrage feat as a standard action, or affect a 20ft radius. In addition, Targets who fail their saves are struck by 1d4 arrows per point of Dexterity modifier, and those who succeed on their saves are struck by 1d4 arrows.
Crippling Shot
Prerequisite: Dex 15, Precise Shot, BAB +6
Benefit: You may take a -2 penalty on a ranged attack roll to attempt to cripple an opponent by wounding their legs. Anyone struck by your attack must make a Fortitude save, with a DC equal to the damage dealt. If it fails its save, its speed is reduced by half. If it it affected by this ability a second time, it is immobilized. The condition lasts for 1 hour, or until the victim receives the benefit of a DC 15 Heal check.
Precise Shot
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Special: A fighter may select Precise Shot as one of his fighter bonus feats.
This feat replaces Point-Blank Shot as a prerequisite for all feats, prestige classes, and so on.
Power Shot
Prerequisite: Str 13
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special: If you attack with a longbow or greatbow, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Shot to the damage dealt by a crossbow. A fighter may select Power Shot as one of his fighter bonus feats.
Two-Weapon Fighting
Two-Weapon Fighting
Prerequisite: Dexterity 15
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6, for a total penalty of -2 with each hand. During a full attack, you may make one attack with your off-hand weapon for each attack you make with your main hand, at the same base attack bonus. For example, a 6th level fighter would make two attacks with his main hand at +6 and +1, and two attacks with his off hand at +6 and +1.
Special: A fighter may select Two-Weapon Fighting as one of his fighter bonus feats.
Improved Two-Weapon Fighting
Prerequisite: Two-Weapon Fighting, Dex 17, BAB +6
Benefit: Any time you can attack with your main hand, you may also attack with your off-hand as part of the same action, and at the same BAB.
Special: A fighter may select Improved Two-Weapon Fighting as one of his fighter bonus feats.
Greater Two-Weapon Fighting
Prerequisite: Two-Weapon Fighting, Improved Two-Weapon Fighting, Dex 19, BAB +11
Benefit: You no longer suffer a penalty on attack rolls for fighting with two-weapons. In additions, when making combat maneuvers like disarm and trip attempts, you may make two attempts with the same action.
Special: A fighter may select Greater Two-Weapon Fighting as one of his fighter bonus feats.
Two-Weapon Defense
Prerequisite: Two-Weapon Fighting, BAB +3
Benefit: When wielding two weapons, you gain a shield bonus to AC equal to the number of two-weapon fighting feats you possess (counting this one). When you are fighting defensively or using the total defense option, this bonus increases to two times the number of two-weapon fighting feats you possess.
Special: A fighter may select Two-Weapon Defense as one of his fighter bonus feats.
Improved Two-Weapon Defense
Prerequisite: Two-Weapon Fighting, Two-Weapon Defense, BAB +6
Benefit: When fighting with two weapons, if an opponent makes a melee attack and misses by less than the bonus from your Two-Weapon Defense feat, you may make an attack of opportunity with your off-hand weapon. Improved Two-Weapon Fighting does not apply to this action.
Special: A fighter may select Improved Two-Weapon Defense as one of his fighter bonus feats.
Greater Two-Weapon Defense
Prerequisite: Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Defense, BAB +11
Benefit: When making your attack of opportunity from Improved Two-Weapon Defense, you may attack with both weapons, as per Improved Two-Weapon Fighting.
Special: A fighter may select Greater Two-Weapon Defense as one of his fighter bonus feats.
Two-Weapon Pounce
Prerequisite: Two-Weapon Fighting, Improved Two-Weapon Fighting, BAB +6
Benefit: While fighting with two weapons, you may make a full attack at the end of a charge.