Psycho Yuffie
2013-03-05, 08:13 PM
For anyone unaware of this series, Can We Fix It? is about taking a base class and doing what we think it's necessary to tweak it so the class adequately does what it's supposed to. Sometimes a class does a mediocre job, others are perfect as they are, but sometimes others are way too powerful.
In this thread, we'll be looking at the ranger. Below is the vanilla ranger. It's here as basically something for me to work from, but it's also a reference for other people. :)
Ranger
{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special|1st|2nd|3rd|4th
1st|+1|+2|+2|+0|1st favored enemy, track, wild empathy|1|—|—|—
2nd|+2|+3|+3|+0|Combat style feat|2|—|—|—
3rd|+3|+3|+3|+1|Endurance, 1st favored terrain, favored critical|3|—|—|—
4th|+4|+4|+4|+1|Hunter's bond, swift tracker|3|1|—|—
5th|+5|+4|+4|+1|2nd favored enemy, insightful strike|4|2|—|—
6th|+6/+1|+5|+5|+2|Combat style feat|4|3|—|—
7th|+7/+2|+5|+5|+2|Woodland stride, improved favored critical|4|3|1|—
8th|+8/+3|+6|+6|+2|Camouflage|4|4|2|—
9th|+9/+4|+6|+6|+3|Evasion|5|4|3|—
10th|+10/+5|+7|+7|+3|3rd favored enemy, combat style feat|5|4|3|1
11th|+11/+6/+1|+7|+7|+3|Quarry, favored opportunity|5|4|4|2
12th|+12/+7/+2|+8|+8|+4|Hide in plain sight|5|5|4|3
13th|+13/+8/+3|+8|+8|+4|3rd favored terrain, favored rend|6|5|4|3
14th|+14/+9/+4|+9|+9|+4|Combat style feat|6|5|4|4
15th|+15/+10/+5|+9|+9|+5|4th favored enemy|6|5|5|4
16th|+16/+11/+6/+1|+10|+10|+5|Improved evasion|6|6|5|4
17th|+17/+12/+7/+2|+10|+10|+5||6|6|6|5
18th|+18/+13/+8/+3|+11|+11|+6|4th favored terrain, combat style feat|6|6|6|5
19th|+19/+14/+9/+4|+11|+11|+6|Improved quarry|6|6|6|5
20th|+20/+15/+10/+5|+12|+12|+6|5th favored enemy, master hunter|6|6|6|6[/table]
Hit Die: d10.
Class Skills
The ranger’s class skills are Climb (Str), Craft(Int), Handle Animal (Cha), Heal (Wis), Intimidate(Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride(Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.
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, medium armor, and shields (except tower shields).
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. She gains a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, she gets a +4 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +4.
If the ranger chooses humanoids or outsiders as a favored enemy, she 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; she simply uses whichever bonus is higher.
Track (Ex): A ranger adds half her level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds her ranger level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are
usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. She can choose feats from his selected combat style, even
if she does not have the normal prerequisites.
If the ranger selects archery, she can choose from the following list whenever she gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, she adds Improved Precise Shot and Manyshot to the list. At 10th level, she adds Pinpoint Targeting and Shot on the Run to the list.
If the ranger selects two-weapon combat, she can choose from the following list whenever she gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, she adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, she adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.
The benefits of the ranger’s chosen style feats apply only when she wears light, medium, or no armor. She loses all benefits of her combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Favored Critical (Ex): Starting at 3rd level, if a ranger scores a successful critical on a favored enemy, then the enemy is stunned for 1 round. Also, the ranger gains the ability to critical her favored enemies, even if they are normally immune to critical hits.
Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain. The ranger gains a +4 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when she is in this terrain. A ranger traveling through her favored terrain normally leaves no trail and cannot be tracked (though she may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +4.
If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; she simply uses whichever bonus is higher.
Hunter’s Bond (Ex): At 4th level, a ranger forms a bond with her hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to her companions. This bond allows her to spend a move action to grant half her favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear her. This bonus lasts for a number of rounds equal to double the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by her allies; they use whichever bonus is higher.
The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on her adventures as appropriate for its kind. A ranger’s animal companion shares her favored enemy and favored terrain bonuses.
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger’s effective druid level is equal to her ranger level – 1.
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 her spells in advance.
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. Her base daily spell allotment is given on the spells per day table. In addition, she receives bonus spells per day if she has a high Wisdom score. When the spells known table indicates that the ranger gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.
A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger
spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, her caster level is equal to her ranger level – 3.
Swift Tracker (Ex): Beginning at 4th level, a ranger can move at her normal speed while using Survival to follow tracks without taking any penalties.
Insightful Strike (Ex): At 5th level, the ranger adds her Wisdom modifier to her damage rolls with ranged and melee weapons she is proficient with.
Improved Favored Critical (Ex): Beginning at 7th level, a ranger's favored critical ability improves so that every successful attack made to a favored enemy threatens a critical hit.
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 her normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect her.
Camouflage (Ex): A ranger of 8th level or higher can use the Stealth skill to hide in any of her favored terrains, even if the terrain doesn't grant cover or concealment.
Evasion (Ex): When she reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.
Favored Opportunity (Ex): At 11th level, whenever a ranger delivers a successful attack to her favored enemy, adjacent allies get a free attack of opportunity on the enemy.
Quarry (Ex): At 11th level, a ranger can, as a standard action, denote one target within her line of sight as her quarry. Whenever she is following the tracks of her quarry, a ranger can take 10 on her Survival skill checks while moving at normal speed, without penalty. In addition, she receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature’s type must correspond to one of his favored enemy types. She can dismiss this effect at any time as a free action, but she cannot select a new quarry for 24 hours. If the ranger sees proof that her quarry is dead, she can select a new quarry after waiting 1 hour.
Hide in Plain Sight (Ex): While in any of his favored terrains, a ranger of 12th level or higher can use the Stealth skill even while being observed.
Favored Rend (Ex): Starting at 13th level, whenever a ranger deals a successful attack, it deals an extra 1d4 per every 4 additional points a ranger has in favored enemy for the target of the rend.
Improved Evasion (Ex): At 16th level, a ranger’s evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.
Improved Quarry (Ex): At 19th level, the ranger’s ability to hunt her quarry improves. She can now select a quarry as a free action, and can now take 20 while using Survival to track her quarry, while moving at normal speed without penalty. Her insight bonus to attack her quarry increases to +4. If her quarry is killed or dismissed, she can select a new one after 10 minutes have passed.
Master Hunter (Ex): A ranger of 20th level can, as a standard action, make a single attack against a favored enemy at her full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger’s level + the ranger’s Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature’s current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type she possesses, but not against the same creature more than once in a 24-hour period
Changes
Camouflage: Moved from 12th level to 8th level.
Favored Enemy: Increased bonuses from +2 to +4.
Favored Terrain: Increased bonuses from +2 to +4.
Hide in Plain Sight: Moved from 17th level to 12th level.
Hunter's Bond: Increased the bonus to allies lasting to the ranger's Wisdom bonus rounds to double the ranger's Wisdom bonus rounds. Increased the ranger's effective druid level for an animal companion from the rangers level -4 to the rangers level -1.
Spells: Increased the ranger's spell progression to be similar to the bard's.
Swift Tracker: Moved from 8th level to 4th level. A ranger may now move at her full speed while tracking.
New Things
Favored Critical (Ex): Starting at 3rd level, if a ranger scores a successful critical on a favored enemy, then the enemy is stunned for 1 round. Also, the ranger gains the ability to critical her favored enemies, even if they are normally immune to critical hits.
Insightful Strike (Ex): At 5th level, the ranger adds her Wisdom modifier to her damage rolls with ranged and melee weapons she is proficient with.
Improved Favored Critical (Ex): Beginning at 7th level, a ranger's favored critical ability improves so that every successful attack made to a favored enemy threatens a critical hit.
Favored Opportunity (Ex): At 11th level, whenever a ranger delivers a successful attack to her favored enemy, adjacent allies get a free attack of opportunity on the enemy.
Favored Rend (Ex): Starting at 13th level, whenever a ranger deals a successful attack, it deals an extra 1d4 per every 4 additional points a ranger has in favored enemy for the target of the rend.
In this thread, we'll be looking at the ranger. Below is the vanilla ranger. It's here as basically something for me to work from, but it's also a reference for other people. :)
Ranger
{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special|1st|2nd|3rd|4th
1st|+1|+2|+2|+0|1st favored enemy, track, wild empathy|1|—|—|—
2nd|+2|+3|+3|+0|Combat style feat|2|—|—|—
3rd|+3|+3|+3|+1|Endurance, 1st favored terrain, favored critical|3|—|—|—
4th|+4|+4|+4|+1|Hunter's bond, swift tracker|3|1|—|—
5th|+5|+4|+4|+1|2nd favored enemy, insightful strike|4|2|—|—
6th|+6/+1|+5|+5|+2|Combat style feat|4|3|—|—
7th|+7/+2|+5|+5|+2|Woodland stride, improved favored critical|4|3|1|—
8th|+8/+3|+6|+6|+2|Camouflage|4|4|2|—
9th|+9/+4|+6|+6|+3|Evasion|5|4|3|—
10th|+10/+5|+7|+7|+3|3rd favored enemy, combat style feat|5|4|3|1
11th|+11/+6/+1|+7|+7|+3|Quarry, favored opportunity|5|4|4|2
12th|+12/+7/+2|+8|+8|+4|Hide in plain sight|5|5|4|3
13th|+13/+8/+3|+8|+8|+4|3rd favored terrain, favored rend|6|5|4|3
14th|+14/+9/+4|+9|+9|+4|Combat style feat|6|5|4|4
15th|+15/+10/+5|+9|+9|+5|4th favored enemy|6|5|5|4
16th|+16/+11/+6/+1|+10|+10|+5|Improved evasion|6|6|5|4
17th|+17/+12/+7/+2|+10|+10|+5||6|6|6|5
18th|+18/+13/+8/+3|+11|+11|+6|4th favored terrain, combat style feat|6|6|6|5
19th|+19/+14/+9/+4|+11|+11|+6|Improved quarry|6|6|6|5
20th|+20/+15/+10/+5|+12|+12|+6|5th favored enemy, master hunter|6|6|6|6[/table]
Hit Die: d10.
Class Skills
The ranger’s class skills are Climb (Str), Craft(Int), Handle Animal (Cha), Heal (Wis), Intimidate(Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride(Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.
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, medium armor, and shields (except tower shields).
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. She gains a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, she gets a +4 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +4.
If the ranger chooses humanoids or outsiders as a favored enemy, she 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; she simply uses whichever bonus is higher.
Track (Ex): A ranger adds half her level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds her ranger level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are
usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. She can choose feats from his selected combat style, even
if she does not have the normal prerequisites.
If the ranger selects archery, she can choose from the following list whenever she gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, she adds Improved Precise Shot and Manyshot to the list. At 10th level, she adds Pinpoint Targeting and Shot on the Run to the list.
If the ranger selects two-weapon combat, she can choose from the following list whenever she gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, she adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, she adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.
The benefits of the ranger’s chosen style feats apply only when she wears light, medium, or no armor. She loses all benefits of her combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Favored Critical (Ex): Starting at 3rd level, if a ranger scores a successful critical on a favored enemy, then the enemy is stunned for 1 round. Also, the ranger gains the ability to critical her favored enemies, even if they are normally immune to critical hits.
Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain. The ranger gains a +4 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when she is in this terrain. A ranger traveling through her favored terrain normally leaves no trail and cannot be tracked (though she may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +4.
If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; she simply uses whichever bonus is higher.
Hunter’s Bond (Ex): At 4th level, a ranger forms a bond with her hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to her companions. This bond allows her to spend a move action to grant half her favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear her. This bonus lasts for a number of rounds equal to double the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by her allies; they use whichever bonus is higher.
The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on her adventures as appropriate for its kind. A ranger’s animal companion shares her favored enemy and favored terrain bonuses.
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger’s effective druid level is equal to her ranger level – 1.
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 her spells in advance.
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. Her base daily spell allotment is given on the spells per day table. In addition, she receives bonus spells per day if she has a high Wisdom score. When the spells known table indicates that the ranger gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.
A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger
spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, her caster level is equal to her ranger level – 3.
Swift Tracker (Ex): Beginning at 4th level, a ranger can move at her normal speed while using Survival to follow tracks without taking any penalties.
Insightful Strike (Ex): At 5th level, the ranger adds her Wisdom modifier to her damage rolls with ranged and melee weapons she is proficient with.
Improved Favored Critical (Ex): Beginning at 7th level, a ranger's favored critical ability improves so that every successful attack made to a favored enemy threatens a critical hit.
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 her normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect her.
Camouflage (Ex): A ranger of 8th level or higher can use the Stealth skill to hide in any of her favored terrains, even if the terrain doesn't grant cover or concealment.
Evasion (Ex): When she reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.
Favored Opportunity (Ex): At 11th level, whenever a ranger delivers a successful attack to her favored enemy, adjacent allies get a free attack of opportunity on the enemy.
Quarry (Ex): At 11th level, a ranger can, as a standard action, denote one target within her line of sight as her quarry. Whenever she is following the tracks of her quarry, a ranger can take 10 on her Survival skill checks while moving at normal speed, without penalty. In addition, she receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature’s type must correspond to one of his favored enemy types. She can dismiss this effect at any time as a free action, but she cannot select a new quarry for 24 hours. If the ranger sees proof that her quarry is dead, she can select a new quarry after waiting 1 hour.
Hide in Plain Sight (Ex): While in any of his favored terrains, a ranger of 12th level or higher can use the Stealth skill even while being observed.
Favored Rend (Ex): Starting at 13th level, whenever a ranger deals a successful attack, it deals an extra 1d4 per every 4 additional points a ranger has in favored enemy for the target of the rend.
Improved Evasion (Ex): At 16th level, a ranger’s evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.
Improved Quarry (Ex): At 19th level, the ranger’s ability to hunt her quarry improves. She can now select a quarry as a free action, and can now take 20 while using Survival to track her quarry, while moving at normal speed without penalty. Her insight bonus to attack her quarry increases to +4. If her quarry is killed or dismissed, she can select a new one after 10 minutes have passed.
Master Hunter (Ex): A ranger of 20th level can, as a standard action, make a single attack against a favored enemy at her full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger’s level + the ranger’s Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature’s current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type she possesses, but not against the same creature more than once in a 24-hour period
Changes
Camouflage: Moved from 12th level to 8th level.
Favored Enemy: Increased bonuses from +2 to +4.
Favored Terrain: Increased bonuses from +2 to +4.
Hide in Plain Sight: Moved from 17th level to 12th level.
Hunter's Bond: Increased the bonus to allies lasting to the ranger's Wisdom bonus rounds to double the ranger's Wisdom bonus rounds. Increased the ranger's effective druid level for an animal companion from the rangers level -4 to the rangers level -1.
Spells: Increased the ranger's spell progression to be similar to the bard's.
Swift Tracker: Moved from 8th level to 4th level. A ranger may now move at her full speed while tracking.
New Things
Favored Critical (Ex): Starting at 3rd level, if a ranger scores a successful critical on a favored enemy, then the enemy is stunned for 1 round. Also, the ranger gains the ability to critical her favored enemies, even if they are normally immune to critical hits.
Insightful Strike (Ex): At 5th level, the ranger adds her Wisdom modifier to her damage rolls with ranged and melee weapons she is proficient with.
Improved Favored Critical (Ex): Beginning at 7th level, a ranger's favored critical ability improves so that every successful attack made to a favored enemy threatens a critical hit.
Favored Opportunity (Ex): At 11th level, whenever a ranger delivers a successful attack to her favored enemy, adjacent allies get a free attack of opportunity on the enemy.
Favored Rend (Ex): Starting at 13th level, whenever a ranger deals a successful attack, it deals an extra 1d4 per every 4 additional points a ranger has in favored enemy for the target of the rend.