Zelkon
2013-09-09, 09:28 PM
Ok, this fix was made for a high magic world of 3 three characters. I think I might have overdone it, especially into the high levels (where my writing also falls apart a bit). But, what do you think? I have no idea if this is at all balanced, or even coherent. I'm quite proud of most of it, and I hope you'll find some redeeming qualities.
Note: Combat Advantage is a condition mentioned in the class. If the ranger has combat advantage against someone, they gain a +2 bonus to attack rolls.
Thanks to Grod_The_Giant for letting me rip of some stuff from his ranger fix. (http://www.giantitp.com/forums/showthread.php?t=234888)
Without further ado:
The Ranger
HD: D8
Skill points per level: 4+Intelligence Modifier
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).
{table=head] Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Quarry 1d6, Track, Wild Empathy, Animal Companion, Wise Woodsman
2nd|
+2|
+3|
+3|
+0|Trackless Step, Archery I, Quick Draw
3rd|
+3|
+3|
+3|
+1|Uncanny Dodge, Two Weapon Fighting, Fast Movement, Quarry 2d6
4th|
+4|
+4|
+4|
+1| Wild Shape, Evasion
5th|
+5|
+4|
+4|
+1| Archery II, Locate Quarry, Quarry 3d6
6th|
+6/1|
+5|
+5|
+2|Improved Tracking, Woodland Stride, Speak With Animals
7th|
+7/2|
+5|
+5|
+2|Mettle, Reactionary Strike, Quarry 4d6
8th|
+8/3|
+6|
+6|
+2|Camouflage, Nature's Wrath
9th|
+9/4|
+6|
+6|
+3|Pursue the Prey, Improved Two Weapon Fighting, Quarry 5d6
10th|
+10/5|
+7|
+7|
+3|Archery III, Hide in Plain Sight, Expert Tracking
11th|
+11/6/1|
+7|
+7|
+3| Hunter of Many Foes, Speak with Animals, Woodland Weapons, Quarry 6d6
12th|
+12/7/2|
+8|
+8|
+4|Greater Nature's Wrath, Greater Uncanny Dodge
13th|
+13/8/3|
+8|
+8|
+8|Meld into Nature, Blade Flurry, Quarry 7d6
14th|
+14/9/4|
+9|
+9|
+4|Wild Casting, Improved Wild Shape
15th|
+15/10/5|
+9|
+9|
+5|Archery IV, Quarry 8d6
16th|
+16/11/6/1|
+10|
+10|
+5| Nature's Fury
17th|
+17/12/7/2|
+10|
+10|
+5|Ultimate Pursuit, Quarry 9d6
18th|
+18/13/8/3|
+11|
+11|
+6|Call of the Wild, Foresight
19th|
+19/14/9/4|
+11|
+11|
+6|Animal Shifting, Relentless Hunting, Mass Meld into Nature, Improved Reactionary Strike, Quarry 10d6
20th|
+20/15/10/5|
+12|
+12|
+6|Archery V, Forest Growth, Embody the Wild[/table]
Quarry (Su): Rangers are skilled at the hunt. They may designate any enemy they can see as their quarry as a swift action. A target remains a ranger’s quarry for 24 hours or until the ranger designates another target to be his quarry. Whenever a ranger moves closer to a quarry he can see, he adds 5ft to his movement speed for the duration of his turn. The first time he hits his quarry each round, he may add 1d6 damage to his damage roll. This extra damage increases by 1d6 damage every odd level after first.
At eleventh level, a ranger may have a number of quarries equal to 1/5th their class level at one time. A ranger must spend different actions to mark each enemy as a quarry. Each quarry is tracked on their own; every ability of quarry applies to them independently. A ranger can locate any number of quarries as long as they are within a mile of him, and he knows which quarry is which when locating them. He may deal his quarry damage to each of them once per turn; this allows a ranger to apply his quarry damage more than once per turn, but only once per quarry per turn.
Track (Ex): Rangers gain Track as a bonus feat.
Wild Empathy (Ex): A ranger can improve the attitude of an animal or magical beast. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma 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.
Animal Companion (Ex): A ranger can call on the services of an animal companion. This ability acts exactly as the druid ability of the same name, but all references to “Druid level” are changed to “Ranger level.”
Wise Woodsman (Ex): A ranger may use Wisdom instead of Strength to determine the ability bonus to attack and damage rolls from his melee attacks.
Trackless Step (Ex): At second level, a ranger stops leaving tracks, and cannot be tracked by anyone.
Archery (Ex): Rangers are highly skilled ranged combatants. At first level, a ranger does not provoke opportunity attacks from ranged weapon attacks, and you may add your dexterity modifier to the damage roll. You may also use a bow or crossbow one handed.
At 5th level, a ranger’s ranged attacks ignore miss chance from spells or supernatural and spell-like abilities. He may also make an additional attack with his highest base attack bonus-2 when full-attacking with a ranged weapon. He may ignore the effects of abjuration spells that raise a caster’s AC, protect them from arrows, or otherwise prevent or make it more difficult to damage or affect them.
At 10th level, as a standard action, a ranger may make an attack at his full base attack bonus against all enemies within a 20ft radius of himself or any space within one range increment of your weapon.
At 15th level, a ranger may add his wisdom modifier to attack and damage rolls for his ranged weapon attacks. He may make opportunity attacks with his ranged weapons; however, he still threatens the same area. In addition, a ranger may attack with a ranged weapon in the middle of a move action. This attack still takes a standard action.
At 20th level, 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.
Quick Draw (Ex): At second level, a ranger gains Quick Draw as a bonus feat.
Uncanny Dodge (Ex): At third level, the ranger gains uncanny dodge, as the rouge ability, using his ranger level as his rogue level.
Two Weapon Fighting (Ex): A ranger favors light, swift, efficient fighting style. At third level, a ranger may make an additional melee attack at their highest BAB with their off-hand weapon, albeit with a -2 penalty to the attack and damage roll of all his attacks that turn.
Fast Movement (Ex): A ranger gains a 10ft boost to his speed at third level.
Spells (Su): 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. 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 Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger 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. A ranger casts spells the way a sorcerer does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may cast any spell on the ranger spell list, provided that he can cast spells of that level. A ranger’s caster level is equal to his ranger level.
NOTE: I didn't make a table for this, because it is exactly the same as the original ranger.
Wild Shape (Su): At fourth level, the ranger gains the ability to Wild Shape exactly like the druid ability, 1/4th class level times per day, but only medium and small animals.
Evasion (Ex): At fourth level, the ranger gains evasion as the Rogue ability.
Locate Quarry (Su): At fifth level, a ranger gains an intuitive sense that allows him to locate his quarry. He knows the exact location of his quarry if his quarry is within one mile of him. If the quarry is not within one mile of the ranger, the ranger knows this.
Improved Tracking (Ex): At sixth level, a ranger may track a creature without penalty while moving his full speed. He may also track flying creatures at a -5 penalty.
Woodland Stride (Ex): At sixth level, a range is no longer slowed and does not take damage for passing through woodlands, overgrowth, or other natural plant life, magical and non-magical alike.
Mettle (Ex): At seventh level, a ranger becomes further indomitable in both fortitude and will. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping ranger does not gain the benefit of mettle.
Reactionary Strike (Ex): A ranger is cautions; he can protect against ambushes and strike out against any foe that nears him. At seventh level, a ranger may make a melee attack at his highest BAB with both his main hand and his off hand with a -2 penalty to each attack roll as an immediate action, even when flat-footed. A ranger who does this grants combat advantage for the rest of his turn. Additionally, he may attack next turn, but not with his off hand and not with his highest BAB (only his second, third, and fourth, if he has them).
Camouflage (Ex): A ranger of eighth level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Nature's Wrath (Su): At eighth level, a ranger gains the ability to cause nature to grow at a rapid pace around him that he can use to his advantage. He may manifest this ability in three ways:
[.]Tree Growth: A tree up to 20ft tall and 5ft wide at the bottom springs up anywhere within a 40ft radius of the ranger. Any creature on the space where this tree is created may choose to stay on the tree (and be lifted up to its full height) or make a reflex save of DC 10+Half Ranger Class Level+Wisdom Modifier. On a failed save, the creature either stays on the tree (and is lifted to its full height) or falls and takes falling damage as if they had fallen from the top of the tree. After an hour, the tree will wither and turn to dust.
[.]Sudden Overgrowth: All spaces within a 10ft radius of the ranger becomes a magical overgrowth. This overgrowth deals 1 damage and costs 10ft of movement for each square moved through for his enemies, and costs 10ft of movement for each square moved through for his allies. The ranger may move through this overgrowth normally, without taking damage. After an hour, the overgrowth will wither and turn to dust.
[.]Nurture Plants: All plants within a 20ft radius flower, produce fruit, or otherwise grow to their maximum potential.
A ranger may use Nature's Wrath a number of times per day equal to half his class level, rounded up. It takes a standard action to use Nature's Wrath.
Pursue the Prey (Su): A number of times per day equal to his wisdom modifier, a ranger of ninth level may use Dimension Door as a move action. His caster level is equal to half his ranger level.
Improved Two Weapon Fighting (Ex): At ninth level, a ranger becomes even better at fighting with two weapons. He may make a second attack with his off hand weapon when full-attacking at a -2 penalty to attack and damage. His first attack with an off-hand weapon also has a-2 penalty to attack and damage, but none of his other attacks in that turn do.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of tenth level or higher can use the Hide skill even while being observed.
Expert Tracking (Su): At tenth level, the ranger is so skilled at tracking that he does not need to concentrate while tracking, nor do poor weather conditions or non-magically obscured tracks hinder him. He may track creatures that are flying, that teleport, or that shift to other planes, provided he has a means of following them.
Greater Nature's Wrath (Su): At twelfth level, a ranger’s ability to call upon nature to aid him grows. His previous Nature's Wrath abilities are modified as such:
[.]Tree Growth: The ranger may now create one tree up to 60ft high and 15ft in diameter, up to two trees 40ft high and 10ft in diameter, or up to four trees up to 20ft high and 5ft in diameter. These trees may be created anywhere within a 50ft radius of the ranger.
[.]Sudden Overgrowth: The area is now a 20ft radius, and allies are not effected by it at all. Any enemies flying up to 10ft above the 20ft radius must make a reflex save at a DC equal to 11+One Half Ranger Level+Wisdom Modifier or be dragged to the ground, taking 1d6 damage. Passing through each square of the overgrowth costs 10ft of movement, and deals 1d6 damage.
In addition, the ranger gains the following power added to their list of useable Nature's Wrath powers.
[.]Ensnaring Roots: A number of 10ft by 10ft areas within 40ft of the ranger equal to one fourth his ranger level become covered in ensnaring roots. Any enemy who begins his turn or passes through a square with ensnaring roots is subject to a grapple check. The grapple check of the ensnaring roots is the ranger’s BAB+8. At the beginning of your turn, all ensnared enemies take 1d6 damage. The ensnaring roots last for a number of rounds equal to half the ranger’s class level.
Greater Uncanny Dodge (Ex): At twelfth level, the Ranger gets the rogue abilities Uncanny Dodge and Greater Uncanny Dodge.
Meld into Nature (Su): At thirteenth level, a ranger gains the ability to become a part of nature. As a full-round action, a ranger in a natural area (Forest, Desert, Ocean, Arctic, etc) may slowly fade away into his surroundings. While in this state, a ranger may observe and move, but may not attack, talk, or otherwise affect his surroundings. He is completely undetectable and cannot be the target of attacks, spells, or special abilities. A ranger in this state may occupy the same square as a creature or natural object, and gains a climb speed and swim speed equal to his land speed. His land speed doubles while melded with nature. A ranger may not leave the natural area which he melded with, even to go to another natural area. A ranger may end this state as a standard action. A ranger may Meld into Nature at-will, for a total number of hours equal to his ranger level per day.
Swift Two Weapon Fighting (Ex): At thirteenth level, the ranger may make a melee attack with his off hand at his full base attack bonus as a swift action.
Swift Casting (Su): Starting at fourteenth 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.
Improved Wild Shape (Su): A ranger may Wild Shape into large and tiny creatures starting at fourteenth level.
Nature's Fury (Su): Your Nature's Wrath abilities improve once again at 16th level.
[.]Tree Growth: The ranger may now create up to two trees up to 100ft high and 25ft in diameter, up to four trees 60ft high and 15ft in diameter, up to eight trees up to 40ft high and 10ft in diameter, or up to sixteen trees up to 20ft tall and 5ft in diameter. These trees may be created anywhere within an 100ft radius of the ranger. In addition, the ranger summons either one gargantuan, 13HD treant or two huge, 8HD treants. The summoning of the treants lasts a number of minutes equal to his ranger level.
[.]Sudden Overgrowth: The area is increased to a 40ft radius centered on the ranger. An enemy can only move up to 10ft per round if in the area at any point during their movement for that round. Creatures flying up to 40ft above the radius are dragged to the ground if they fail their save (Reflex, 11+One Half Ranger Level+Wisdom).
[.]Ensnaring Roots: The number of areas of Ensnaring Roots is increased to one half the ranger’s class level. The grapple check is increased to BAB+12. Enemies in the area, weather they are grappled or not, take 1d12 damage and do not threaten any squares.
In addition, the ranger gains the following power added to their list of useable Nature's Wrath powers.
[.]Thunderstorm: All squares within 100ft (and up to 1000ft up in the air) of the ranger are threatened by a thunderstorm. All enemies within this area must make a fortitude save with a DC equal to 11+One Half Your Ranger Level+Your Wisdom Modifier) at the start of their turn or take 10d6 damage and be dazed until the start of their next turn. If an enemy fails their save twice in a row, they are stunned instead of dazed.
Ultimate Pursuit (Su): A ranger of 17th level or higher always knows where his quarries are, as long as they are on the same plane as them. In addition, a ranger may use Greater Teleport 3/day as an SLA, as long as this teleportation brings them closer to one of their quarries or ends in a wilderness area. A ranger may also Plane Shift 1/day as an SLA, as long as one or more of his quarries are on the plane. The ranger acts as if he is under the effect of an Endure Elements spell.
Call of the Wild (Su): A ranger of eighteenth level may use Summon Nature’s Ally V, VI, and VII 3/day as an SLA and Summon Nature’s Ally VIII and IX 2/day as an SLA. You may cast these spells as a standard action.
Foresight (Su): At eighteenth level, the ranger acts as though he is constantly under the effects of the Foresight spell.
Animal Shifting (Su): At nineteenth level, the ranger gains the ability to Wild Shape into Medium or Small animals at-will. The ranger does not heal as part of this Wild Shaping.
Relentless Hunting (Su): At nineteenth level, the ranger is aware of his quarry’s position anywhere in the universe. A ranger does not need food, water, sleep, or rest of any kind, they recover from wounds and the like as if they were always resting. If a ranger can see his quarry, he may immediately teleport anywhere within 100ft of him as a standard action, as long as he does not end this teleportation farther away from his quarry then he started. The ranger may cast Control Weather at-will.
Mass Meld into Nature (Su): At nineteenth level, whenever the ranger Meld into Nature, he may take up to five other willing creatures with him. All creatures melded with nature move as one entity (using the ranger’s base speed). When you end this Melding, all creatures traveling with the ranger appear within 30ft of the space the melding ended (their choice).
Improved Reactionary Strike (Ex): At nineteenth level, a ranger may make a melee attack at his highest base attack bonus as an immediate action. An enemy hit by this attack ends their turn immediately.
Forest Growth (Su): At twentieth level, a ranger can cause small forests to form around him. 1/day as a standard action, everywhere within 100ft of the ranger becomes verdant, overgrown wildlife. This area moves with the ranger, staying centered on him. It costs 10ft of movement for enemies to move through this area, even if flying up to 100ft above the ground. All enemies in the area or flying up to 100ft above it must succeed on an opposed grapple check for every round in which they are in the area. The grapple check of the forest is the ranger’s BAB+18. A flying creature who is grappled by this ability is pulled to the ground, taking falling damage. For each square an enemy on the ground moves, they take 1d10+1 damage. The ranger also summons 1d4 gargantuan, 13HD treants. This effect lasts for five minutes.
Embody the Wild (Su): At twentieth level, a ranger gains the ability to Wild Shape into Huge animals and Large or Huge Water, Fire, Earth, or Air Elementals.
Note: Combat Advantage is a condition mentioned in the class. If the ranger has combat advantage against someone, they gain a +2 bonus to attack rolls.
Thanks to Grod_The_Giant for letting me rip of some stuff from his ranger fix. (http://www.giantitp.com/forums/showthread.php?t=234888)
Without further ado:
The Ranger
HD: D8
Skill points per level: 4+Intelligence Modifier
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).
{table=head] Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Quarry 1d6, Track, Wild Empathy, Animal Companion, Wise Woodsman
2nd|
+2|
+3|
+3|
+0|Trackless Step, Archery I, Quick Draw
3rd|
+3|
+3|
+3|
+1|Uncanny Dodge, Two Weapon Fighting, Fast Movement, Quarry 2d6
4th|
+4|
+4|
+4|
+1| Wild Shape, Evasion
5th|
+5|
+4|
+4|
+1| Archery II, Locate Quarry, Quarry 3d6
6th|
+6/1|
+5|
+5|
+2|Improved Tracking, Woodland Stride, Speak With Animals
7th|
+7/2|
+5|
+5|
+2|Mettle, Reactionary Strike, Quarry 4d6
8th|
+8/3|
+6|
+6|
+2|Camouflage, Nature's Wrath
9th|
+9/4|
+6|
+6|
+3|Pursue the Prey, Improved Two Weapon Fighting, Quarry 5d6
10th|
+10/5|
+7|
+7|
+3|Archery III, Hide in Plain Sight, Expert Tracking
11th|
+11/6/1|
+7|
+7|
+3| Hunter of Many Foes, Speak with Animals, Woodland Weapons, Quarry 6d6
12th|
+12/7/2|
+8|
+8|
+4|Greater Nature's Wrath, Greater Uncanny Dodge
13th|
+13/8/3|
+8|
+8|
+8|Meld into Nature, Blade Flurry, Quarry 7d6
14th|
+14/9/4|
+9|
+9|
+4|Wild Casting, Improved Wild Shape
15th|
+15/10/5|
+9|
+9|
+5|Archery IV, Quarry 8d6
16th|
+16/11/6/1|
+10|
+10|
+5| Nature's Fury
17th|
+17/12/7/2|
+10|
+10|
+5|Ultimate Pursuit, Quarry 9d6
18th|
+18/13/8/3|
+11|
+11|
+6|Call of the Wild, Foresight
19th|
+19/14/9/4|
+11|
+11|
+6|Animal Shifting, Relentless Hunting, Mass Meld into Nature, Improved Reactionary Strike, Quarry 10d6
20th|
+20/15/10/5|
+12|
+12|
+6|Archery V, Forest Growth, Embody the Wild[/table]
Quarry (Su): Rangers are skilled at the hunt. They may designate any enemy they can see as their quarry as a swift action. A target remains a ranger’s quarry for 24 hours or until the ranger designates another target to be his quarry. Whenever a ranger moves closer to a quarry he can see, he adds 5ft to his movement speed for the duration of his turn. The first time he hits his quarry each round, he may add 1d6 damage to his damage roll. This extra damage increases by 1d6 damage every odd level after first.
At eleventh level, a ranger may have a number of quarries equal to 1/5th their class level at one time. A ranger must spend different actions to mark each enemy as a quarry. Each quarry is tracked on their own; every ability of quarry applies to them independently. A ranger can locate any number of quarries as long as they are within a mile of him, and he knows which quarry is which when locating them. He may deal his quarry damage to each of them once per turn; this allows a ranger to apply his quarry damage more than once per turn, but only once per quarry per turn.
Track (Ex): Rangers gain Track as a bonus feat.
Wild Empathy (Ex): A ranger can improve the attitude of an animal or magical beast. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma 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.
Animal Companion (Ex): A ranger can call on the services of an animal companion. This ability acts exactly as the druid ability of the same name, but all references to “Druid level” are changed to “Ranger level.”
Wise Woodsman (Ex): A ranger may use Wisdom instead of Strength to determine the ability bonus to attack and damage rolls from his melee attacks.
Trackless Step (Ex): At second level, a ranger stops leaving tracks, and cannot be tracked by anyone.
Archery (Ex): Rangers are highly skilled ranged combatants. At first level, a ranger does not provoke opportunity attacks from ranged weapon attacks, and you may add your dexterity modifier to the damage roll. You may also use a bow or crossbow one handed.
At 5th level, a ranger’s ranged attacks ignore miss chance from spells or supernatural and spell-like abilities. He may also make an additional attack with his highest base attack bonus-2 when full-attacking with a ranged weapon. He may ignore the effects of abjuration spells that raise a caster’s AC, protect them from arrows, or otherwise prevent or make it more difficult to damage or affect them.
At 10th level, as a standard action, a ranger may make an attack at his full base attack bonus against all enemies within a 20ft radius of himself or any space within one range increment of your weapon.
At 15th level, a ranger may add his wisdom modifier to attack and damage rolls for his ranged weapon attacks. He may make opportunity attacks with his ranged weapons; however, he still threatens the same area. In addition, a ranger may attack with a ranged weapon in the middle of a move action. This attack still takes a standard action.
At 20th level, 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.
Quick Draw (Ex): At second level, a ranger gains Quick Draw as a bonus feat.
Uncanny Dodge (Ex): At third level, the ranger gains uncanny dodge, as the rouge ability, using his ranger level as his rogue level.
Two Weapon Fighting (Ex): A ranger favors light, swift, efficient fighting style. At third level, a ranger may make an additional melee attack at their highest BAB with their off-hand weapon, albeit with a -2 penalty to the attack and damage roll of all his attacks that turn.
Fast Movement (Ex): A ranger gains a 10ft boost to his speed at third level.
Spells (Su): 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. 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 Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger 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. A ranger casts spells the way a sorcerer does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may cast any spell on the ranger spell list, provided that he can cast spells of that level. A ranger’s caster level is equal to his ranger level.
NOTE: I didn't make a table for this, because it is exactly the same as the original ranger.
Wild Shape (Su): At fourth level, the ranger gains the ability to Wild Shape exactly like the druid ability, 1/4th class level times per day, but only medium and small animals.
Evasion (Ex): At fourth level, the ranger gains evasion as the Rogue ability.
Locate Quarry (Su): At fifth level, a ranger gains an intuitive sense that allows him to locate his quarry. He knows the exact location of his quarry if his quarry is within one mile of him. If the quarry is not within one mile of the ranger, the ranger knows this.
Improved Tracking (Ex): At sixth level, a ranger may track a creature without penalty while moving his full speed. He may also track flying creatures at a -5 penalty.
Woodland Stride (Ex): At sixth level, a range is no longer slowed and does not take damage for passing through woodlands, overgrowth, or other natural plant life, magical and non-magical alike.
Mettle (Ex): At seventh level, a ranger becomes further indomitable in both fortitude and will. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping ranger does not gain the benefit of mettle.
Reactionary Strike (Ex): A ranger is cautions; he can protect against ambushes and strike out against any foe that nears him. At seventh level, a ranger may make a melee attack at his highest BAB with both his main hand and his off hand with a -2 penalty to each attack roll as an immediate action, even when flat-footed. A ranger who does this grants combat advantage for the rest of his turn. Additionally, he may attack next turn, but not with his off hand and not with his highest BAB (only his second, third, and fourth, if he has them).
Camouflage (Ex): A ranger of eighth level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Nature's Wrath (Su): At eighth level, a ranger gains the ability to cause nature to grow at a rapid pace around him that he can use to his advantage. He may manifest this ability in three ways:
[.]Tree Growth: A tree up to 20ft tall and 5ft wide at the bottom springs up anywhere within a 40ft radius of the ranger. Any creature on the space where this tree is created may choose to stay on the tree (and be lifted up to its full height) or make a reflex save of DC 10+Half Ranger Class Level+Wisdom Modifier. On a failed save, the creature either stays on the tree (and is lifted to its full height) or falls and takes falling damage as if they had fallen from the top of the tree. After an hour, the tree will wither and turn to dust.
[.]Sudden Overgrowth: All spaces within a 10ft radius of the ranger becomes a magical overgrowth. This overgrowth deals 1 damage and costs 10ft of movement for each square moved through for his enemies, and costs 10ft of movement for each square moved through for his allies. The ranger may move through this overgrowth normally, without taking damage. After an hour, the overgrowth will wither and turn to dust.
[.]Nurture Plants: All plants within a 20ft radius flower, produce fruit, or otherwise grow to their maximum potential.
A ranger may use Nature's Wrath a number of times per day equal to half his class level, rounded up. It takes a standard action to use Nature's Wrath.
Pursue the Prey (Su): A number of times per day equal to his wisdom modifier, a ranger of ninth level may use Dimension Door as a move action. His caster level is equal to half his ranger level.
Improved Two Weapon Fighting (Ex): At ninth level, a ranger becomes even better at fighting with two weapons. He may make a second attack with his off hand weapon when full-attacking at a -2 penalty to attack and damage. His first attack with an off-hand weapon also has a-2 penalty to attack and damage, but none of his other attacks in that turn do.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of tenth level or higher can use the Hide skill even while being observed.
Expert Tracking (Su): At tenth level, the ranger is so skilled at tracking that he does not need to concentrate while tracking, nor do poor weather conditions or non-magically obscured tracks hinder him. He may track creatures that are flying, that teleport, or that shift to other planes, provided he has a means of following them.
Greater Nature's Wrath (Su): At twelfth level, a ranger’s ability to call upon nature to aid him grows. His previous Nature's Wrath abilities are modified as such:
[.]Tree Growth: The ranger may now create one tree up to 60ft high and 15ft in diameter, up to two trees 40ft high and 10ft in diameter, or up to four trees up to 20ft high and 5ft in diameter. These trees may be created anywhere within a 50ft radius of the ranger.
[.]Sudden Overgrowth: The area is now a 20ft radius, and allies are not effected by it at all. Any enemies flying up to 10ft above the 20ft radius must make a reflex save at a DC equal to 11+One Half Ranger Level+Wisdom Modifier or be dragged to the ground, taking 1d6 damage. Passing through each square of the overgrowth costs 10ft of movement, and deals 1d6 damage.
In addition, the ranger gains the following power added to their list of useable Nature's Wrath powers.
[.]Ensnaring Roots: A number of 10ft by 10ft areas within 40ft of the ranger equal to one fourth his ranger level become covered in ensnaring roots. Any enemy who begins his turn or passes through a square with ensnaring roots is subject to a grapple check. The grapple check of the ensnaring roots is the ranger’s BAB+8. At the beginning of your turn, all ensnared enemies take 1d6 damage. The ensnaring roots last for a number of rounds equal to half the ranger’s class level.
Greater Uncanny Dodge (Ex): At twelfth level, the Ranger gets the rogue abilities Uncanny Dodge and Greater Uncanny Dodge.
Meld into Nature (Su): At thirteenth level, a ranger gains the ability to become a part of nature. As a full-round action, a ranger in a natural area (Forest, Desert, Ocean, Arctic, etc) may slowly fade away into his surroundings. While in this state, a ranger may observe and move, but may not attack, talk, or otherwise affect his surroundings. He is completely undetectable and cannot be the target of attacks, spells, or special abilities. A ranger in this state may occupy the same square as a creature or natural object, and gains a climb speed and swim speed equal to his land speed. His land speed doubles while melded with nature. A ranger may not leave the natural area which he melded with, even to go to another natural area. A ranger may end this state as a standard action. A ranger may Meld into Nature at-will, for a total number of hours equal to his ranger level per day.
Swift Two Weapon Fighting (Ex): At thirteenth level, the ranger may make a melee attack with his off hand at his full base attack bonus as a swift action.
Swift Casting (Su): Starting at fourteenth 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.
Improved Wild Shape (Su): A ranger may Wild Shape into large and tiny creatures starting at fourteenth level.
Nature's Fury (Su): Your Nature's Wrath abilities improve once again at 16th level.
[.]Tree Growth: The ranger may now create up to two trees up to 100ft high and 25ft in diameter, up to four trees 60ft high and 15ft in diameter, up to eight trees up to 40ft high and 10ft in diameter, or up to sixteen trees up to 20ft tall and 5ft in diameter. These trees may be created anywhere within an 100ft radius of the ranger. In addition, the ranger summons either one gargantuan, 13HD treant or two huge, 8HD treants. The summoning of the treants lasts a number of minutes equal to his ranger level.
[.]Sudden Overgrowth: The area is increased to a 40ft radius centered on the ranger. An enemy can only move up to 10ft per round if in the area at any point during their movement for that round. Creatures flying up to 40ft above the radius are dragged to the ground if they fail their save (Reflex, 11+One Half Ranger Level+Wisdom).
[.]Ensnaring Roots: The number of areas of Ensnaring Roots is increased to one half the ranger’s class level. The grapple check is increased to BAB+12. Enemies in the area, weather they are grappled or not, take 1d12 damage and do not threaten any squares.
In addition, the ranger gains the following power added to their list of useable Nature's Wrath powers.
[.]Thunderstorm: All squares within 100ft (and up to 1000ft up in the air) of the ranger are threatened by a thunderstorm. All enemies within this area must make a fortitude save with a DC equal to 11+One Half Your Ranger Level+Your Wisdom Modifier) at the start of their turn or take 10d6 damage and be dazed until the start of their next turn. If an enemy fails their save twice in a row, they are stunned instead of dazed.
Ultimate Pursuit (Su): A ranger of 17th level or higher always knows where his quarries are, as long as they are on the same plane as them. In addition, a ranger may use Greater Teleport 3/day as an SLA, as long as this teleportation brings them closer to one of their quarries or ends in a wilderness area. A ranger may also Plane Shift 1/day as an SLA, as long as one or more of his quarries are on the plane. The ranger acts as if he is under the effect of an Endure Elements spell.
Call of the Wild (Su): A ranger of eighteenth level may use Summon Nature’s Ally V, VI, and VII 3/day as an SLA and Summon Nature’s Ally VIII and IX 2/day as an SLA. You may cast these spells as a standard action.
Foresight (Su): At eighteenth level, the ranger acts as though he is constantly under the effects of the Foresight spell.
Animal Shifting (Su): At nineteenth level, the ranger gains the ability to Wild Shape into Medium or Small animals at-will. The ranger does not heal as part of this Wild Shaping.
Relentless Hunting (Su): At nineteenth level, the ranger is aware of his quarry’s position anywhere in the universe. A ranger does not need food, water, sleep, or rest of any kind, they recover from wounds and the like as if they were always resting. If a ranger can see his quarry, he may immediately teleport anywhere within 100ft of him as a standard action, as long as he does not end this teleportation farther away from his quarry then he started. The ranger may cast Control Weather at-will.
Mass Meld into Nature (Su): At nineteenth level, whenever the ranger Meld into Nature, he may take up to five other willing creatures with him. All creatures melded with nature move as one entity (using the ranger’s base speed). When you end this Melding, all creatures traveling with the ranger appear within 30ft of the space the melding ended (their choice).
Improved Reactionary Strike (Ex): At nineteenth level, a ranger may make a melee attack at his highest base attack bonus as an immediate action. An enemy hit by this attack ends their turn immediately.
Forest Growth (Su): At twentieth level, a ranger can cause small forests to form around him. 1/day as a standard action, everywhere within 100ft of the ranger becomes verdant, overgrown wildlife. This area moves with the ranger, staying centered on him. It costs 10ft of movement for enemies to move through this area, even if flying up to 100ft above the ground. All enemies in the area or flying up to 100ft above it must succeed on an opposed grapple check for every round in which they are in the area. The grapple check of the forest is the ranger’s BAB+18. A flying creature who is grappled by this ability is pulled to the ground, taking falling damage. For each square an enemy on the ground moves, they take 1d10+1 damage. The ranger also summons 1d4 gargantuan, 13HD treants. This effect lasts for five minutes.
Embody the Wild (Su): At twentieth level, a ranger gains the ability to Wild Shape into Huge animals and Large or Huge Water, Fire, Earth, or Air Elementals.