Seerow
2014-10-05, 11:22 PM
The Ranger
https://wrathofzombie.files.wordpress.com/2014/09/undead-slayer-2.png?w=490&h=572
Hit Die: D8
Skill Points: 6+int mod (x4 at 1st level)
Class Skills Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge(Dungeoneering) (Int), Knowledge(Geography) (Int), Knowledge(Local) (Int), Knowledge(Nature) (Int), Knowledge(Religion) (Int), Knowledge(Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot(Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
LevelBABFortRefWillSpecial
1st +1 +2 +2 +0 Hunter's Quarry, Swift Tracker, Favored Enemy +2
2nd +2 +3 +3 +0 Combat Style
3rd +3 +3 +3 +1 Favored Enemy Ability
4th +4 +4 +4 +1 Woodland Stride
5th +5 +4 +4 +1 Combat Style II, Favored Enemy +4
6th +6 +5 +5 +2 Favored Enemy Ability
7th +7 +5 +5 +2 Seasoned Explorer
8th +8 +6 +6 +2 Combat Style III
9th +9 +6 +6 +3 Favored Enemy Ability
10th +10 +7 +7 +3 Track the Supernatural, Favored Enemy +6
11th +11 +7 +7 +3 Combat Style IV
12th +12 +8 +8 +4 Favored Enemy Ability
13th +13 +8 +8 +4 Follow Teleport
14th +14 +9 +9 +4 Combat Style V
15th +15 +9 +9 +5 Favored Enemy Ability, Favored Enemy +8
16th +16 +10 +10 +5 Planar Adaptation
17th +17 +10 +10 +5 Combat Style VI
18th +18 +11 +11 +6 Favored Enemy Ability
19th +19 +11 +11 +6 Extraplanar Hunter
20th +20 +12 +12 +6 Favored Enemy +10, Combat Style Mastery, Favored Enemy Ability
Weapon and Armor Proficiencies
A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Hunter's Quarry
A Ranger uses her knowledge of her quarry to enhance her effectiveness in combat. As a swift action on her turn, the Ranger may select one creature type, this creature type becomes her Quarry. The Ranger makes a modified Knowledge check called a Quarry check. This Quarry check is 1d20 modified by the character's ranks in the appropriate knowledge skill, her favored enemy bonus (if applicable), and her Wisdom modifier. The ranger gains an insight bonus to hit and damage rolls made against her Quarry, as detailed in the chart below.
A Ranger may have only one Quarry at a time. At any time the Ranger may use a Swift action to change her Quarry to a new creature type. The Ranger may not use a swift action to reroll her knowledge check to determine her Quarry bonus.
Result Hit BonusDamage Bonus
0-9 +0 +0
5-9 +0 +1
10-14 +1 +2
15-19 +1 +3
20-24 +2 +4
25-29 +2 +5
30 +3 +6
Increase check by +5 - Increase Bonus by +1
Favored Enemy (Ex)
At 1st level, a ranger may select one category of knowledge skills used to identify creatures(Arcana, Dungeoneering, Local, Nature, Religion, Planes). The Ranger gains a +2 bonus to Quarry Checks associated with that Knowledge Skill.
Starting at 3rd level, every 3 levels thereafter, and level 20, the Ranger gains Favored Enemy abilities, which provide additional advantages when dealing with her favored enemies. These abilities are chosen from the list below. Unless otherwise stated, a Favored Enemy Ability may be taken only once.
At 5th level, and every 5 levels thereafter, the Ranger's favored enemy bonus increases by +2, and the Ranger chooses one additional Knowledge Category to extend her Favored Enemy bonus to. So at 20th level a Ranger has a +10 Favored Enemy bonus that applies to 5 different categories of creatures.
Always Available
Deadly Strike-Gain a bonus to critical confirmation rolls equal to your favored Enemy Bonus when fighting favored enemies.
Energy Resistance-Gain energy resistance equal to twice your favored enemy bonus to one energy type. This ability may be taken multiple times. Each time the bonus applies to a different favored enemy.
Favored Defense-You Gain DRX/- against attacks from Favored Enemies, where X is your Favored Enemy bonus.
Find Weakness-You ignore up to twice your favored enemy bonus in Damage Reduction when dealing damage to a favored enemy.
Irresistible-When casting a spell on a favored enemy, the save DC of the spell is increased by 1/2 your favored enemy bonus.
Maneuver Expertise-When using a combat maneuver (Trip, Bull Rush, Disarm, etc) against a favored enemy, you gain a bonus on the check equal to your Favored Enemy modifier.
Minion Cleaver-You gain an additional number of attacks of opportunity each round equal to your favored enemy bonus.
Mobility-Gain a bonus equal to your favored enemy bonus to your armor class against attacks of opportunity that you provoke from your favored enemies. For every attack of opportunity from a favored enemy that misses you, you may increase your base move speed by 5ft until the end of your turn.
Opportunist-When making an attack against a favored enemy, you gain a bonus to your to-hit roll equal to your favored enemy bonus.
Resist Spells-You gain Spell Resistance 5+favored enemy bonus+character level against all spells and spell like abilities cast by a favored enemy.
Resilient-Pick one type of saving throw (Fort, Ref, Will). You gain your favored enemy bonus to that type of saving throws invoked by a favored enemy. This ability may be taken multiple times, each time providing its bonus to a different saving throw.
Skill Mastery-You add your favored enemy bonus to Bluff, Hide, Intimidate, Listen, Move Silently, Sense Motive, Spot, and Survival checks against your favored enemies.
Speed-You gain a bonus to your base land speed equal to 5ft per 2 points of favored enemy bonus. (So 5ft at +2, 10ft at +4, and so on).
Sniper-When you attack a favored enemy with a ranged weapon, reduce your range increment penalties by up to your favored enemy bonus.
Spell Penetration-Your spells gain a bonus equal to your favored enemy bonus to bypass spell resistance against favored enemies.
Tunnel Fighter-You ignore penalties for squeezing. When you have a wall adjacent to you on two or more sides, you gain a bonus to your AC equal to your favored enemy bonus.
Requires 9th level
Blindsense-You gain blindsense with a range of 5 times your favored enemy bonus.
Camouflage-You can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Energy Immunity-Requires Energy Resistance. Choose one type of energy that you have resistance to through a favored enemy ability. You gain immunity to that energy type.
Mountain Crasher-Requires Maneuver Expertise. When using a combat maneuver against a favored enemy, that enemy does not get the benefit of their size modifier (if positive).
Skirmisher-Requires Mobility, Speed. As a swift action you can move up to half your movement speed without provoking attacks of opportunity.
Troll Slayer-Requires Find Weakness. Regeneration and Fast Healing of a favored enemy you hit is reduced by your favored enemy bonus on any round you hit them. Additionally you deal lethal damage even to favored enemies with regeneration.
Unbreakable-Requires Favored Defense. You gain immunity to critical hits made by a favored enemy.
Venom Immunity-Requires Resilient(Fortitude). You are immune to all poisons inflicted by a favored enemy.
Requires 15th level
Blindsight-Requires Blindsense. You gain Blindsight with a range of 5 times your favored enemy bonus. Your Blindsense range is doubled.
Boundless Will-Requires Resilient(Will). You are immune to mind-affecting effects caused by a favored enemy.
Dervish-Requires Skirmisher. When making a full attack, you may move up to 10ft between each attack you make. This movement may not exceed twice your normal movement speed.
Fortified Body-Requires Resilient(Fortitude). You are immune to ability damage, ability drain, negative levels, and death effects caused by a favored enemy.
Hide in Plain Sight-Requires Camouflage. While in any sort of natural terrain, you can use the Hide skill even while being observed.
Swift Tracker(Ex)
A 1st level ranger gains Track as a bonus feat. A ranger can move at half her normal speed while following tracks without taking the normal -5 penalty. She takes only a -10 penalty (instead of the normal -20) when moving at twice her normal speed while tracking.
Combat Style
At 2nd level, the Ranger must select one combat style. This choice affects the character's class features, but does not restrict her selection of feats or special abilities in any way. A ranger may choose from one of the following combat styles:
Spellcasting
Wild Shape
Beast Mastery
Weapon Master
Spellcasting
A Ranger who picks the Spellcasting Combat Style gains divine spellcasting progression as detailed in the chart below. The Ranger may spontaneously cast any spell from the Ranger spell list. Spell Save DCs and Bonus Spell Slots are based off the Ranger's Wisdom modifier. The Ranger's caster level is equal to her class level.
A Ranger's 0th level spell list is-Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, and Virtue.
A Ranger's 5th level spell list is-Animal Growth, Death Ward, Find the Path, Ironwood, Move Earth, Stone Tell, Stoneskin, Summon Nature's Ally 5, Transport via Plants, True Seeing, Wall of Thorns.
Spell Progression:
Level 0th 1st 2nd 3rd 4th 5th
1 - - - - - -
2 2 - - - - -
3 3 - - - - -
4 4 - - - - -
5 4 2 - - - -
6 5 3 - - - -
7 5 4 - - - -
8 6 4 2 - - -
9 6 5 3 - - -
10 6 5 4 - - -
11 6 6 4 2 - -
12 6 6 5 3 - -
13 6 6 5 4 - -
14 6 6 6 4 2 -
15 6 6 6 5 3 -
16 6 6 6 5 4 -
17 6 6 6 6 4 2
18 6 6 6 6 5 3
19 6 6 6 6 5 4
20 6 6 6 6 6 5
Wildshape(Su)
A Ranger who picks with Wildshape combat style gains the ability to turn herself into any small or medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per ranger level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.
Any gear worn or carried by the ranger melds into the new form and becomes nonfunctional. When the ranger reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the ranger's feet.
The form chosen must be that of an animal the ranger is familiar with, and the new form's hit dice can not exceed the ranger's class level.
A ranger loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A ranger can use this ability 1 additional time per day at 5th, and every 3 levels thereafter. In addition, she gains the ability to Wildshape into a wider variety of forms as she levels up.
Beast Master(Ex)
A ranger who picks the Beast Master combat style gains an Animal Companion. At 2nd level, she may attract an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on her adventures as appropriate for its kind.
The Ranger's animal companion advances in a similar manner to a Druid's, including the ability to swap the companion for a more powerful animal at high levels. A Ranger's effective druid level when determining her Animal Companion's capabilities is her ranger level.
Weapon Master(Ex)
A Ranger who picks the Weapon Master combat style puts all of their focus on martial combat, pushing themselves to excel completely both in melee and at a range.
A 2nd level Ranger with the Weapon Master combat style gains Improved Toughness, Two Weapon Fighting and Rapid Shot as bonus feats, even if they do not meet the prerequisites for those feats.
Woodland Stride(Ex)
Starting at 4th level, a ranger may move through any sort of natural terrain (such as natural thorns, undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, terrain that is enchanted or magically manipulated to impede motion still affect her.
Additionally, at this level the ranger leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
At 10th level, this benefit applies even when dealing with magically manipulated environments (such as the Entangle Spell or Wall of Thorns).
Combat Style II
At 5th level the Ranger improves in their chosen combat style. The improvement gained depends on the combat style chosen at second level, as described below.
Spellcasting Style
Choose one 1st level or lower spell from the Druid Spell list and add it to your spell list.
Wildshape Style
A 5th level Ranger may Wildshape into a large creature.
Beastmaster Ranger
At 5th level, a ranger may share her Quarry bonus and a single favored enemy ability with her animal companion. She may switch the favored enemy ability shared with her companion as a full round action.
Weaponmaster Ranger
A 5th level Ranger attacking her Quarry gains +1d6 damage for every point of damage gained from her Quarry, instead of the normal +1. On a critical strike, each d6 increases to 1d10, rerolling results lower than her weapon's critical strike multiplier.
Seasoned Explorer(Ex)
A 7th level Ranger's capability at traversing the Wild is greatly improved. She gains the following abilities:
Her overland movement speed is doubled, and she ignores any negative modifiers from terrain. If she is riding a mount, that mount's Overland movement is doubled.
She may enable up to half her ranger level in additional creatures to match her speed in overland travel.
She only takes a swift action to find tracks with a survival check, and may follow tracks that have been found without slowing her normal overland movement speed.
She may use Survival to gain a +4 bonus to saves against severe weather while still moving at her full overland movement speed.
She may take 10 on a Survival, Knowledge(Nature), or Knowledge(Geography) check, even if stress and distractions would normally prevent the character from doing so.
Combat Style III
At 8th level the Ranger improves in their chosen combat style. The improvement gained depends on the combat style chosen at second level, as described below.
Spellcasting Style
Choose one 2nd level or lower spell from the Druid Spell list and add it to your spell list.
Wildshape Style
A 8th level Ranger may Wildshape into a tiny creature.
Beastmaster Ranger
At 8th level, a Ranger may choose to either gain an extra animal companion, reducing her effective druid level for both companions by 2, or keep a single animal companion and raise her effective level for that companion by 2.
Weaponmaster Ranger
An 8th level Ranger gains Improved Two Weapon Fighting and Improved Rapid Shot as bonus feats.
Track the Supernatural(Su)
A 10th level Ranger can track even foes using supernatural means to evade her. If the Ranger uses survival to attempt to track an opponent who has teleported away, she can trace the destination of the creature's teleport. She is able to judge the distance and direction teleported, enabling her to follow normally. Tracking a creature in this way requires a survival check with a DC of 25. This DC is increased by 10 if the creature being tracked is under the effect of any effects that block divination. A teleport spell that was cast more than 6 hours per ranger level earlier may not be traced in this manner.
If successful, the Ranger can additionally make a Knowledge(Geography) check with a DC of 25 to describe the destination well enough for a caster to teleport to the destination as though it had been "seen casually".
Combat Style IV
At 11th level the Ranger improves in their chosen combat style. The improvement gained depends on the combat style chosen at second level, as described below.
Spellcasting Style
Choose one 3rd level or lower spell from the Druid Spell list and add it to your spell list.
Wildshape Style
An 11th level Ranger may Wildshape into creatures with the Plant or Vermin types.
Beastmaster Ranger
If the ranger's animal companions are flanking with any creature, and the ranger attacks the flanked creature with a ranged attack, the Ranger is considered as flanking with the animal companion until the start of her next round. If the Ranger flanks with an animal companion in melee, both the Ranger and flanking animal companion increase the flanking to-hit bonus by +2.
Weaponmaster Ranger
An 11th level Ranger gains Greater Manyshot and Greater Two-Weapon Fighting as bonus feats.
Follow Teleport(Su)
A 13th level Ranger who successfully tracks a creature using her Track Supernatural ability can make a DC30 survival check to manipulate the residual magic from the teleport, allowing her to follow along to the teleport's destination as a full round action. The Ranger may bring along one willing creature per 3 Ranger levels with her when following a teleport in this manner.
Combat Style V
At 14th level the Ranger improves in their chosen combat style. The improvement gained depends on the combat style chosen at second level, as described below.
Spellcasting Style
Choose one 4th level or lower spell from the Druid Spell list and add it to your spell list.
Wildshape Style
A 14th level Ranger may now Wildshape into a Huge or Tiny creature.
Beastmaster Ranger
While flanking with her animal companion, both the ranger and her companion may add the Ranger's wisdom bonus to damage rolls.
Weaponmaster Ranger
Once per round, when the Ranger misses an attack or fails a miss chance check, the Ranger may reroll the failed roll. He must accept the second result even if it is worse.
Planar Adaptation(Ex)
A ranger of 16th level or higher treats any planar environment as natural terrain. Additionally, the ranger is immune to any harmful environmental effects of a plane he visits, including gaining Energy Resistance 15 against the energy type of an elemental plane he is currently on. For example a Ranger visiting the Elemental plane of Fire would gain Fire Resistance 15. This energy resistance stacks with any existing energy resistances.
Combat Style VI
At 17th level the Ranger improves in their chosen combat style. The improvement gained depends on the combat style chosen at second level, as described below.
Spellcasting Style
Choose one 5th level or lower spell from the Druid Spell list and add it to your spell list.
Wildshape Style
A 17th level Ranger may Wildshape into a creature with the Elemental type.
Beastmaster Ranger
At 17th level, a Ranger may again choose to either gain an extra animal companion or empower the companion(s) she already has. If she choses to attract another animal companion, her effective druid level for all animal companions is treated as 2 lower. If she choses to empower her companion(s), her effective druid level is increased by 2.
Weaponmaster Ranger
A 17th level Ranger may make an additional attack at her highest bonus as a part of a full attack.
Extraplanar Hunter(Ex)
A Ranger of 19th level can not be stopped once on the trail of a creature. With a DC35 Survival check, she may track a creature even across planar boundaries. If the tracked creature has any active effects that block divination, the DC of this is increased by 10. A Ranger who succeeds on the check automatically knows exactly which plane their target has moved to, and where on that plane they are.
Additionally, when tracking a creature that has traveled to another plane by any means, the Ranger is able to utilize her skill combined with residual magic to follow if desired. The ranger must be following within 6 hours per ranger level of when the tracked individual shifted planes for this ability to work.
Combat Style Mastery
At 20th level the Ranger improves in their chosen combat style. The improvement gained depends on the combat style chosen at second level, as described below.
Spellcasting Style
Choose one 6th level Druid spell, and add it to your Ranger spell list as a 5th level spell.
Wildshape Style
A 20th level Ranger may Wildshape into a Gargantuan or Fine creature.
Beastmaster Ranger
At 20th level, any time the Ranger takes a move action to move or make a charge attack, her animal companions may use an immediate action to move up to half their movement speed, and once per round when she attacks a creature threatened by her animal companions, it causes the creature to provoke an attack of opportunity from her companions.
Weaponmaster Ranger
Any weapon wielded by the ranger has its crit threat range and multiplier both increased by 1. This threat range increase does stack with effects such as Keen.
https://wrathofzombie.files.wordpress.com/2014/09/undead-slayer-2.png?w=490&h=572
Hit Die: D8
Skill Points: 6+int mod (x4 at 1st level)
Class Skills Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge(Dungeoneering) (Int), Knowledge(Geography) (Int), Knowledge(Local) (Int), Knowledge(Nature) (Int), Knowledge(Religion) (Int), Knowledge(Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot(Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
LevelBABFortRefWillSpecial
1st +1 +2 +2 +0 Hunter's Quarry, Swift Tracker, Favored Enemy +2
2nd +2 +3 +3 +0 Combat Style
3rd +3 +3 +3 +1 Favored Enemy Ability
4th +4 +4 +4 +1 Woodland Stride
5th +5 +4 +4 +1 Combat Style II, Favored Enemy +4
6th +6 +5 +5 +2 Favored Enemy Ability
7th +7 +5 +5 +2 Seasoned Explorer
8th +8 +6 +6 +2 Combat Style III
9th +9 +6 +6 +3 Favored Enemy Ability
10th +10 +7 +7 +3 Track the Supernatural, Favored Enemy +6
11th +11 +7 +7 +3 Combat Style IV
12th +12 +8 +8 +4 Favored Enemy Ability
13th +13 +8 +8 +4 Follow Teleport
14th +14 +9 +9 +4 Combat Style V
15th +15 +9 +9 +5 Favored Enemy Ability, Favored Enemy +8
16th +16 +10 +10 +5 Planar Adaptation
17th +17 +10 +10 +5 Combat Style VI
18th +18 +11 +11 +6 Favored Enemy Ability
19th +19 +11 +11 +6 Extraplanar Hunter
20th +20 +12 +12 +6 Favored Enemy +10, Combat Style Mastery, Favored Enemy Ability
Weapon and Armor Proficiencies
A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Hunter's Quarry
A Ranger uses her knowledge of her quarry to enhance her effectiveness in combat. As a swift action on her turn, the Ranger may select one creature type, this creature type becomes her Quarry. The Ranger makes a modified Knowledge check called a Quarry check. This Quarry check is 1d20 modified by the character's ranks in the appropriate knowledge skill, her favored enemy bonus (if applicable), and her Wisdom modifier. The ranger gains an insight bonus to hit and damage rolls made against her Quarry, as detailed in the chart below.
A Ranger may have only one Quarry at a time. At any time the Ranger may use a Swift action to change her Quarry to a new creature type. The Ranger may not use a swift action to reroll her knowledge check to determine her Quarry bonus.
Result Hit BonusDamage Bonus
0-9 +0 +0
5-9 +0 +1
10-14 +1 +2
15-19 +1 +3
20-24 +2 +4
25-29 +2 +5
30 +3 +6
Increase check by +5 - Increase Bonus by +1
Favored Enemy (Ex)
At 1st level, a ranger may select one category of knowledge skills used to identify creatures(Arcana, Dungeoneering, Local, Nature, Religion, Planes). The Ranger gains a +2 bonus to Quarry Checks associated with that Knowledge Skill.
Starting at 3rd level, every 3 levels thereafter, and level 20, the Ranger gains Favored Enemy abilities, which provide additional advantages when dealing with her favored enemies. These abilities are chosen from the list below. Unless otherwise stated, a Favored Enemy Ability may be taken only once.
At 5th level, and every 5 levels thereafter, the Ranger's favored enemy bonus increases by +2, and the Ranger chooses one additional Knowledge Category to extend her Favored Enemy bonus to. So at 20th level a Ranger has a +10 Favored Enemy bonus that applies to 5 different categories of creatures.
Always Available
Deadly Strike-Gain a bonus to critical confirmation rolls equal to your favored Enemy Bonus when fighting favored enemies.
Energy Resistance-Gain energy resistance equal to twice your favored enemy bonus to one energy type. This ability may be taken multiple times. Each time the bonus applies to a different favored enemy.
Favored Defense-You Gain DRX/- against attacks from Favored Enemies, where X is your Favored Enemy bonus.
Find Weakness-You ignore up to twice your favored enemy bonus in Damage Reduction when dealing damage to a favored enemy.
Irresistible-When casting a spell on a favored enemy, the save DC of the spell is increased by 1/2 your favored enemy bonus.
Maneuver Expertise-When using a combat maneuver (Trip, Bull Rush, Disarm, etc) against a favored enemy, you gain a bonus on the check equal to your Favored Enemy modifier.
Minion Cleaver-You gain an additional number of attacks of opportunity each round equal to your favored enemy bonus.
Mobility-Gain a bonus equal to your favored enemy bonus to your armor class against attacks of opportunity that you provoke from your favored enemies. For every attack of opportunity from a favored enemy that misses you, you may increase your base move speed by 5ft until the end of your turn.
Opportunist-When making an attack against a favored enemy, you gain a bonus to your to-hit roll equal to your favored enemy bonus.
Resist Spells-You gain Spell Resistance 5+favored enemy bonus+character level against all spells and spell like abilities cast by a favored enemy.
Resilient-Pick one type of saving throw (Fort, Ref, Will). You gain your favored enemy bonus to that type of saving throws invoked by a favored enemy. This ability may be taken multiple times, each time providing its bonus to a different saving throw.
Skill Mastery-You add your favored enemy bonus to Bluff, Hide, Intimidate, Listen, Move Silently, Sense Motive, Spot, and Survival checks against your favored enemies.
Speed-You gain a bonus to your base land speed equal to 5ft per 2 points of favored enemy bonus. (So 5ft at +2, 10ft at +4, and so on).
Sniper-When you attack a favored enemy with a ranged weapon, reduce your range increment penalties by up to your favored enemy bonus.
Spell Penetration-Your spells gain a bonus equal to your favored enemy bonus to bypass spell resistance against favored enemies.
Tunnel Fighter-You ignore penalties for squeezing. When you have a wall adjacent to you on two or more sides, you gain a bonus to your AC equal to your favored enemy bonus.
Requires 9th level
Blindsense-You gain blindsense with a range of 5 times your favored enemy bonus.
Camouflage-You can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Energy Immunity-Requires Energy Resistance. Choose one type of energy that you have resistance to through a favored enemy ability. You gain immunity to that energy type.
Mountain Crasher-Requires Maneuver Expertise. When using a combat maneuver against a favored enemy, that enemy does not get the benefit of their size modifier (if positive).
Skirmisher-Requires Mobility, Speed. As a swift action you can move up to half your movement speed without provoking attacks of opportunity.
Troll Slayer-Requires Find Weakness. Regeneration and Fast Healing of a favored enemy you hit is reduced by your favored enemy bonus on any round you hit them. Additionally you deal lethal damage even to favored enemies with regeneration.
Unbreakable-Requires Favored Defense. You gain immunity to critical hits made by a favored enemy.
Venom Immunity-Requires Resilient(Fortitude). You are immune to all poisons inflicted by a favored enemy.
Requires 15th level
Blindsight-Requires Blindsense. You gain Blindsight with a range of 5 times your favored enemy bonus. Your Blindsense range is doubled.
Boundless Will-Requires Resilient(Will). You are immune to mind-affecting effects caused by a favored enemy.
Dervish-Requires Skirmisher. When making a full attack, you may move up to 10ft between each attack you make. This movement may not exceed twice your normal movement speed.
Fortified Body-Requires Resilient(Fortitude). You are immune to ability damage, ability drain, negative levels, and death effects caused by a favored enemy.
Hide in Plain Sight-Requires Camouflage. While in any sort of natural terrain, you can use the Hide skill even while being observed.
Swift Tracker(Ex)
A 1st level ranger gains Track as a bonus feat. A ranger can move at half her normal speed while following tracks without taking the normal -5 penalty. She takes only a -10 penalty (instead of the normal -20) when moving at twice her normal speed while tracking.
Combat Style
At 2nd level, the Ranger must select one combat style. This choice affects the character's class features, but does not restrict her selection of feats or special abilities in any way. A ranger may choose from one of the following combat styles:
Spellcasting
Wild Shape
Beast Mastery
Weapon Master
Spellcasting
A Ranger who picks the Spellcasting Combat Style gains divine spellcasting progression as detailed in the chart below. The Ranger may spontaneously cast any spell from the Ranger spell list. Spell Save DCs and Bonus Spell Slots are based off the Ranger's Wisdom modifier. The Ranger's caster level is equal to her class level.
A Ranger's 0th level spell list is-Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, and Virtue.
A Ranger's 5th level spell list is-Animal Growth, Death Ward, Find the Path, Ironwood, Move Earth, Stone Tell, Stoneskin, Summon Nature's Ally 5, Transport via Plants, True Seeing, Wall of Thorns.
Spell Progression:
Level 0th 1st 2nd 3rd 4th 5th
1 - - - - - -
2 2 - - - - -
3 3 - - - - -
4 4 - - - - -
5 4 2 - - - -
6 5 3 - - - -
7 5 4 - - - -
8 6 4 2 - - -
9 6 5 3 - - -
10 6 5 4 - - -
11 6 6 4 2 - -
12 6 6 5 3 - -
13 6 6 5 4 - -
14 6 6 6 4 2 -
15 6 6 6 5 3 -
16 6 6 6 5 4 -
17 6 6 6 6 4 2
18 6 6 6 6 5 3
19 6 6 6 6 5 4
20 6 6 6 6 6 5
Wildshape(Su)
A Ranger who picks with Wildshape combat style gains the ability to turn herself into any small or medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per ranger level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.
Any gear worn or carried by the ranger melds into the new form and becomes nonfunctional. When the ranger reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the ranger's feet.
The form chosen must be that of an animal the ranger is familiar with, and the new form's hit dice can not exceed the ranger's class level.
A ranger loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A ranger can use this ability 1 additional time per day at 5th, and every 3 levels thereafter. In addition, she gains the ability to Wildshape into a wider variety of forms as she levels up.
Beast Master(Ex)
A ranger who picks the Beast Master combat style gains an Animal Companion. At 2nd level, she may attract an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on her adventures as appropriate for its kind.
The Ranger's animal companion advances in a similar manner to a Druid's, including the ability to swap the companion for a more powerful animal at high levels. A Ranger's effective druid level when determining her Animal Companion's capabilities is her ranger level.
Weapon Master(Ex)
A Ranger who picks the Weapon Master combat style puts all of their focus on martial combat, pushing themselves to excel completely both in melee and at a range.
A 2nd level Ranger with the Weapon Master combat style gains Improved Toughness, Two Weapon Fighting and Rapid Shot as bonus feats, even if they do not meet the prerequisites for those feats.
Woodland Stride(Ex)
Starting at 4th level, a ranger may move through any sort of natural terrain (such as natural thorns, undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, terrain that is enchanted or magically manipulated to impede motion still affect her.
Additionally, at this level the ranger leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
At 10th level, this benefit applies even when dealing with magically manipulated environments (such as the Entangle Spell or Wall of Thorns).
Combat Style II
At 5th level the Ranger improves in their chosen combat style. The improvement gained depends on the combat style chosen at second level, as described below.
Spellcasting Style
Choose one 1st level or lower spell from the Druid Spell list and add it to your spell list.
Wildshape Style
A 5th level Ranger may Wildshape into a large creature.
Beastmaster Ranger
At 5th level, a ranger may share her Quarry bonus and a single favored enemy ability with her animal companion. She may switch the favored enemy ability shared with her companion as a full round action.
Weaponmaster Ranger
A 5th level Ranger attacking her Quarry gains +1d6 damage for every point of damage gained from her Quarry, instead of the normal +1. On a critical strike, each d6 increases to 1d10, rerolling results lower than her weapon's critical strike multiplier.
Seasoned Explorer(Ex)
A 7th level Ranger's capability at traversing the Wild is greatly improved. She gains the following abilities:
Her overland movement speed is doubled, and she ignores any negative modifiers from terrain. If she is riding a mount, that mount's Overland movement is doubled.
She may enable up to half her ranger level in additional creatures to match her speed in overland travel.
She only takes a swift action to find tracks with a survival check, and may follow tracks that have been found without slowing her normal overland movement speed.
She may use Survival to gain a +4 bonus to saves against severe weather while still moving at her full overland movement speed.
She may take 10 on a Survival, Knowledge(Nature), or Knowledge(Geography) check, even if stress and distractions would normally prevent the character from doing so.
Combat Style III
At 8th level the Ranger improves in their chosen combat style. The improvement gained depends on the combat style chosen at second level, as described below.
Spellcasting Style
Choose one 2nd level or lower spell from the Druid Spell list and add it to your spell list.
Wildshape Style
A 8th level Ranger may Wildshape into a tiny creature.
Beastmaster Ranger
At 8th level, a Ranger may choose to either gain an extra animal companion, reducing her effective druid level for both companions by 2, or keep a single animal companion and raise her effective level for that companion by 2.
Weaponmaster Ranger
An 8th level Ranger gains Improved Two Weapon Fighting and Improved Rapid Shot as bonus feats.
Track the Supernatural(Su)
A 10th level Ranger can track even foes using supernatural means to evade her. If the Ranger uses survival to attempt to track an opponent who has teleported away, she can trace the destination of the creature's teleport. She is able to judge the distance and direction teleported, enabling her to follow normally. Tracking a creature in this way requires a survival check with a DC of 25. This DC is increased by 10 if the creature being tracked is under the effect of any effects that block divination. A teleport spell that was cast more than 6 hours per ranger level earlier may not be traced in this manner.
If successful, the Ranger can additionally make a Knowledge(Geography) check with a DC of 25 to describe the destination well enough for a caster to teleport to the destination as though it had been "seen casually".
Combat Style IV
At 11th level the Ranger improves in their chosen combat style. The improvement gained depends on the combat style chosen at second level, as described below.
Spellcasting Style
Choose one 3rd level or lower spell from the Druid Spell list and add it to your spell list.
Wildshape Style
An 11th level Ranger may Wildshape into creatures with the Plant or Vermin types.
Beastmaster Ranger
If the ranger's animal companions are flanking with any creature, and the ranger attacks the flanked creature with a ranged attack, the Ranger is considered as flanking with the animal companion until the start of her next round. If the Ranger flanks with an animal companion in melee, both the Ranger and flanking animal companion increase the flanking to-hit bonus by +2.
Weaponmaster Ranger
An 11th level Ranger gains Greater Manyshot and Greater Two-Weapon Fighting as bonus feats.
Follow Teleport(Su)
A 13th level Ranger who successfully tracks a creature using her Track Supernatural ability can make a DC30 survival check to manipulate the residual magic from the teleport, allowing her to follow along to the teleport's destination as a full round action. The Ranger may bring along one willing creature per 3 Ranger levels with her when following a teleport in this manner.
Combat Style V
At 14th level the Ranger improves in their chosen combat style. The improvement gained depends on the combat style chosen at second level, as described below.
Spellcasting Style
Choose one 4th level or lower spell from the Druid Spell list and add it to your spell list.
Wildshape Style
A 14th level Ranger may now Wildshape into a Huge or Tiny creature.
Beastmaster Ranger
While flanking with her animal companion, both the ranger and her companion may add the Ranger's wisdom bonus to damage rolls.
Weaponmaster Ranger
Once per round, when the Ranger misses an attack or fails a miss chance check, the Ranger may reroll the failed roll. He must accept the second result even if it is worse.
Planar Adaptation(Ex)
A ranger of 16th level or higher treats any planar environment as natural terrain. Additionally, the ranger is immune to any harmful environmental effects of a plane he visits, including gaining Energy Resistance 15 against the energy type of an elemental plane he is currently on. For example a Ranger visiting the Elemental plane of Fire would gain Fire Resistance 15. This energy resistance stacks with any existing energy resistances.
Combat Style VI
At 17th level the Ranger improves in their chosen combat style. The improvement gained depends on the combat style chosen at second level, as described below.
Spellcasting Style
Choose one 5th level or lower spell from the Druid Spell list and add it to your spell list.
Wildshape Style
A 17th level Ranger may Wildshape into a creature with the Elemental type.
Beastmaster Ranger
At 17th level, a Ranger may again choose to either gain an extra animal companion or empower the companion(s) she already has. If she choses to attract another animal companion, her effective druid level for all animal companions is treated as 2 lower. If she choses to empower her companion(s), her effective druid level is increased by 2.
Weaponmaster Ranger
A 17th level Ranger may make an additional attack at her highest bonus as a part of a full attack.
Extraplanar Hunter(Ex)
A Ranger of 19th level can not be stopped once on the trail of a creature. With a DC35 Survival check, she may track a creature even across planar boundaries. If the tracked creature has any active effects that block divination, the DC of this is increased by 10. A Ranger who succeeds on the check automatically knows exactly which plane their target has moved to, and where on that plane they are.
Additionally, when tracking a creature that has traveled to another plane by any means, the Ranger is able to utilize her skill combined with residual magic to follow if desired. The ranger must be following within 6 hours per ranger level of when the tracked individual shifted planes for this ability to work.
Combat Style Mastery
At 20th level the Ranger improves in their chosen combat style. The improvement gained depends on the combat style chosen at second level, as described below.
Spellcasting Style
Choose one 6th level Druid spell, and add it to your Ranger spell list as a 5th level spell.
Wildshape Style
A 20th level Ranger may Wildshape into a Gargantuan or Fine creature.
Beastmaster Ranger
At 20th level, any time the Ranger takes a move action to move or make a charge attack, her animal companions may use an immediate action to move up to half their movement speed, and once per round when she attacks a creature threatened by her animal companions, it causes the creature to provoke an attack of opportunity from her companions.
Weaponmaster Ranger
Any weapon wielded by the ranger has its crit threat range and multiplier both increased by 1. This threat range increase does stack with effects such as Keen.