rferries
2017-08-14, 06:08 AM
Ranger
https://i.imgur.com/etqvb1Z.jpg
"They say he walks on two legs, but dreams of howling at the moon and the taste of fresh blood. More beast than man, that one..."
Alignment
Any.
Hit Die
d10.
Class Skills
The rangers class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana/dungeoneering/geography/local/nature/the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Cha), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Table: The Ranger
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells per Day
Spells Known
0th
1st
2nd
3rd
4th
5th
6th
0th
1st
2nd
3rd
4th
5th
6th
1st
+1
+2
+2
+0
Bonus Feat, Favoured Environment (one) +2,
Wild Empathy
2
4
2nd
+2
+3
+3
+0
Nature's Insight
3
5
21
3rd
+3
+3
+3
+1
Animal Companion, Sneak Attack +1d6,
Trap Sense +1
3
1
6
3
4th
+4
+4
+4
+1
Fast Movement, Uncanny Dodge
3
2
6
3
21
5th
+5
+4
+4
+1
Bonus Feat, Favoured Environment (two) +4
3
3
1
6
4
3
6th
+6/+1
+5
+5
+2
Nature's Wisdom +2, Sneak Attack +2d6,
Trap Sense +2
3
3
2
6
4
3
7th
+7/+2
+5
+5
+2
Survivalist
3
3
2
6
4
4
21
8th
+8/+3
+6
+6
+2
Improved Uncanny Dodge
3
3
3
1
6
4
4
3
9th
+9/+4
+6
+6
+3
Evasion, Hardiness, Sneak Attack +3d6,
Trap Sense +3
3
3
3
2
6
4
4
3
10th
+10/+5
+7
+7
+3
Bonus Feat, Favoured Environment (three) +6
3
3
3
2
6
4
4
4
21
11th
+11/+6/+1
+7
+7
+3
Lycanthrope's Armour
3
3
3
3
1
6
4
4
4
3
12th
+12/+7/+2
+8
+8
+4
Nature's wisdom +4, Sneak Attack +4d6,
Trap Sense +4
3
3
3
3
2
6
4
4
4
3
13th
+13/+8/+3
+8
+8
+4
True Survivalist
3
3
3
3
2
6
4
4
4
4
21
14th
+14/+9/+4
+9
+9
+4
Hunter-Killer, Improved Evasion
4
3
3
3
3
1
6
4
4
4
4
3
15th
+15/+10/+5
+9
+9
+5
Bonus Feat, Favoured Environment (four) +8,
Sneak Attack +5d6, Trap Sense +5
4
4
3
3
3
2
6
4
4
4
4
3
16th
+16/+11/+6/+1
+10
+10
+5
4
4
4
3
3
2
6
5
4
4
4
4
21
17th
+17/+12/+7/+2
+10
+10
+5
4
4
4
4
3
3
1
6
5
5
4
4
4
3
18th
+18/+13/+8/+3
+11
+11
+6
Nature's wisdom +6, Sneak Attack +6d6,
Trap Sense +6
4
4
4
4
4
3
2
6
5
5
5
4
4
3
19th
+19/+14/+9/+4
+11
+11
+6
4
4
4
4
4
4
3
6
5
5
5
5
4
4
20th
+20/+15/+10/+5
+12
+12
+6
Apex Predator, Bonus Feat, Favoured Environment (five) +10
4
4
4
4
4
4
4
6
5
5
5
5
5
4
1. Provided the ranger has a high enough Wisdom score to have a bonus spell of this level.
Class Features
All of the following are class features of the ranger.
Weapon and Armor Proficiency
Rangers are proficient with all simple and martial weapons plus bolas and nets, with all light and medium armor, and with shields (excluding tower shields).
Spells
A ranger casts divine spells, which are drawn from the druid spell list and the Air, Animal, Earth, Fire, Plant, Scalykind, Sun, Travel, Trickery, Water, and Weather domains. He can cast any spell she knows without preparing it ahead of time. To learn 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 rangers spell is 10 + the spell level + the rangers Wisdom modifier. A ranger must provide a divine focus for spells as necessary.
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.
The rangers selection of spells is extremely limited. A ranger begins play knowing four 0-level spells of your choice. At most new ranger levels, he gains one or more new spells, as indicated on Table: The Ranger. (Unlike spells per day, the number of spells a ranger knows is not affected by his Wisdom score; the numbers on Table: The Ranger are fixed.)
Upon reaching 5th level, and at every third ranger level after that (8th, 11th, and so on), a ranger can choose to learn a new spell in place of one he already knows. In effect, the ranger "loses" the old spell in exchange for the new one. The new spells level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level ranger spell the ranger can cast. A ranger may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, a ranger need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spells level. However, rangers meditate or pray for their spell slots. Each ranger must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a ranger can prepare spells.
Bonus Feats
At 1st level, a ranger gets a bonus ranger-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The ranger gains an additional bonus feat at 5th level and every five ranger levels thereafter (10th, 15th, and 20th). These bonus feats must be drawn from the feats listed below. A ranger must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A ranger is not limited to the list of ranger bonus feats when choosing these feats.
Additionally, ranger levels count as fighter levels for the prerequisites of the Greater Weapon Focus, Greater Weapon Specialisation, and Weapon Specialisation feats.
Ranger Bonus Feat List
Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Augment Summoning1, Blind-Fight, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Endurance, Eschew Materials, Exotic Weapon Proficiency, Far Shot, Great Fortitude, Greater Two-Weapon Fighting, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Precise Shot, Improved Trip, Improved Two-Weapon Fighting, Investigator, Iron Will, Lightning Reflexes, Manyshot, Mobility, Mounted Combat, Natural Spell2, Negotiator, Persuasive, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Ride-By Attack, Run, Self-Sufficient, Shot on the Run, Spirited Charge, Spring Attack, Stealthy, Track3, Weapon Finesse4, Whirlwind, and Urban Tracking (http://dndsrd.net/unearthedCoreClass.html#urban-tracking)5 as bonus feats.
1The benefits of this feat also apply to the ranger's animal companion.
2The benefits of this feat apply to all polymorph effects the ranger uses on himself.
3A ranger can move at his normal speed while following tracks without taking the normal 5 penalty. He takes only a 10 penalty (instead of the normal 20) when moving at up to twice normal speed while tracking.
4A ranger may apply the benefits of this feat to scimitars.:smallcool:
5A ranger may make a Gather Information check for his Urban Tracking feat every half hour without taking the normal -5 penalty.
Additionally, the ranger gains access to particularly powerful feats, listed below as ranger epic feats. The ranger may select these feats whenever he could select a normal feat or a ranger bonus feat. When selecting a feat from the list of ranger epic feats, a ranger ignores all feat prerequisites except for other feats (for example, a ranger that wants to select Legendary Tracker need not have a particular Wisdom score or ranks in any skills but must have the Track feat).
Ranger Epic Feats
Bane of Enemies1, Damage Reduction, Death of Enemies1, Distant Shot, Epic Endurance, Epic Fortitude, Epic Reflexes, Epic Speed, Epic Will, Fast Healing, Improved Manyshot, Improved Whirlwind Attack, Instant Reload, Legendary Climber, Legendary Leaper, Legendary Rider, Legendary Tracker, Magical Beast Companion, Perfect Two-Weapon Fighting, Polyglot, Self-Concealment, Storm of Throws, Superior Initiative, Swarm of Arrows, Uncanny Accuracy,
1These feats apply to creatures native to the ranger's favoured environments, rather than to favoured enemies.
Favoured Environment (Ex)
At 1st level, a ranger may select a natural environment from among those given on Table: Ranger Favoured Environments. Due to the ranger's experience in that environment, he gains a +2 insight bonus on skill checks made in that environment. He gains this bonus on skill checks made against or dealing with creatures native to that environment even if he encounters those creatures outside that environment1. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favoured environment from those given on the table and the value of the insight bonuses increases by +2.
1Most humanoids are considered native to urban environments.
A ranger enjoys several other benefits corresponding to his favoured environments, as listed below.
Hide in Plain Sight
A ranger can always use the Hide skill in his favoured environments, even if the terrain doesnt grant cover or concealment and even while he is being observed.
Resist the Wild's Power
A ranger gains the favoured environment insight bonus on saving throws against the special attacks (but not spells and feats) of any creature native to one of his favoured environments, even if him encounters those creatures outside those environments.
Trackless Step
A ranger leaves no trail in his favoured environments and cannot be tracked. He may choose to leave a trail if so desired.
Precision Attack
A ranger can score critical hits and make sneak attacks against creatures that would normally be immune by virtue of their type (constructs, oozes, plants, undead) or subtype (incorporeal creatures), provided they are native to one of his favoured environments.
The game master may rule that a ranger can't select an environment that he has never visited, or that the ranger does not gain the favoured environment bonus on certain skills. The game master may also rule that the ranger must have 4 ranks in the appropriate Knowledge skill (e.g. dungeoneering for underground, local for urban, etc.) to select a particular favoured environment.
Table: Ranger Favoured Environments
Environment
Examples
Aquatic
sea, ocean (on or under water)
Desert, cold
tundra
Desert, temperate or warm
badlands, sandy desert
Forest, cold or temperate
forest
Forest warm
jungle
Hills
rugged terrain up to 2,000 feet elevation
Marsh
bog, moor, swamp
Mountain
rugged terrain above 2,000 feet elevation
Plains
farmland, grassland, steppe, prairie
Planar1
inner planes, transitive planes, outer planes, demiplanes, etc.
Underground
dungeons, caverns
Urban
towns, cities
1If the ranger chooses planar, he must also choose a specific transitive (Astral, Ethereal, or Shadow) plane or otherwise choose a particular elemental (air, earth, fire, negative, positive, or water) or alignment (chaos, evil, good, law, or neutrality) planar trait. He gains favoured environment bonuses only with respect to that specific plane or planes with that trait, and against creatures native to either.
Wild Empathy (Ex)
A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his 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 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.
A ranger with at least 4 ranks in the appropriate Knowledge skill (e.g. Knowledge (dungeoneering) for oozes) can also use this ability to influence a creature with an Intelligence score of 1 or 2 or a mindless creature, but he takes a 4 penalty on the check unless the creature is native to one of his favoured environments.
Nature's Insight (Su)
At 2nd level, a ranger gains a bonus equal to his Wisdom bonus (minimum +1) on initiative checks, attack rolls, Knowledge checks, and his Armour Class.
Animal Companion (Ex)
At 3rd level, a ranger gains 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 may be added to the rangers list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
This ability functions like the druid ability of the same name. A ranger may select from the alternative lists of animal companions just as a druid can. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
At the game master's option a ranger with the planar favoured environment and the Magical Beast Companion ranger epic feat can select an appropriate extraplanar creature as an animal companion.
Sneak Attack
At 3rd level, if a ranger catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The rangers attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ranger flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the ranger score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a ranger can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual 4 penalty.
The ranger must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.
Trap Sense (Ex)
Starting at 3rd level, a ranger gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three ranger levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Fast Movement (Ex)
At 4th level, a ranger's land speed becomes faster than the norm for his race by +10 feet.
Uncanny Dodge (Ex)
At 4th level, a ranger retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a ranger already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Nature's Wisdom (Su)
Beginning at 6th level a ranger gains a +2 insight bonus to his Wisdom score. This bonus increases to +4 at 12th level, and +6 at 18th level.
Survivalist (Ex)
Starting at 7th level, a ranger may move through his favoured environments without being slowed or harmed by any natural hazards (such as undergrowth, quicksand, fumes from acid pools, the negative-dominant planar trait, etc.). However, areas that are enchanted or magically manipulated still affect him. At the game master's option a ranger that uses this ability to try to breathe acid or walk on molten lava is immediately transformed into a weasel.
You gain the terrain masteries and planar masteries (http://dndsrd.net/horizonWalker.html) appropriate to your favoured environments.
Improved Uncanny Dodge (Ex)
At 8th level and higher, a ranger can no longer be flanked. This defense denies a rogue the ability to sneak attack the ranger by flanking him, unless the attacker has at least four more rogue levels than the target has ranger levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Evasion (Ex)
At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light or medium armor or no armor. A helpless ranger does not gain the benefit of evasion.
Hardiness (Ex)
At 9th level, a ranger gains immunity to all diseases and poisons. He cannot be sickened or nauseated and is immune to fatigue and exhaustion.
Lycanthrope's Armour (Su)
At 11th level, a ranger gains damage reduction/silver equal to one-half his character level. He adds his Wisdom modifier (minimum +1) as a natural armour bonus to his Armour Class.
True Survivalist (Su)
At 13th level a ranger benefits from a constant freedom of movement effect, as the spell. He also gains spell resistance equal to his ranger level +5. This spell resistance automatically ignores beneficial or harmless spells, at his option.
Hunter-Killer (Su)
At 14th level, a ranger's attacks and spells automatically overcome the damage reduction, regeneration, and energy resistance of any creature native to one of his favoured environments. He may detect creatures native to his favoured environments as if by the locate creature spell, at will.
Improved Evasion (Ex)
At 14th level a ranger gains Improved Evasion. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.
Apex Predator (Su)
At 20th level, a ranger becomes the ultimate hunter. By spending 24 hours in meditation in an environment, he may gain that environment as a favoured environment (replacing one of his current favoured environments). While in one of his favoured environments, he may activate or suppress a constant greater invisibility effect at will, as the spell. He is treated as having the [native] subtype whenever it would be most advantageous to him. He may use find the path and shadow walk at will, as the spells. Finally, his natural weapons and any weapons he wields gain the dread (http://dndsrd.net/epicMagicItems.html) property against any creature native to one of his favoured environments (this property stacks with the benefits of the Bane of Enemies and Death of Enemies feats, for a total of a +6 enhancement bonus to attacks, +6d6 damage, and up to 2 Fortitude saves to avoid death).
https://i.imgur.com/etqvb1Z.jpg
"They say he walks on two legs, but dreams of howling at the moon and the taste of fresh blood. More beast than man, that one..."
Alignment
Any.
Hit Die
d10.
Class Skills
The rangers class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana/dungeoneering/geography/local/nature/the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Cha), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Table: The Ranger
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells per Day
Spells Known
0th
1st
2nd
3rd
4th
5th
6th
0th
1st
2nd
3rd
4th
5th
6th
1st
+1
+2
+2
+0
Bonus Feat, Favoured Environment (one) +2,
Wild Empathy
2
4
2nd
+2
+3
+3
+0
Nature's Insight
3
5
21
3rd
+3
+3
+3
+1
Animal Companion, Sneak Attack +1d6,
Trap Sense +1
3
1
6
3
4th
+4
+4
+4
+1
Fast Movement, Uncanny Dodge
3
2
6
3
21
5th
+5
+4
+4
+1
Bonus Feat, Favoured Environment (two) +4
3
3
1
6
4
3
6th
+6/+1
+5
+5
+2
Nature's Wisdom +2, Sneak Attack +2d6,
Trap Sense +2
3
3
2
6
4
3
7th
+7/+2
+5
+5
+2
Survivalist
3
3
2
6
4
4
21
8th
+8/+3
+6
+6
+2
Improved Uncanny Dodge
3
3
3
1
6
4
4
3
9th
+9/+4
+6
+6
+3
Evasion, Hardiness, Sneak Attack +3d6,
Trap Sense +3
3
3
3
2
6
4
4
3
10th
+10/+5
+7
+7
+3
Bonus Feat, Favoured Environment (three) +6
3
3
3
2
6
4
4
4
21
11th
+11/+6/+1
+7
+7
+3
Lycanthrope's Armour
3
3
3
3
1
6
4
4
4
3
12th
+12/+7/+2
+8
+8
+4
Nature's wisdom +4, Sneak Attack +4d6,
Trap Sense +4
3
3
3
3
2
6
4
4
4
3
13th
+13/+8/+3
+8
+8
+4
True Survivalist
3
3
3
3
2
6
4
4
4
4
21
14th
+14/+9/+4
+9
+9
+4
Hunter-Killer, Improved Evasion
4
3
3
3
3
1
6
4
4
4
4
3
15th
+15/+10/+5
+9
+9
+5
Bonus Feat, Favoured Environment (four) +8,
Sneak Attack +5d6, Trap Sense +5
4
4
3
3
3
2
6
4
4
4
4
3
16th
+16/+11/+6/+1
+10
+10
+5
4
4
4
3
3
2
6
5
4
4
4
4
21
17th
+17/+12/+7/+2
+10
+10
+5
4
4
4
4
3
3
1
6
5
5
4
4
4
3
18th
+18/+13/+8/+3
+11
+11
+6
Nature's wisdom +6, Sneak Attack +6d6,
Trap Sense +6
4
4
4
4
4
3
2
6
5
5
5
4
4
3
19th
+19/+14/+9/+4
+11
+11
+6
4
4
4
4
4
4
3
6
5
5
5
5
4
4
20th
+20/+15/+10/+5
+12
+12
+6
Apex Predator, Bonus Feat, Favoured Environment (five) +10
4
4
4
4
4
4
4
6
5
5
5
5
5
4
1. Provided the ranger has a high enough Wisdom score to have a bonus spell of this level.
Class Features
All of the following are class features of the ranger.
Weapon and Armor Proficiency
Rangers are proficient with all simple and martial weapons plus bolas and nets, with all light and medium armor, and with shields (excluding tower shields).
Spells
A ranger casts divine spells, which are drawn from the druid spell list and the Air, Animal, Earth, Fire, Plant, Scalykind, Sun, Travel, Trickery, Water, and Weather domains. He can cast any spell she knows without preparing it ahead of time. To learn 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 rangers spell is 10 + the spell level + the rangers Wisdom modifier. A ranger must provide a divine focus for spells as necessary.
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.
The rangers selection of spells is extremely limited. A ranger begins play knowing four 0-level spells of your choice. At most new ranger levels, he gains one or more new spells, as indicated on Table: The Ranger. (Unlike spells per day, the number of spells a ranger knows is not affected by his Wisdom score; the numbers on Table: The Ranger are fixed.)
Upon reaching 5th level, and at every third ranger level after that (8th, 11th, and so on), a ranger can choose to learn a new spell in place of one he already knows. In effect, the ranger "loses" the old spell in exchange for the new one. The new spells level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level ranger spell the ranger can cast. A ranger may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, a ranger need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spells level. However, rangers meditate or pray for their spell slots. Each ranger must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a ranger can prepare spells.
Bonus Feats
At 1st level, a ranger gets a bonus ranger-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The ranger gains an additional bonus feat at 5th level and every five ranger levels thereafter (10th, 15th, and 20th). These bonus feats must be drawn from the feats listed below. A ranger must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A ranger is not limited to the list of ranger bonus feats when choosing these feats.
Additionally, ranger levels count as fighter levels for the prerequisites of the Greater Weapon Focus, Greater Weapon Specialisation, and Weapon Specialisation feats.
Ranger Bonus Feat List
Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Augment Summoning1, Blind-Fight, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Endurance, Eschew Materials, Exotic Weapon Proficiency, Far Shot, Great Fortitude, Greater Two-Weapon Fighting, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Precise Shot, Improved Trip, Improved Two-Weapon Fighting, Investigator, Iron Will, Lightning Reflexes, Manyshot, Mobility, Mounted Combat, Natural Spell2, Negotiator, Persuasive, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Ride-By Attack, Run, Self-Sufficient, Shot on the Run, Spirited Charge, Spring Attack, Stealthy, Track3, Weapon Finesse4, Whirlwind, and Urban Tracking (http://dndsrd.net/unearthedCoreClass.html#urban-tracking)5 as bonus feats.
1The benefits of this feat also apply to the ranger's animal companion.
2The benefits of this feat apply to all polymorph effects the ranger uses on himself.
3A ranger can move at his normal speed while following tracks without taking the normal 5 penalty. He takes only a 10 penalty (instead of the normal 20) when moving at up to twice normal speed while tracking.
4A ranger may apply the benefits of this feat to scimitars.:smallcool:
5A ranger may make a Gather Information check for his Urban Tracking feat every half hour without taking the normal -5 penalty.
Additionally, the ranger gains access to particularly powerful feats, listed below as ranger epic feats. The ranger may select these feats whenever he could select a normal feat or a ranger bonus feat. When selecting a feat from the list of ranger epic feats, a ranger ignores all feat prerequisites except for other feats (for example, a ranger that wants to select Legendary Tracker need not have a particular Wisdom score or ranks in any skills but must have the Track feat).
Ranger Epic Feats
Bane of Enemies1, Damage Reduction, Death of Enemies1, Distant Shot, Epic Endurance, Epic Fortitude, Epic Reflexes, Epic Speed, Epic Will, Fast Healing, Improved Manyshot, Improved Whirlwind Attack, Instant Reload, Legendary Climber, Legendary Leaper, Legendary Rider, Legendary Tracker, Magical Beast Companion, Perfect Two-Weapon Fighting, Polyglot, Self-Concealment, Storm of Throws, Superior Initiative, Swarm of Arrows, Uncanny Accuracy,
1These feats apply to creatures native to the ranger's favoured environments, rather than to favoured enemies.
Favoured Environment (Ex)
At 1st level, a ranger may select a natural environment from among those given on Table: Ranger Favoured Environments. Due to the ranger's experience in that environment, he gains a +2 insight bonus on skill checks made in that environment. He gains this bonus on skill checks made against or dealing with creatures native to that environment even if he encounters those creatures outside that environment1. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favoured environment from those given on the table and the value of the insight bonuses increases by +2.
1Most humanoids are considered native to urban environments.
A ranger enjoys several other benefits corresponding to his favoured environments, as listed below.
Hide in Plain Sight
A ranger can always use the Hide skill in his favoured environments, even if the terrain doesnt grant cover or concealment and even while he is being observed.
Resist the Wild's Power
A ranger gains the favoured environment insight bonus on saving throws against the special attacks (but not spells and feats) of any creature native to one of his favoured environments, even if him encounters those creatures outside those environments.
Trackless Step
A ranger leaves no trail in his favoured environments and cannot be tracked. He may choose to leave a trail if so desired.
Precision Attack
A ranger can score critical hits and make sneak attacks against creatures that would normally be immune by virtue of their type (constructs, oozes, plants, undead) or subtype (incorporeal creatures), provided they are native to one of his favoured environments.
The game master may rule that a ranger can't select an environment that he has never visited, or that the ranger does not gain the favoured environment bonus on certain skills. The game master may also rule that the ranger must have 4 ranks in the appropriate Knowledge skill (e.g. dungeoneering for underground, local for urban, etc.) to select a particular favoured environment.
Table: Ranger Favoured Environments
Environment
Examples
Aquatic
sea, ocean (on or under water)
Desert, cold
tundra
Desert, temperate or warm
badlands, sandy desert
Forest, cold or temperate
forest
Forest warm
jungle
Hills
rugged terrain up to 2,000 feet elevation
Marsh
bog, moor, swamp
Mountain
rugged terrain above 2,000 feet elevation
Plains
farmland, grassland, steppe, prairie
Planar1
inner planes, transitive planes, outer planes, demiplanes, etc.
Underground
dungeons, caverns
Urban
towns, cities
1If the ranger chooses planar, he must also choose a specific transitive (Astral, Ethereal, or Shadow) plane or otherwise choose a particular elemental (air, earth, fire, negative, positive, or water) or alignment (chaos, evil, good, law, or neutrality) planar trait. He gains favoured environment bonuses only with respect to that specific plane or planes with that trait, and against creatures native to either.
Wild Empathy (Ex)
A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his 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 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.
A ranger with at least 4 ranks in the appropriate Knowledge skill (e.g. Knowledge (dungeoneering) for oozes) can also use this ability to influence a creature with an Intelligence score of 1 or 2 or a mindless creature, but he takes a 4 penalty on the check unless the creature is native to one of his favoured environments.
Nature's Insight (Su)
At 2nd level, a ranger gains a bonus equal to his Wisdom bonus (minimum +1) on initiative checks, attack rolls, Knowledge checks, and his Armour Class.
Animal Companion (Ex)
At 3rd level, a ranger gains 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 may be added to the rangers list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
This ability functions like the druid ability of the same name. A ranger may select from the alternative lists of animal companions just as a druid can. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
At the game master's option a ranger with the planar favoured environment and the Magical Beast Companion ranger epic feat can select an appropriate extraplanar creature as an animal companion.
Sneak Attack
At 3rd level, if a ranger catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The rangers attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ranger flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the ranger score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a ranger can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual 4 penalty.
The ranger must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.
Trap Sense (Ex)
Starting at 3rd level, a ranger gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three ranger levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Fast Movement (Ex)
At 4th level, a ranger's land speed becomes faster than the norm for his race by +10 feet.
Uncanny Dodge (Ex)
At 4th level, a ranger retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a ranger already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Nature's Wisdom (Su)
Beginning at 6th level a ranger gains a +2 insight bonus to his Wisdom score. This bonus increases to +4 at 12th level, and +6 at 18th level.
Survivalist (Ex)
Starting at 7th level, a ranger may move through his favoured environments without being slowed or harmed by any natural hazards (such as undergrowth, quicksand, fumes from acid pools, the negative-dominant planar trait, etc.). However, areas that are enchanted or magically manipulated still affect him. At the game master's option a ranger that uses this ability to try to breathe acid or walk on molten lava is immediately transformed into a weasel.
You gain the terrain masteries and planar masteries (http://dndsrd.net/horizonWalker.html) appropriate to your favoured environments.
Improved Uncanny Dodge (Ex)
At 8th level and higher, a ranger can no longer be flanked. This defense denies a rogue the ability to sneak attack the ranger by flanking him, unless the attacker has at least four more rogue levels than the target has ranger levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Evasion (Ex)
At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light or medium armor or no armor. A helpless ranger does not gain the benefit of evasion.
Hardiness (Ex)
At 9th level, a ranger gains immunity to all diseases and poisons. He cannot be sickened or nauseated and is immune to fatigue and exhaustion.
Lycanthrope's Armour (Su)
At 11th level, a ranger gains damage reduction/silver equal to one-half his character level. He adds his Wisdom modifier (minimum +1) as a natural armour bonus to his Armour Class.
True Survivalist (Su)
At 13th level a ranger benefits from a constant freedom of movement effect, as the spell. He also gains spell resistance equal to his ranger level +5. This spell resistance automatically ignores beneficial or harmless spells, at his option.
Hunter-Killer (Su)
At 14th level, a ranger's attacks and spells automatically overcome the damage reduction, regeneration, and energy resistance of any creature native to one of his favoured environments. He may detect creatures native to his favoured environments as if by the locate creature spell, at will.
Improved Evasion (Ex)
At 14th level a ranger gains Improved Evasion. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.
Apex Predator (Su)
At 20th level, a ranger becomes the ultimate hunter. By spending 24 hours in meditation in an environment, he may gain that environment as a favoured environment (replacing one of his current favoured environments). While in one of his favoured environments, he may activate or suppress a constant greater invisibility effect at will, as the spell. He is treated as having the [native] subtype whenever it would be most advantageous to him. He may use find the path and shadow walk at will, as the spells. Finally, his natural weapons and any weapons he wields gain the dread (http://dndsrd.net/epicMagicItems.html) property against any creature native to one of his favoured environments (this property stacks with the benefits of the Bane of Enemies and Death of Enemies feats, for a total of a +6 enhancement bonus to attacks, +6d6 damage, and up to 2 Fortitude saves to avoid death).