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Ranger

For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game—even fugitives among their own people.

Role: Ranger are deft skirmishers, either in melee or at range, capable of skillfully dancing in and out of battle. Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable against all manner of enemies.

Alignment: Any

Hit Die: d10



Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The ranger's class skills are Climb (Str), Craft (Int), Handle Animal(Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int),Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int),Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Table: Ranger

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per Day
1st
2nd
3rd
4th
1st
+1
+2
+2
+0
1st Favored Enemy, Track, Wild Empathy
2nd
+2
+3
+3
+0
Combat style feat
3rd
+3
+3
+3
+1
Endurance, 1st favored terrain
4th
+4
+4
+4
+1
2nd favored enemy, Hunter's bond
0
5th
+5
+4
+4
+1

1
6th
+6/+1
+5
+5
+2
Combat style feat
1
7th
+7/+2
+5
+5
+2
Woodland stride
1
0
8th
+8/+3
+6
+6
+2
3rd favored enemy, Swift tracker, 2nd favored terrain
1
1
9th
+9/+4
+6
+6
+3
Evasion
2
1
10th
+10/+5
+7
+7
+3
combat style feat
2
1
0
11th
+11/+6/+1
+7
+7
+3
Quarry
2
1
1
12th
+12/+7/+2
+8
+8
+4
4th favored enemy, Camouflage
2
2
1
13th
+13/+8/+3
+8
+8
+4
3rd favored terrain
3
2
1
0
14th
+14/+9/+4
+9
+9
+4
Combat style feat
3
2
1
1
15th
+15/+10/+5
+9
+9
+5

3
2
2
1
16th
+16/+11/+6/+1
+10
+10
+5
5th favored enemy, Improved evasion
3
3
2
1
17th
+17/+12/+7/+2
+10
+10
+5
Hide in plain sight
4
3
2
1
18th
+18/+13/+8/+3
+11
+11
+6
4th favored terrain, combat style feat
4
3
2
2
19th
+19/+14/+9/+4
+11
+11
+6
Improved quarry
4
3
3
2
20th
+20/+15/+10/+5
+12
+12
+6
6th favored enemy, master hunter
4
4
3
3

Class Features
All of the following are class features of the ranger.

Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy (Ex)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. She gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of her selected type. Likewise, she gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 4th level and every four levels thereafter (8th, 12th, 16th and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, she must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; she simply uses whichever bonus is higher.

Table: Ranger Favored Enemies
Type (Subtype)
Type (Subtype)
Humanoid (other subtype)

Track (Ex)
A ranger adds half her level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds her ranger level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Combat Style Feat (Ex)
At 2nd level, a ranger must select one combat style to pursue.

The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. She can choose feats from her selected combat style, even if she does not have the normal prerequisites.

At 10th level the ranger may take a second combat style, she then retroactively selects feats from the 2nd, 6th and 10th level to gain for that style and continues to gain 1 feat per style after.

The benefits of the ranger's chosen style feats apply only when she wears light, medium, or no armor. She loses all benefits of her combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Combat Style Options
Archery
If the ranger selects archery style, she can choose from the following list whenever she gains a combat style feat:
Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot.

* At 6th level, she adds Crossbow Mastery, Improved Precise Shot, Parting Shot, Point Blank Master and Manyshot to the list.

* At 10th level, she adds Pinpoint Targeting and Shot on the Run to the list.

Crossbow
If the Ranger selects crossbow style, she can choose from the following list whenever she gains a combat style feat:
Deadly Aim, Focused Shot, Precise Shot, and Rapid Reload.

* At 6th level, she adds Crossbow Mastery and Improved Precise Shot to the list.

* At 10th level, she adds Pinpoint Targeting and Shot on the Run to the list.

Mounted Combat
If the Ranger selects mounted combat style, she can choose from the following list whenever she gains a combat style feat:
Mounted Combat, Mounted Archery, Ride-By Attack, and Trick Riding.

* At 6th level, she adds Mounted Shield and Spirited Charge to the list.

* At 10th level, she adds Mounted Skirmisher and Unseat to the list.

Natural Weapon
If the Ranger selects natural weapon style, she can choose from the following list whenever she gains a combat style feat:
Aspect of the Beast, Improved Natural Weapon, Rending Claws, and Weapon Focus.

* At 6th level, she adds Eldritch Claws and Vital Strike to the list.

* At 10th level, she adds Multiattack and Improved Vital Strike to the list.

Two-Handed Weapon
If the Ranger selects two-handed weapon style, she can choose from the following list whenever she gains a combat style feat:
Cleave, Power Attack, Pushing Assault, and Shield of Swings.

* At 6th level, she adds Furious Focus and Great Cleave to the list.

* At 10th level, she adds Dreadful Carnage and Improved Sunder to the list.

Two-Weapon Combat
If the ranger selects two-weapon combat style, she can choose from the following list whenever she gains a combat style feat:
Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting.

* At 6th level, she adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list.

* At 10th level, she adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.

Weapon and Shield
If the Ranger selects weapon and shield style, she can choose from the following list whenever she gains a combat style feat:

* At 6th level, she adds Saving Shield and Shield Master to the list.

* At 10th level, she adds Bashing Finish and Greater Shield Focus to the list.

Endurance
A ranger gains Endurance as a bonus feat at 3rd level.

Favored Terrain (Ex)
At 3rd level, a ranger may select two types of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography),PerceptionStealth, and Survival skill checks when she is in this terrain. A ranger traveling through her favored terrain normally leaves no trail and cannot be tracked (though she may leave a trail if she so chooses).

At 8th level and every five levels thereafter, the ranger may selects two additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Table: Ranger Favored Terrains
Favored Terrains
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Planes (pick one, other than Material Plane)
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)

Hunter's Bond (Ex)
At 4th level, a ranger forms a bond with her hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to her companions. This bond allows her to spend a move action to grant half her favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear her. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by her allies; they use whichever bonus is higher.

The second option is to form a close bond with an animal companion. This animal is a loyal companion that accompanies the ranger on her adventures as appropriate for its kind. A ranger's animal companion shares her favored enemy and favored terrain bonuses.

This ability functions like the druid  animal companion ability (which is part of the Nature Bond class feature), the ranger's effective druid level is equal to her ranger level.

Spells
Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare her spells in advance.

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Ranger. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

A ranger must spend 1 hour per day in quiet meditation to regain her daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a ranger has no caster level. At 4th level and higher, her caster level is equal to her ranger level – 3.

Woodland Stride (Ex)
Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect her.

Swift Tracker (Ex)
Beginning at 8th level, a ranger can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Evasion (Ex)
When she reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.

Quarry (Ex)
At 11th level, a ranger can, as a standard action, denote one target within her line of sight as her quarry. Whenever she is following the tracks of his quarry, a ranger can take 10 on her Survival skill checks while moving at normal speed, without penalty. In addition, she receives a +2 insight bonus on attack rolls made against her quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature's type must correspond to one of her favored enemy types. She can dismiss this effect at any time as a free action, but she cannot select a new quarry for 24 hours. If the ranger sees proof that her quarry is dead, she can select a new quarry after waiting 1 hour.

Camouflage (Ex)
A ranger of 12th level or higher can use the Stealth skill to hide in any of her favored terrains, even if the terrain doesn't grant cover or concealment.

Improved Evasion (Ex)
At 16th level, a ranger's evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.

Hide in Plain Sight (Ex)
While in any of his favored terrains, a ranger of 17th level or higher can use the Stealth skill even while being observed.

Improved Quarry (Ex)
At 19th level, the ranger's ability to hunt his quarry improves. She can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. Her insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, she can select a new one after 10 minutes have passed.

Master Hunter (Ex)
A ranger of 20th level becomes a master hunter. She can always move at full speed while using Survival to follow tracks without penalty. She can, as a standard action, make a single attack against a favored enemy at her full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger's level + the ranger's Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.