RANGER"Eventually, anyone of any value is hunted by one enemy or another. It's an inevitability. The trick is to be the one doing the hunting, rather than the other way around."- Dugan Molthe, ranger
A Ranger and his companion enjoy tearing their enemies to pieces.
MAKING A RANGER TBA...
Abilities: TBA...
Races: TBA...
Alignment: Any.
Starting Gold: As ranger.
Starting Age: As ranger.
Class Skills (6+Int): The ranger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Hit Dice: d8
| Base | Fort | Ref | Will | | ----Maneuvers---- |
Level | Attack Bonus | Save | Save | Save | Special | Known | Readied | Stances |
1st | +1 | +2 | +2 | +0 | Animal companion, combat style, Track, wild empathy | 3 | 3 (2) | 1 |
2nd | +2 | +3 | +3 | +0 | Favored plane (minor) | 4 | 3 (2) | 1 |
3rd | +3 | +3 | +3 | +1 | Endurance | 5 | 3 (2) | 1 |
4th | +4 | +4 | +4 | +1 | Woodland stride | 5 | 4 (2) | 1 |
5th | +5 | +4 | +4 | +1 | Favored plane | 6 | 4 (2) | 2 |
6th | +6/+1 | +5 | +5 | +2 | Surefooted, trained for war | 6 | 4 (2) | 2 |
7th | +7/+2 | +5 | +5 | +2 | Swift tracker | 7 | 4 (2) | 2 |
8th | +8/+3 | +6 | +6 | +2 | Favored plane (advanced) | 7 | 4 (2) | 2 |
9th | +9/+4 | +6 | +6 | +3 | Evasion | 8 | 4 (2) | 3 |
10th | +10/+5 | +7 | +7 | +3 | Trackless step | 8 | 5 (3) | 3 |
11th | +11/+6/+1 | +7 | +7 | +3 | Favored plane | 9 | 5 (3) | 3 |
12th | +12/+7/+2 | +8 | +8 | +4 | Good breeding | 9 | 5 (3) | 3 |
13th | +13/+8/+3 | +8 | +8 | +4 | Camouflage | 10 | 5 (3) | 3 |
14th | +14/+9/+4 | +9 | +9 | +4 | Favored plane (major) | 10 | 5 (3) | 3 |
15th | +15/+10/+5 | +9 | +9 | +5 | Improved evasion | 11 | 6 (3) | 4 |
16th | +16/+11/+6/+1 | +10 | +10 | +5 | Hide in plain sight | 11 | 6 (3) | 4 |
17th | +17/+12/+7/+2 | +10 | +10 | +5 | Favored plane | 12 | 6 (3) | 4 |
18th | +18/+13/+8/+3 | +11 | +11 | +6 | Primal awakening | 12 | 6 (3) | 4 |
19th | +19/+14/+9/+4 | +11 | +11 | +6 | Consummate hunter | 13 | 6 (3) | 4 |
20th | +20/+15/+10/+5 | +12 | +12 | +6 | Favored plane, stance mastery | 13 | 7 (4) | 4 |
Weapon and Armor Proficiencies: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Maneuvers: A ranger begins his career with knowledge of three martial maneuvers, chosen from among the disciplines available to him (see Combat Style, below). At the beginning of each encounter, a ranger is granted a subset of his readied maneuvers at random; the remaining readied maneuvers are granted to his animal companion. At first level, the Ranger is granted 2 readied maneuvers at the beginning of each encounter, chosen randomly from among his readied maneuvers. This increases to 3 maneuvers at 10th level, and to 4 maneuvers at 20th level. The save DC of a ranger maneuver is always 10 + maneuver level + your Wis modifier, regardless of the maneuver's normal DC; when your companion initiates a maneuver, the DC is as if you initiated the maneuver.
Whenever the ranger expends a maneuver, it remains granted (but expended) for 1 round, after which it is withheld from the ranger, but is granted as a recovered, readied maneuver to his animal companion. If the ranger (or the companion) recovers a maneuver before it becomes withheld, it does not become withheld (and granted and recovered for the companion) until after it is expended once more. Whenever the companion performs a maneuver, it remains granted (but expended) for 1 round, after which it is withheld from the companion, but is granted as a refreshed, readied maneuver to the ranger. Likewise, if the companion recovers a maneuver before it becomes withheld, it does not become withheld (and granted and recovered for the ranger) until after it is expended once more.
Only one maneuver each may be granted to the ranger and his animal companion each round; if more are available, then the maneuvers are granted in the order they were expended, and do not become withheld until they can be granted. Both the ranger and his animal companion may expend a readied, granted maneuver as a swift action with no effect.
Animal companion (Ex): A ranger may begin play with 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. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
A 1st-level ranger's companion is completely typical for its kind except as noted below. As a ranger advances in level, the animal’s power increases as shown on the table. A ranger's effective level for the purposes of his animal companion is either his ranger level (including effects that modify his effective ranger level) or his initiator level (including effects that modify his effective initiator level), whichever is greater. If a ranger releases his companion from service, or his previous animal companion perishes, he may gain a new one after 24 hours.
A ranger of 4th level or higher may select a more powerful animal companion; if he does so, the creature gains abilities as if the character’s ranger level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s ranger level and compare the result with the ranger level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the ranger's effective level to 0 or lower, she can’t have that animal as a companion.)
Combat style: A ranger is a versatile warrior who has a number of different options in combat. At 1st level, a ranger chooses one martial discipline from each of the following categories; he may only learn maneuvers gained from his ranger class levels from these disciplines. If the key skill of any of the chosen disciplines is not on the ranger class skill list, he gains that skill as a class skill.
Track: A ranger gains Track as a bonus feat.
Wild empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a diplomacy check made towards a person. The ranger rolls 1d20 and adds his ranger level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting relationship of "Just Met", while wild animals are usually "Acquaintance (Negative)".
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 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 can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Favored Plane (Ex): A ranger trains himself vigorously to withstand the denizens and environments of certain planes, hereafter referred to as favored planes. At 2nd level, and every three levels after, he may choose a favored plane from the list below, granting benefits based on his class level and the plane selected. Despite the implications of the name, the benefits of choosing a favored plane are not only applicable when the ranger is on the chosen plane; instead, his experience fighting in certain environments aids the ranger in other situations. Favored plane benefits are divided into three categories: minor (accessible starting at level 2), advanced (level 8), and major (level 14). Once a new tier of benefits is unlocked, those benefits are gained for every favored plane the ranger has, including those selected after that tier is unlocked.
In addition to the other benefits of a favored plane, the ranger gains a +2 bonus on Survival checks when on that plane, and can spend a move action at any time to gain the benefit of the
avoid planar effects spell for a number of rounds equal to his Wisdom modifier when on one of his favored planes.
The ranger develops certain skills that greatly aid him in his battles. These skills vary based on the plane he has devoted his time to studying and chosen as a favored plane. Any favored plane abilities that offer a saving throw have a DC equal to 10 + 1/2 the ranger's class level + his Wisdom modifier.
Minor- Inner Planes
- Elemental Plane of Air: You gain an insight bonus to Jump checks equal to your Wisdom modifier.
- Elemental Plane of Earth: You gain an insight bonus to resist being bull-rushed, grappled, overrun, or tripped equal to your Wisdom modifier.
- Elemental Plane of Fire: You gain fire resistance equal to your Wisdom modifier.
- Elemental Plane of Water: You gain an insight bonus to Swim checks equal to twice your Wisdom modifier.
- Positive Energy Plane: You heal at twice the normal rate.
- Negative Energy Plane: You gain an insight bonus to Fortitude saves equal to half your Wisdom modifier.
- Outer Planes
- Abyss: Your attacks count as cold iron and good-aligned for the purposes of overcoming damage reduction.
- Acheron: When making a full attack action, you gain one additional attack at your highest base attack bonus; however, all your attacks that round suffer a -2 penalty.
- Arborea: Your attacks count as cold iron and evil-aligned for the purposes of overcoming damage reduction.
- Arcadia: You gain immunity to sleep effects and exhaustion (but not fatigue).
- Baator: Your attacks count as good-aligned and silver for the purposes of overcoming damage reduction.
- Beastlands: You gain the scent extraordinary quality.
- Bytopia: You gain an insight bonus to Craft checks equal to your Wisdom modifier.
- Carceri: You gain an insight bonus to Sense Motive checks equal to half your ranger level (rounded down, minimum +1).
- Celestia: You can use detect good at will as a spell-like ability, with a caster level equal to your ranger level.
- Gehenna: You gain tremorsense to a range of 5 feet times your Wisdom modifier.
- Elysium: Your attacks count as evil-aligned and silver for the purposes of overcoming damage reduction.
- Hades: You gain Mettle, as the hexblade ability.
- Limbo: You gain an insight bonus to Reflex saves equal to half your Wisdom modifier.
- Mechanus: You gain an insight bonus to Will saves equal to half your Wisdom modifier.
- Outlands: You are immune to effects which would determine your alignment.
- Pandemonium: You gain sonic resistance equal to your Wisdom modifier.
- Ysgard: You gain an insight bonus to critical hit confirmation rolls equal to your Wisdom modifier.
- Transitive Planes
- Astral Plane: You may use your Wisdom modifier in place of your Strength modifier when making melee attack rolls.
- Ethereal Plane: Your attacks work normally against Ethereal creatures.
- Shadow Plane: You can spend a move action at any time to surround yourself with shifting shadows for a number of rounds equal to your Wisdom modifier. For the duration of the effect, all attacks against you suffer a 5% miss chance per 2 ranger levels (rounded down, minimum 5%).
- Other
- Material Plane: You can no longer die of old age, though you accrue aging penalties and bonuses as normal.
- Far Realm: You are immune to telepathy, as well as other effects of 3rd-level equivalent or lower which would detect your thoughts (such as detect thoughts or mindlink). You may raise or lower this defense as a swift action.
Advanced- Inner Planes
- Elemental Plane of Air: You gain a fly speed equal to your base land speed.
- Elemental Plane of Earth: You gain a burrow speed equal to your base land speed.
- Elemental Plane of Fire: All attacks you make deal additional fire damage equal to your Wisdom modifier.
- Elemental Plane of Water: You gain a swim speed equal to your base land speed.
- Positive Energy Plane: You can heal an ally other than yourself as a move action. You can heal a total number of hit points of damage per day equal to your ranger level times your Wisdom modifier, divided up however you choose. Alternatively, you can use any or all of this healing power to deal damage to undead creatures. Using the ability in this way requires a successful melee touch attack as a standard action, and doesn’t provoke an attack of opportunity. You decide how many of your daily allotment of points to use as damage after successfully touching an undead creature.
- Negative Energy Plane: You are immune to energy drain and take half damage from negative energy effects.
- Outer Planes
- Abyss: Whenever you successfully confirm a critical hit against a summoned or called creature, the creature must make a Will save (DC 10 + 1/2 your ranger level + your Wisdom modifier) or the summoning or calling spell immediately ends (returning the creature to its home plane, if appropriate).
- Acheron: The critical multiplier of any weapon you wield increases by +2 whenever you are making an attack of opportunity.
- Arborea: You can use plant growth as a spell-like ability at will, with a caster level equal to your ranger level.
- Arcadia: Any creatures whom you have not directly attacked in combat cannot attack you unless they make a Will save (DC 10 + 1/2 ranger level + your Wisdom modifier).
- Baator: You are immune to charm and compulsion effects.
- Beastlands: You can make a full attack at the end of a charge.
- Bytopia: All magic weapons, armor, and shields that you wield increase their enhancement bonus by +1 for as long as you wield them.
- Carceri: You can use discern lies as a spell-like ability at will.
- Celestia: You gain a bonus to attack rolls against good creatures equal to your Wisdom modifier, and deal additional damage to such creatures equal to your ranger level.
- Gehenna: You can use discern shapechanger as a spell-like ability at will.
- Elysium: You are immune to blindness.
- Hades: You gain a bonus to attack rolls against evil creatures equal to your Wisdom modifier, and deal additional damage to such creatures equal to your ranger level.
- Limbo: When rolling a saving throw, you can roll twice and take the better result.
- Mechanus: You have a 50% chance to negate critical hits and precision damage.
- Outlands: You gain the most favorable benefit from any effect which has different results for creatures with different alignments.
- Pandemonium: You are immune to deafness and silence effects.
- Ysgard: You can fight without penalty while disabled or dying. Additionally, you do not die when you reach -10 hp, but instead when you reach a threshold of -10 - twice your Wisdom modifier. Effects which would prevent you from dying for other reasons (such as the delay death spell) function normally.
- Transitive Planes
- Astral Plane: You can track creatures across planar boundaries. You can make a Survival check (DC 25 + modifiers) to determine what plane a creature crossed to, or (at DC 30 + modifiers) to determine the location on the destination plane.
- Ethereal Plane: While on the Material plane, you can see the Ethereal plane as easily as you can see the Material. While on the Ethereal plane, you can see the Material plane as easily as you can see the Ethereal.
- Shadow Plane: When you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. In addition, you can flank creatures that have the all-around vision special quality.
- Other
- Material Plane: You cannot be teleported or planeshifted against your will, granting you immunity to all spells of the teleportation subschool for which you are not willing. This does not protect you from spells or effects such as banishment or dismissal.
- Far Realm: You are immune to confusion and insanity effects.
Major- Inner Planes
- Elemental Plane of Air: You are immune to electricity damage.
- Elemental Plane of Earth: You are immune to acid damage.
- Elemental Plane of Fire: You are immune to fire damage.
- Elemental Plane of Water: You are immune to cold damage.
- Positive Energy Plane: You have a reservoir of extra life energy. Whenever you are healed in excess of your full hit point total, any remaining healing goes into your reservoir, which can hold a number of hit points equal to half your full normal hit point total. If you have hit points in your reservoir, you may spend a standard action and remove hit points from your reservoir to heal any other creature within 30 feet the same amount.
- Negative Energy Plane:
- Outer Planes
- Abyss:
- Acheron:
- Arborea:
- Arcadia:
- Baator:
- Beastlands:
- Bytopia:
- Carceri:
- Celestia:
- Gehenna:
- Elysium:
- Hades:
- Limbo:
- Mechanus:
- Outlands:
- Pandemonium:
- Ysgard:
- Transitive Planes
- Astral Plane:
- Ethereal Plane: Your armor, shield, and natural armor bonuses apply to your touch AC.
- Shadow Plane: You can use shadow walk as a spell-like ability once per day, with a caster level equal to your ranger level.
- Other
- Material Plane: Whenever you confirm a critical hit against a creature, that creature must make a Will save (DC 10 + 1/2 ranger level + your Wisdom modifier) or be affected by a dimensional anchor effect for 1d6 rounds.
- Far Realm: You are immune to mind-affecting effects.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Woodland Stride (Ex): Starting at 4th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Trained for war: At 6th level, a ranger's animal companion gains the
Warbeast template.
Surefooted (Ex): Beginning at 6th level, a ranger is well acquainted with the dangers of unstable ground. He no longer takes any penalty to Hide, Move Silently, or Tumble checks from broken terrain or stairs. He also does not need to make a DC 10 Balance check when running or charging down a steep slope.
Swift tracker (Ex): At 7th level, a 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. In addition, whenever the ranger uses Aid Another to aid his animal companion in tracking, the animal companion gains the benefit of this ability as well.
Evasion (Ex): Beginning 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 not wearing heavy armor. A helpless ranger does not gain the benefit of evasion.
Trackless step (Ex): Starting at 10th level, a ranger leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
Good breeding: At 12th level, a ranger's animal companion gains the
magebred animal template.
Camouflage (Ex): A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Improved evasion (Ex): At 15th level, while a ranger still takes no damage on a successful Reflex saving throw against attacks, henceforth he 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 sort of natural terrain, a ranger of 16th level or higher can use the Hide skill even while being observed.
Primal awakening: At 18th level, a ranger's animal companion gains the Feral template (Savage Species pg 115).
Consummate hunter (Ex): Beginning at 19th level, whenever a ranger initiates a maneuver while on one of his favored planes, he may choose to immediately recover it as a granted maneuver instead of granting it to his animal companion. The animal companion may similarly choose to immediately recover a maneuver instead of granting it to the ranger when the companion initiates a maneuver while on one of the ranger's favored planes.
Stance mastery (Ex): At 20th level, a ranger can have two stances active simultaneously. When he uses a swift action to initiate or change his stance, he can initiate or change one or both stances.
RANGERS IN THE WORLDQuoteness-quoterie
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
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