Ranger
Chassis
Good BAB
Good Fort and Ref
d8 Hit Die
Class Skills (6+Int): Balance, Climb, Craft, Gather Information, Handle Animal, Heal, Hide, Jump, Knowledge (Dungeoneering/Geography/Local/Nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, and Tumble.
Class Features
01 Favored Enemy, Skirmish (+1 AC), Tracker
02 Animal Companion, Resist Nature's Grasp
03 Skirmish (+1 AC, +1d6), Woodland Stride
04 Camouflage
05 Favored Enemy, Skirmish (+2 AC, +1d6)
06 Quick Step 3/day
07 Skirmish (+2 AC, +2d6)
08 Swift Tracker, Venom Immunity
09 Skirmish (+3 AC, +2d6), Evasion
10 Favored Enemy
11 Skirmish (+3 AC, +3d6)
12 Quick Step 5/day
13 Skirmish (+4 AC, +3d6)
14 Hide in Plain Sight, Improved Evasion
15 Favored Enemy, Skirmish (+4 AC, +4d6)
16 Timeless Body
17 Skirmish (+5 AC, +4d6)
18 Quick Step 7/day
19 Skirmish (+5AC, +5d6)
20 Favored Enemy
Weapon and Armors Proficiencies: A ranger is proficient with all simple and martial weapons. A ranger is also proficient with light armor, but not with shields.
Spells: A ranger learns a handful of spells to aid him in tracking and bringing his prey in. A ranger casts divine spells, which are drawn from the druid spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, he must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against his spell is 10 + the spell level + his Wisdom modifier. He begins play knowing two 1st-level spells, chosen from the ranger spell list. Each time he gains a new ranger level, he learns one additional spell of any level he can cast, chosen from the Ranger Spells list. Rangers also get bonus spells for a high wisdom attribute as normal (see Bonus Spells).
A ranger uses the Duskblade's spells per day table.
Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. 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, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
In addition, the ranger's skirmish extra damage applies against any creature he has selected as a favored enemy, even if it is normally immune to extra damage from critical hits or skirmish attacks
Skirmish (Ex): As per the scout, except AC bonus and damage bonus switched (+1 AC @ 1st level, +1d6 @ 3rd level)
Tracker (Ex): At 1st level, rangers gain Track as a bonus feat, and can use it to track someone in an Urban Environment using the Gather Information skill.
Animal Companion: At second level, a ranger may call 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 druid on her adventures as appropriate for its kind.
A 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. If a ranger releases her companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
A ranger of 4th level or higher may select from alternative lists of animals. Should he select an animal companion from one of these alternative lists, the creature gains abilities as if the ranger's level were lower than it actually is. Subtract the value indicated in the appropriate list header from the ranger's 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, he can’t have that animal as a companion.)
Resist Nature's Lure (Ex): At 2nd level, a Ranger receives a bonus to his saving throws equal to his Wisdom modifier against all abilities of creatures with the Animal, Elemental, Fey, Giant, Plant, and Vermin types.
Woodland Stride (Ex): Starting at 3rd 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.
In addition, the ranger leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
Camouflage (Ex): Starting at 4th level, a Ranger may use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Quick Step (Ex): Beginning at 6th level, a ranger may move up to his land speed as a swift action three times per day. This movement provokes attacks of opportunity as normal. At 12th and 18th he gains additional uses of this ability per day.
Swift Tracker (Ex): Beginning at 8th 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.
Venom Immunity (Ex): At 8th level, a ranger gain immunity to all poisons. He may fake the effects of the poison if he knew it was there with a bluff attempt as a free action.
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 armor or no armor. A helpless ranger does not gain the benefit of evasion.
Hide In Plain Sight (Ex): Starting at 14th level, a Ranger may use Hide skill even while being observed.
Improved Evasion (Ex): At 14th level, a ranger’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save.
Expanded Ranger Spell List
These spells appear on the Ranger's spell list in additional to the spells listed in the PHB and PHBII. They are drawn from the druid's spell list unless noted otherwise.
1 Chill Touch*, Cure Light Wounds, Lesser Energy Surge^*, Magic Stone, Obscuring Mist, Produce Flame, Shocking Grasp*
2 Cure Moderate Wounds, Drifts of the Shalm^, Electric Vengeance^*, Flaming Sphere, Fog Cloud, Sleet Storm, Soften Earth & Stone, Spider Climb
3 Call Lightning, Cure Serious Wounds, Daylight, Darkness*, Energy Surge ^*, Evard's Menacing Tentacles^, Fireball*, Meld Into Stone, Water Breathing, Wall of Ice
4 Air Walk, Call Lightning Storm, Cure Serious Wounds, Dispel Magic, Flame Strike, Ice Storm, Rusting Grasp, Stoneskin, Wall of Thorns
5 Animate Plants, As the Frost^, Awaken, Bones of the Earth^, Cure Critical Wounds, Doom Scarabs, Fire Seeds, Greater Electric Vengeance^*, Greater Energy Surge ^*,
*: Appears on Sorcerer/Wizard List
^: Appears in PHBII