Class- Ranger in Aertrea | World Anvil
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Class- Ranger

Ranger

The Ranger is one of the most common classes, the ability to survival and hunt in the wilderness is very important for the majority of beings that do not live in urban areas (which is most everyone). They can be found just about everywhere and as part of every humanoid race.
HD: d8, Class Skills (8+ INT): climb, concentration, craft, handle animal, heal, hide, jump, dungeoneering, geography, nature, listen, martial lore, move silently, profession, ride, search, spot, survival, swim, use rope.
LV BA FRT REF WIL Class Feature 1st 2nd 3rd 4th
1 1 2 2 0 1st Favored Enemy, Track, Animal Companion
2 2 3 2 0 Ranger Bonus Feat, Wilderness Movement
3 3 3 3 1 Spellcasting
4 4 4 4 1 Endurance 1
5 5 4 4 1 2nd Favored Enemy 1
6 6 5 5 2 Ranger Combat Feat 1
7 7 5 5 2 Trackless Stride 1 0
8 8 6 6 2 1 0
9 9 6 6 3 Evasion 1 1
10 10 7 7 3 3rd Favored Enemy 1 1 0
11 11 7 7 3 Ranger Combat Feat 1 1 1
12 12 8 8 4 2 1 1
13 13 8 8 4 Camouflage. 2 1 1 0
14 14 9 9 4 2 2 2 1
15 15 9 9 5 4th Favored Enemy 2 2 2 1
16 16 10 10 5 Ranger Combat Feat 2 2 2 1
 
17 17 10 10 5 Hide in Plain Sight 2 2 2 - 2
18 18 11 11 6 3 3 2 - 2
19 19 11 11 6 3 3 3 - 2
20 20 12 12 6 5th Favored Enemy, Ranger Combat Feat 3 3 3 - 3
Weapons and Armor: all simple and martial weapons, light armor and shields except tower. Favored Enemy: choose a subtype of creatures, against that subtype you gain +2 on bluff, listen, sense motive, spot and survival checks and +2 attack rolls and on weapon damage rolls against such creatures. Every 5 levels the existing bonus of any single chosen favored enemy type increases by +2 as well as pick another type to get the base +2 against.
Favored Enemy types include: aberration, animal, construct, dragon, elemental, fey, giant, aquatic humanoid, dwarf, elf, goblinoid, gnoll, Halfling, human, orc, reptilian humanoid, magical beast, monstrous humanoid, ooze, outsider air, outsider chaotic, outsider earth, outsider evil, outsider fire, outsider good, outsider lawful, outsider native, outsider water, plant, undead, vermin.
Track: as bonus feat.
Ranger Bonus Feat: Choose any weapon or combat feat or a wild feat.
Wilderness Movement: You ignore the effects of difficult terrain caused by natural setting (DM discretion)
Endurance Feat: gain the endurance feat as a bonus feat, if you already possess this feat you main instead gain the feat stealthy or alertness.
Animal Companion/Tactical Ranger: gain an animal companion that can be a badger, camel, dire rat, dog, riding dog, eagle, hawk, horse, owl, pony, snake or wolf (crocodile, porpoise, shark, squid). The animal advances as the ranger gains level. If killed or released may call another with a 24 hour ceremony. At 4th level and higher may select from alternative animals but this reduces the effective level of the ranger for determining animal companion advancement by the give amount. Dinosaurs cannot be used as animal companions. Rangers may choose to give up their animal companion option and instead choose to be a tactical ranger: gaining a bonus feat at this level instead.  
Class LV HD Nat AC STR/DEX Tricks Special 
1-2 0 0 0 1 Link, Share spell
3-5 2 2 1 2 Evasion
6-8 4 4 2 3 Devotion
9-11 6 6 3 4 Multi-attack
12-14 8 8 4 5
15-17 18-20 10 12 10 12 5 6 6 7 Improved Evasion
  * Alternative Animal Companions (note dinosaurs removed)
  • 4th level (level -3)Ape, black bear, bison, boar, cheetah, crocodile, dire badger, dire bat, dire weasel, leopard, monitor lizard, large shark, constrictor snake, large viper, wolverine.
  • 7th level (level -6) Brown Bear, giant crocodile, dire ape, dire boar, dire wolf, dire wolverine, lion, rhinoceros, huge viper, tiger.
  • 10th Level (level -9) Polar bear, dire lion, huge shark, giant constrictor, orca,
  • 13th Level (level -12) Dire Bear, Giant octopus, elephant
  • 16th level (level -15) Dire Shark, Dire tiger, giant squid,
Spells/Tactical Ranger: prepare divine spells from ranger list based on WIS. Rangers may choose to give up their spellcasting ability and instead gain a bonus feat at this level.
Trackless Step: You do not leave traces that can be followed when you move.
Evasion: as rogue class ability.
Camouflage: use hide in any natural terrain even if there is no cover or concealment.
Hide In Plain Sight: in natural terrain may hide without cover or concealment even if observed.

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