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Ranger

A skilled tracker and a deft skirmisher, the ranger is a master of weapon styles and a skilled hunter of all manner of prey. He is a cunning scout with an unparalleled knowledge of his environment. Instead of spells, the ranger relies on a host of specialized abilities, including ranger talents, nature’s healing, and a deadly stealth attack that can be used in any of the ranger's various favored terrains or against his many favored enemies.   Role: Rangers are adaptable, self-sufficient masters of survival, both in and out of combat. Their abilities allow them to deal impressive damage to specific types of foes, but their skills are valuable against all manner of enemies. The ranger is an alternative class for the ranger class in the Pathfinder Roleplaying Game Core Rulebook.   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.   Starting Age: Self-Taught.  

Class Skills

The ranger's class skills are Acrobatics (Dex), 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), Stealth (Dex), Survival (Wis), and Swim (Str).   Skill Ranks per Level: 6 + Int modifier.  
Table: Ranger
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+1+2+2+01st favored enemy, track, wild empathy
2nd+2+3+3+0Combat style feat, stealth attack 1d6
3rd+3+3+3+11st favored terrain, endurance, nature’s healing
4th+4+4+4+1Hunter’s bond, ranger talent
5th+5+4+4+12nd favored enemy, fast movement +10 ft.
6th+6/+1+5+5+2Combat style feat, stealth attack 2d6
7th+7/+2+5+5+2Ranger talent, woodland stride
8th+8/+3+6+6+22nd favored terrain, swift tracker
9th+9/+4+6+6+3Evasion, ranger talent
10th+10/+5+7+7+33rd favored enemy, combat style feat, stealth attack 3d6
11th+11/+6/+1+7+7+3Quarry, ranger talent
12th+12/+7/+2+8+8+4Camouflage, fast movement +20 ft.
13th+13/+8/+3+8+8+43rd favored terrain, ranger talent
14th+14/+9/+4+9+9+4Combat style feat, stealth attack 4d6
15th+15/+10/+5+9+9+54th favored enemy
16th+16/+11/+6/+1+10+10+5Improved evasion, ranger talent
17th+17/+12/+7/+2+10+10+5Hide in plain sight
18th+18/+13/+8/+3+11+11+64th favored terrain, combat style feat, stealth attack 5d6
19th+19/+14/+9/+4+11+11+6Improved quarry, ranger talent
20th+20/+15/+10/+5+12+12+65th favored enemy, master hunter
 

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 and with light armor, medium armor, and shields (except tower shields).  
Favored Enemy (Ex)
At 1st level, a ranger can select a creature type from the Favored Enemies table (see below). He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. He canmake Knowledge skill checks untrained when attempting to identify these creatures.   At 5th level and every five levels thereafter (10th, 15th, and 20th level), a ranger can 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 a ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. (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, these bonuses do not stack; simply use whichever bonus is higher.   Favored Enemy List
Favored Enemies
Type (Subtype)Type (Subtype)
AberrationHumanoid (other subtype)
Animal MagicalBeast
ConstructMonstrous humanoid
DragonOoze
FeyOutsider (air)
Humanoid (aquatic)Outsider (chaotic)
Humanoid (dwarf)Outsider (earth)
Humanoid (elf)Outsider (evil)
Humanoid (giant)Outsider (fire)
Humanoid (goblinoid)Outsider (good)
Humanoid (gnoll)Outsider (lawful)
Humanoid (gnome)Outsider (native)
Humanoid (halfling)Outsider (water)
Humanoid (human)Plant
Humanoid (orc)Undead
Humanoid (reptilian)Vermin
 
Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify 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 Diplomacy rules). 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 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 can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but takes a –4 penalty on the check.  
Stealth Attack
If a ranger of 2nd level or higher can catch an opponent when he is unable to defend himself effectively, the ranger can deal extra damage. A stealth attack is possible only when a ranger is wearing medium, light, or no armor. He may use this ability only while in a favored terrain or against a favored enemy.   This attack deals extra damage any time the target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ranger flanks the target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four ranger levels thereafter. Should the ranger score a critical hit with a stealth attack, this extra damage is not multiplied. Ranged attacks can count as stealth attacks only if the target is within 30 feet.  
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. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.   The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.  
Endurance
The ranger gains Endurance as a bonus feat at 3rd level.  
Nature’s Healing (Ex)
Beginning at 3rd level, a ranger’s extensive knowledge regarding the flora and fauna of his favored terrains gives him a +2 bonus to all Heal skill checks made when in one of those favored terrains.   In addition, as long as he is in one of his favored terrains when using the Heal skill, he also gains the following benefits:   Long-Term Care: If the ranger's Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at three times the normal rate: 3 hp per character level for a full 8 hours of rest in a day, or 6 hp per character level for each full day of complete rest; 3 ability score points for a full 8 hours of rest in a day, or 6 ability score points for each full day of complete rest. The various items and supplies necessary (bandages, salves, and so on) are easy to come by in the ranger's favored terrains.   Treat Deadly Wounds: When treating deadly wounds in any of his favored terrains, a ranger can restore an additional 1d6 hp, plus 1 hp for every three ranger levels he possesses. A ranger does not need a healer’s kit to treat wounds when in one of his favored terrains and receive no penalties for not having such an item.   Treat Poison: If a ranger's Heal check exceeds the DC of the poison by 5 or more, the patient receives a +8 competence bonus on his saving throw against the poison.   Treat Disease: If a ranger's Heal check exceeds the DC of the disease by 5 or more, the patient receives a +8 competence bonus on his saving throw against the disease.  
Favored Terrain (Ex)
At 3rd level, a ranger may select a type of terrain from the Favored Terrains table below. He gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).   At 8th level and every five levels thereafter, he may select an 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, these bonuses do not stack; simply use whichever bonus is higher.   Favored Terrain List
Favored Terrain
Terrain
Aberration
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, the ranger becomes bonded with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed.   The first option is a bond with his allies. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. 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 his allies; they use whichever bonus is higher.   The second option is a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, he can choose shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.   The animal companion shares the ranger's favored enemy and favored terrain bonuses. This ability functions like the druid animal companion ability (part of the nature bond class feature). The ranger's effective druid level is equal to his ranger level.  
Ranger Talents
As a ranger gains experience, he learns a number of talents that aid him in combat and help him survive in the wilds. At 4th level, he gains one ranger talent. He gains additional ranger talents as he increases in level. Except where specified, he cannot select an individual talent more than once.   Ranger Talent List
Additional Animal Companion (Ex): With this ability you may select an additional animal companion. Your effective druid level is equal to your full ranger level. This second companion can be the same animal type as your first animal companion, or you may select a different animal.   Cat’s Fall (Ex): You ignore the first 20 feet of any fall when calculating falling damage. If you take no damage from the fall, you do not fall prone.   Cheetah’s Stride (Ex): You can move up to twice your speed as a move action. You don’t suffer any penalty on Stealth checks for this move, although it provokes attacks of opportunity as normal. You may do this a number of rounds per day equal to your ranger level. These rounds need not be consecutive.   Combat Trick: You gain a bonus combat feat.   Deadly Range (Ex): The range at which you can deal stealth attack damage increases by 10 feet. You may take this talent more than once. Its effects stack.   Eagle Eyed: You gain Eagle Eyes as a bonus feat. You do not need to meet the feat’s prerequisites.   Fast Stealth (Ex): You can move at full speed while using the Stealth skill without penalty.   Favored Attack (Ex): When you make an attack against a favored enemy or in a favored terrain, the critical threat range of your weapon is doubled. This ability does not stack with any other ability that doubles critical threat ranges.   Favored Defender: You gain Favored Defense as a bonus feat.   Favored Step: While in a favored terrain, you treat any difficult terrain encountered as normal terrain.   Favored Enemy Critical (Ex): When you score a critical threat on one of your favored enemies, you gain a +4 bonus to the roll made to confirm the critical hit.   Hawk’s Eyes (Ex): As a standard action, you can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover. You may also apply stealth attack damage, if applicable, to such a target.   Heel (Ex): You may use this talent as an immediate action when your animal companion moves. When you do so, the square in which your animal companion starts its move is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The animal companion must end this movement in a square adjacent to you and must be able to see and hear you in order to take this movement.   Improved Stealth Attack (Ex): You add an additional 1d6 to your total stealth attack damage.   Low-Light Vision (Ex): You gain low-light vision. If you already have low-light vision, this ability has no additional effect.   Ranger Feat: You may choose a feat you qualify for from your chosen combat style or from the following list: Additional Favored Enemy*, Additional Favored Terrain*, Animal Affinity, Athletic, Coordinated Companion*, Dodge, Diehard, Favored DefenseAPG, Favored Terrain Expert*, Favored Terrain Master*, Greater Animal Companion*, Improved Animal Companion*, Improved Nature’s Healing*, Increased Devotion*, Invulnerable Animal Companion*, Natural Tracker*, Nimble Moves, Run, Self-Sufficient, Slayer’s KnackUC, Stealthy, Sudden Strike*, Toughness.   Scent (Ex): You gain the scent special ability.   Skirmishing Attack (Ex): Whenever you move at least 10 feet and attack in the same round, you can also apply stealth attack damage, if applicable, to the target, as though it were flat-footed. If you make more than one attack during the round, this ability applies only to the first attack. Foes with uncanny dodge are immune to this ability.   Skilled Climber (Ex): You can climb at up to your full speed as a move action without penalty. If you fail a Climb check by 5 or more, you can immediately make another Climb check at the surface’s base DC +10 (or at the surface’s base DC +5 if in a favored terrain). If successful, you stop your fall by clinging to the surface. You do not take any falling damage when stopping your fall in this manner.   Skilled Swimmer (Ex): With a successful Swim check, you may swim at up to your full speed (as a full-round action) or at half your speed (as a move action). If you fail a Swim check by 5 or more, you can immediately make another Swim check at the water’s base DC +10 (or at the water’s base DC +5 if one of your favored terrains is swamp or water). If successful, you do not go underwater. When underwater, you may add +4 to the total number of rounds you can hold your breath.   Stag’s Leap (Ex): You can attempt a running jump without moving 10 feet before the jump.   Stealthy Sniper (Ex): When you use the Stealth skill to snipe, you take only a –15 penalty (or –10 when in a favored terrain) on your second Stealth check instead of the normal –20.   Trapfinding (Ex): When in a favored terrain, you can add half your level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1).   Trackless Step (Ex): When desired, you leave no trail in natural surroundings and cannot be tracked. You can track others possessing the trackless step ability when in one of your favored terrains, but you take a –10 penalty to the check.   Uncanny Senses (Ex): As a standard action, you may gain a +5 insight bonus (or a +10 insight bonus when in a favored terrain) to Perception checks for 1 round.
 
Fast Movement (Ex)
Beginning at 5th level, when a ranger is in a favored terrain and not wearing heavy armor, his base speed increases by +10 feet. At 12th level, this bonus increases to +20 feet.  
Woodland Stride (Ex)
Starting at 7th level, a ranger can 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. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect the ranger.  
Swift Tracker (Ex)
Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow 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.  
Evasion (Ex)
At 9th level and higher, 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, 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 his line of sight as his quarry. Whenever he is following the tracks of his quarry, he can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his 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 his favored enemy types. He can dismiss this effect at any time as a free action, but then cannot select a new quarry for 24 hours. If he sees proof that his quarry is dead, the ranger 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 his 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, he 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 when being observed.  
Improved Quarry (Ex)
At 19th level, the ranger's ability to hunt his quarry improves. He 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. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.  
Master Hunter (Ex)
A ranger of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack at his full attack bonus against a favored enemy. 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, but not against the same creature more than once in a 24-hour period.  

Section 15: Copyright Notice

New Paths Compendium - Unleashed. Copyright 2013 Open Design LLC; Authors: Marc Radle, Crystal Frasier, John Ling, Jr., and Jerall Toi.

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