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: Rangers 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

Skill Ranks per Level: 6 + Int modifier.

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), Pilot (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Table: Ranger Spells per day
Level Base Attack Bonus Fort Save Ref Save Will Save Special 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 Hunter's bond 0
5th +5 +4 +4 +1 2nd favored enemy 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 Swift tracker, 2nd favored terrain 1 1
9th +9/+4 +6 +6 +3 Evasion 2 1
10th +10/+5 +7 +7 +3 3rd favored enemy, combat style feat 2 1 0
11th +11/+6/+1 +7 +7 +3 Quarry 2 1 1
12th +12/+7/+2 +8 +8 +4 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 4th favored enemy 3 2 2 1
16th +16/+11/+6/+1 +10 +10 +5 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 5th 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).

Ranger Favored Enemies
Type (Subtype) Type (Subtype)
Aberration Magical beast
Animal Humanoid (other subtype)
Construct Monstrous humanoid
Dragon Ooze
Fey Outsider (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

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he 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 5th level and every five levels thereafter (10th, 15th, 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, he 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; he simply uses whichever bonus is higher.

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 Using Skills). 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.

The 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.

Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. 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.

If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.

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.

Alternate Combat Styles (Source: Advanced Player's Guide): Where the average druid eschews settlements entirely, seeking solace in the wilds, rangers are the border riders, living on civilization’s tattered edge. They are the scouts and the bounty hunters, the trackers and woodsmen, and in their chosen environments they are unmatchable. Self-sufficient and keenly aware of their surroundings, rangers survive through strength, wit, and adaptability, stalking their prey and melting into the woods or wastes without a trace. It is this very adaptability and staunch, pioneering sense of independence that leads rangers out of more formal society or schooling and into a number of different specializations and combat styles, from Two-handed fighting and breathtaking feats of archery to mastery of particular terrains or communication with the beasts around them.

Presented below are a number of alternate class features and Archetypes to help customize your Ranger, whether he’s a bold master of beasts or a shifty forest scout adept at tracking the enemy and picking off the unwary.

New Combat Styles: The following new combat styles may be chosen when a ranger chooses a Combat Style: crossbow, mounted combat, natural weapon, Two-handed weapon, or weapon and shield style. The Ranger can choose feats from his selected combat style even if he does not have the normal prerequisites.

  • Crossbow: If the Ranger selects crossbow style, he can choose from the following list whenever he gains a combat style feat: Deadly Aim, Focused Shot, Precise Shot, and Rapid Reload. At 6th level, he adds Crossbow Mastery and Improved Precise Shot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
  • Mounted Combat: If the Ranger selects mounted combat, he can choose from the following list whenever he gains a combat style feat: Mounted Combat, Mounted Archery, Ride-By Attack, and Trick Riding1. At 6th level, he adds Mounted Shield1 and Spirited Charge to the list. At 10th level, he adds Mounted Skirmisher1 and Unseat to the list.
  • Natural Weapon: If the Ranger selects natural weapon style, he can choose from the following list whenever he gains a combat style feat: Aspect of the Beast1, Improved Natural Weapon2, Rending Claws1, and Weapon Focus. At 6th level, he adds Eldritch Fangs1 and Vital Strike to the list. At 10th level, he adds Multiattack2 and Improved Vital Strike to the list.
  • Two-handed Weapon: If the Ranger selects Two-handed weapon style, he can choose from the following list whenever he gains a combat style feat: Cleave, Power Attack, Pushing Assault*, and Shield of Swings*. At 6th level, he adds Furious Focus* and Great Cleave to the list. At 10th level, he adds Dreadful Carnage* and Improved Sunder to the list.
  • Weapon and Shield: If the Ranger selects weapon and shield style, he can choose from the following list whenever he gains a combat style feat: Improved Shield Bash, Shield Focus, Shield Proficiency, and Shield Slam. At 6th level, he adds Saving Shield* and Shield Master to the list. At 10th level, he adds Bashing Finish* and Greater Shield Focus to the list.
  • Note: 1 These feats are found in the feat section of Advanced Player's Guide. 2 These feats are found in the Pathfinder RPG Bestiary.

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

Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is 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, the ranger 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, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Ranger 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 his 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 his companions. 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 to form 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, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.

This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3.

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 his 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. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he 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, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

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

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

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): When he reaches 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, 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, a ranger 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 he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he 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 while 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 against a favored enemy at his 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.

Archtypes

Beast master

Some rangers, particularly those in primitive lands or who were raised by animals, have unusually strong bonds with animals. Unique among rangers, they can bond with multiple animals of any kind, creating a menagerie of wild yet loyal creatures, like a strange family. A beast master has the following class features.

Class Skills
A beast master’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Wis). These replace the standard Ranger class skills.

Animal Companion (Ex): A beast master forms a close bond with an animal companion. This ability functions like the druid animal companion ability except that the Ranger’s effective druid level is equal to his Ranger level – 3. The Ranger gains a +2 bonus on wild empathy and Handle Animal checks made regarding his animal companion. Unlike a normal Ranger, a beast master’s choice of animal companion is not limited to a subset of all possibile animal companion choices—he may choose freely among all animal companion choices, just as a druid can.

The beast master may have more than one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion. For example, a beast master with an effective druid level of 4 can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion. Each time a beast master’s effective druid level increases, he must decide how to allocate the increase among his animal companions (including the option of adding a new 1st-level companion). Once an effective druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the Ranger’s service (he must release a companion or wait until a companion dies to allocate its levels to another companion). The share spells animal companion ability does not give the Ranger the ability to cast a single spell so that it affects all of his animal companions. This ability replaces hunter’s bond.

Improved Empathic Link (Su): The beast master gains an empathic link with all of his animal companions. This functions like an empathic link with a familiar, except the Ranger can also see through a companion’s eyes as a swift action, maintaining this connection as long as he likes (as long as the companion is within 1 mile) and ending it as a free action. The Ranger can only see through the eyes of one companion at a time, and is blinded while maintaining this connection. This replaces the 6th-level combat style feat.

Strong Bond (Ex): At 12th level, the Ranger strengthens his bond with his animal companions. The Ranger’s effective druid level for his animal companions is now equal to his Ranger level; he may immediately allocate these additional levels to his companions as he sees fit. This ability replaces camouflage.

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