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Ranger

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Ranger

 

Game Rule Information

Rangers have the following game statistics:

Abilities: Rangers find both Strength and Dexterity useful for many of their class skills and combat abilities. A high Intelligence score aids their Knowledge and Search skills, while a good Wisdom score aids several other class skills including Listen, Spot, and Survival.

Alignment: Rangers can belong to any alignment.

Hit Points: d10

 

Class Skills

The ranger’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Dex), Heal (Cha), Hide (Dex), Intimidate (Dex),Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at 1st Level: (4 + Int modifier) x 4

Skill Points at Each Additional Level: 4 + Int modifier

 

LevelBABFort & Ref/WillSpecial
1st+1+2/+0Animal companion, track, wild empathy
2nd+2+3/+0Terrain mastery (1st), uncanny dodge
3rd+3+3/+1Fast movement +10 ft.
4th+4+4/+1Wildshape (1x/day)
5th+5+4/+1Improved uncanny dodge
6th+6/+1+5/+2Endurance, terrain mastery (2nd)
7th+7/+2+5/+2Woodland stride
8th+8/+3+6/+2Nature sense
9th+9/+4+6/+3Swift tracker, wild shape (2x/day)
10th+10/+5+7/+3Animal companion, terrain mastery (3rd)
11th+11/+6/+1+7/+3Evasion, trackless step
12th+12/+7/+2+8/+4Camouflage
13th+13/+8/+3+8/+4--
14th+14/+9/+4+9/+4Terrain mastery (4th), wild shape (3x/day)
15th+15/+10/+5+9/+5--
16th+16/+11/+6/+1+10/+5Hide in plain sight
17th+17/+12/+7/+2+10/+5--
18th+18/+13/+8/+3+11/+6Terrain mastery (5th)
19th+19/+14/+9/+4+11/+6Wild shape (4x/day)
20th+20/+15/+10/+5+12/+6Animal companion

 

Class Features

All of the following are class features of the ranger.

 

Weapon and Armor Proficiency: Rangers are proficient with all basic weapons and any other three weapon groups. Rangers are proficient with light and medium armor, but not with shields.

 

Fast Movement (Ex): A ranger’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the ranger’s speed because of any load carried or armor worn.

 

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 to improve the attitude of a person. 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 able to study each other, which means that they 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.

 

Terrain Mastery (Ex): At 2nd, 6th, 10th, 14th, and 18th, the ranger adds a new terrain environment to his repetoire from those given below. Terrain mastery gives a ranger a bonus on checks involving a skill useful in that terrain, or some other appropriate benefit. A ranger also knows how to fight dangerous creatures found in that terrain, gaining a +1 insight bonus on attack rolls and damage rolls against creatures with that terrain mentioned in the Environment entry of their description. The ranger only gains the bonus if the creature description specifically lists the terrain type.

If a ranger takes terrain mastery twice in the same terrain, he gains a +1 bonus on attack rolls and damage rolls against all foes while the ranger is in that terrain. This bonus stacks with the bonus against creatures common to that terrain.

Rangers take their terrain mastery with them where ever they go. They retain their terrain mastery bonuses on skill checks, attack rolls, and damage rolls whether they are in the relevant terrain or not.

Terrain Mastery Benefits:

  • Aquatic: The ranger gains a +4 competence bonus on Swim checks, or a +10-foot bonus to his swim speed if he has one. He gains a +1 insight bonus on attack and damage rolls against aquatic creatures.
  • Forest: The ranger has a +4 competence bonus to his Hide checks. He gains a +1 insight bonus on attack and damage rolls against forest creatures.
  • Hills: The ranger has a +4 competence bonus to his Listen checks. He gains a +1 insight bonus on attack and damage rolls against hill creatures.
  • Marsh: The ranger has a +4 competence bonus to his Move Silently checks. He gains a +1 insight bonus on attack and damage rolls against marsh creatures.
  • Mountains: The ranger has a +4 competence bonus to his Climb checks, or a +10-foot bonus to his climb speed if he has one. He gains a +1 insight bonus on attack and damage rolls against mountain creatures.
  • Plains: The ranger has a +4 competence bonus to his Spotchecks. He gains a +1 insight bonus on attack and damage rolls against plains creatures.
  • Underground: The ranger has a +4 competence bonus to his Survival checks. He gains a +1 insight bonus on attack and damage rolls against underground creatures.

 

Uncanny Dodge (Ex): At 2nd level, a ranger retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a ranger already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

 

Trap Sense (Ex): Starting at 3rd level, a ranger gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three ranger levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

 

Improved Uncanny Dodge (Ex): At 5th level and higher, a ranger can no longer be flanked. This defense denies a thief the ability to sneak attack the ranger by flanking him, unless the attacker has at least four more thief levels than the target has ranger levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a thief must be to flank the character.

 

Wild Shape (Su): At 4th level, the character selects one animal, and gains the ability to turn herself into this form and back again once per day. Her options for new forms include all creatures with the animal type and Hit Dice equal or less than her class level. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per class level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity.

The form chosen must be that of an animal the character is familiar with.

The character loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

The character can use this ability more times per day at 9th, 14th, and 19th level, as noted on her class table. In addition, she selects one additional animal form each time, and can replace one of her existing animal forms.

The new form’s Hit Dice can’t exceed the character’s class level. Large size animals are considered to have +2 Hit Dice, while Huge size creatures have +4 Hit Dice.

 

Endurance: Rangers gain Endurance as a bonus feat at 6th level.

 

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 still affect him.

 

Nature Sense: Rangers gain Nature Sense as a bonus feat at 8th level.

 

Swift Tracker (Ex): Beginning at 9th 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.

 

Evasion (Ex): At 11th 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.

 

Trackless Step (Ex): Starting at 11th level, a ranger leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

 

Camouflage (Ex): A ranger of 12th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

 

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.

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