Ranger

Alignment: Any

Hit Die: d10

Class Skills

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

Skill Ranks Per Level: 6 + Int modifier.



Fort Ref Will

Level Base Attack Bonus Save Save Save Special Abilities Favored Enemies
1st +1 +2 +2 +0 Combat Style Feat, Track, Wild Empathy 1st
2nd +2 +3 +3 +0 Endurance, Favored Terrain
3rd +3 +3 +3 +1 Internal Compass, Woodland Stride
4th +4 +4 +4 +1 Combat Style Feat, Environmental Tolerance 2nd
5th +5 +4 +4 +1 Hunter's Bond
6th +6/+1 +5 +5 +2 Favored Terrain
7th +7/+2 +5 +5 +2 Quarry, Swift Tracker
8th +8/+3 +6 +6 +2 Combat Style Feat 3rd
9th +9/+4 +6 +6 +3 Evasion
10th +10/+5 +7 +7 +3 Favored Terrain
11th +11/+6/+1 +7 +7 +3 Camouflage
12th +12/+7/+2 +8 +8 +4 Combat Style Feat 4th
13th +13/+8/+3 +8 +8 +4 Hide In Plain Sight
14th +14/+9/+5 +9 +9 +4 Favored Terrain
15th +15/+10/+5 +9 +9 +5 Improved Evasion
16th +16/+11/+6/+1 +10 +10 +5 Combat Style Feat 5th
17th +17/+12/+7/+2 +10 +10 +5 Improved Quarry
18th +18/+13/+8/+3 +11 +11 +6 Favored Terrain
19th +19/+14/+9/+4 +11 +11 +6 Sense of the Land
20th +20/+15/+10/+5 +12 +12 +6 Master Hunter 6th

Class Features

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).

Combat Style Feat (Ex): At 1st level the 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 1st, 4th, 8th, 12th and 16th level. She can choose feats from her selected combat style, even if he does not have the normal prerequisites.

If the ranger selects archery, she can choose from the following list whenever he gains a combat style feat; Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 4th level she adds Improved Precise Shot and Manyshot to the list. At 8th level she 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 4th level she adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 8th level she 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 her combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Favored Enemy (Ex): At 1st level the 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 the selected type. Likewise, she gains a +2 bonus on weapon attack and damage rolls against them. The  ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 4th level and every four levels thereafter (8th,  12th, 16th 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. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; she simply uses whichever bonus is higher.

Ranger Favored Enemies
Aberration
Humanoid (kifter)
Outsider (chaotic)
Animal Humanoid (meusmin) Outsider (earth)
Construct Humanoid (orc) Outsider (evil)
Dragon Humanoid (radorgan) Outsider (fire)
Fey Humanoid (reptilian) Outsider (good)
Humanoid (aquatic) Humanoid (saelvhik) Outsider (lawful)
Humanoid (dwarf) Humanoid (solarite) Outsider (native)
Humanoid (elf) Humanoid (other subtype) Outsider (water)
Humanoid (giant) Magical beast Outsider (other subtype)
Humanoid (goblinoid) Monstrous humanoid Plant
Humanoid (gnoll) Ooze Undead
Humanoid (human) Outsider (air) Vermin

Track (Ex): A ranger adds half her class level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): Rangers can improve the initial attitude animals. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds her ranger level and her 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.

Endurance: At 2nd level rangers gain Endurance as a bonus feat.

Favored Terrain (Ex): At 3rd level the ranger selects 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 she is in this terrain. A ranger traveling through her favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Ranger Favored Terrain
Cold (ice, glaciers, snow, and tundra)
Underground (caves and dungeons)
Jungle Forest
Swamp Plains
Desert (sand and wastelands) Water (above and below)
Mountain (including hills)

Internal Compass (Ex): Starting at 3rd level the Ranger has an innate sense of direction and can no longer lose her way. As a full round action the ranger may attune herself to the land to determine which direction true north lies.

Woodland Stride (Ex): Upon attaining 7th level the ranger moves through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her 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.

Environmental Tolerance (Su): Starting at 4th level the ranger is protected from harm in cold and hot environments as if under the constant effects of the endure elements spell.

Hunter’s Bond (Ex): At 5th level the ranger forms a bond with her 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 her companions. This bond allows her to spend a move action to grant half her favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear her. 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 her allies; they use whichever bonus is higher.

The second option is to form a close bond with an animal companion. Rangers that select an animal companion can choose from the following list; badger, bird, camel, cat (small), dire rat (see the Pathfinder RPG Bestiary), 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 her adventures as appropriate for its kind. The ranger’s animal companion shares her 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 her ranger level – 4.

Spells: Beginning at 6th level rangers gain the ability to cast a small number of divine spells, which are drawn from the ranger spell list. The ranger must choose and prepare her spells in advance (see below).

To prepare or cast a spell the 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, rangers can only cast a certain number of spells per day. Her base daily spell allotment is shown on the class advancement table (see above). In addition the ranger receives bonus spells per day if she has a high Wisdom score. When the class table indicates that the ranger gets 0 spells per day of a given spell level, she gains only the bonus spells that she is entitled to based on her Wisdom score for that level.

The ranger must spend one hour per day in quiet meditation to regain her daily allotment of spells. The ranger may prepare and cast any spell on the ranger spell list, provided that she can cast spells f that level, but she must choose which spells to prepare during her daily meditation. Through 5th level the ranger has no caster level. At 6th level and higher, her caster level is equal to her ranger level -5.


Spells Per Day
Level1st 2nd 3rd 4th
1st -
- - -
2nd -
- - -
3rd -
- - -
4th -
-
- -
5th -
-
- -
6th 0
-
- -
7th 1
-
-
-
8th 1
-
-
-
9th 2
0
-
-
10th 2
1
-
-
11th 2
1
-
-
12th 3
2
0
-
13th 3
2
1
-
14th 3
2
1
-
15th 3
3
2
0
16th 4
3
2
1
17th 4
3
2
1
18th 4
4
3
2
19th 4
4
4
3
20th 4
4
4
4


Quarry (Ex): At 7th level as a standard action, the ranger can denote one target within her line of sight as her quarry. Whenever she is following the tracks of her quarry the ranger can Take 10 on her Survival skill checks while moving at her normal speed without penalty. In addition, she receives a +2 insight bonus on attack rolls made against her quarry, and all critical threats are automatically confirmed. The ranger can have no more than one quarry at a time and the creature’s type must correspond to one of her favored enemy types. She can dismiss this effect at any time as a free action, but she cannot select a new quarry for 24 hours. If the ranger sees proof that her quarry is dead, he can select a new quarry after waiting 1 hour.

Swift Tracker (Ex): Beginning at 7th level the a ranger can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Evasion (Ex): Upon attaining 9th level the 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, she 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.

Camouflage (Ex): At 11th level the ranger can use the Stealth skill to hide in any of her favored terrains, even if the terrain doesn’t grant cover or concealment.

Improved Evasion (Ex): At 15th level the 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 her favored terrains, a ranger of 13th level or higher can use the Stealth skill even while being observed.

Improved Quarry (Ex): At 17th level, the ranger’s ability to hunt her quarry improves. He can now select a quarry as a free action, and can now Take 20 while using Survival to track her quarry, while moving at normal speed without penalty. Her insight bonus to attack her quarry increases to +4. If her quarry is killed or dismissed, he can select a new one after 10 minutes have passed.

Sense of the Land (Su): Upon attaining 19th level, the ranger must spend a number of days equal to her Wisdom modifier times two plus her class level fasting and offering up gifts to nature. After this period of fasting the ranger gains a deep spiritual connection to all of nature; she is able to cull knowledge about the surrounding area from nature itself. Three of times per day the ranger is able to commune with nature as per the spell. The rangers' effective caster level for this ability is equal to her class level.

Master Hunter (Ex): At 20th level the ranger becomes a master hunter. She can always move at full speed while using Survival to follow tracks without penalty. As a standard action she can make a single attack against a favored enemy at her full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save (DC of this save is equal to 20 + 1/2 the ranger’s level + the ranger’s Wisdom modifier) and either dies or takes an amount of nonlethal damage equal to the creature’s current hit points (ranger's choice). A successful save negates the effect. The ranger can use this ability once per day against each favored enemy type chosen, but not against the same creature more than once in a 24-hour period.