Ranger
Ranger
Preferred Stats: Dexterity, Strength, WisdomStarting Gold: 6d4
HP: (3 + CON Mod)* Level
Skill Poins: + Int Mod/HD
Starting Age: Average
Ranger Level Up Benefits
Level | Special |
---|---|
1st | 1st Favored Enemy, Track, Wild Empathy |
2nd | Bonus Feat |
3rd | Endurance |
4th | Distracting Attack |
5th | 2nd Favored Enemy |
6th | Bonus Feat |
7th | Woodland Stride |
8th | Swift Tracker |
9th | Evasion |
10th | 3rd Favored Enemy |
11th | Bonus Feat |
12th | |
13th | Hide In Plain Sight |
14th | |
15th | 4th Favored Enemy |
16th | |
17th | Improved Evasion |
18th | |
19th | |
20th | Capstone, 5th Favored Enemy |
Spells By Level
Spells | Per Day | |||
---|---|---|---|---|
Level | 1st | 2nd | 3rd | 4th |
1st | - | - | - | - |
2nd | - | - | - | - |
3rd | - | - | - | - |
4th | 0 | - | - | - |
5th | 0 | - | - | - |
6th | 1 | - | - | - |
7th | 1 | - | - | - |
8th | 1 | 0 | - | - |
9th | 1 | 0 | - | - |
10th | 1 | 1 | - | - |
11th | 1 | 1 | 0 | - |
12th | 1 | 1 | 1 | - |
13th | 2 | 1 | 1 | - |
14th | 2 | 1 | 1 | 0 |
15th | 2 | 1 | 1 | 1 |
16th | 2 | 2 | 1 | 1 |
17th | 2 | 2 | 2 | 1 |
18th | 3 | 2 | 2 | 1 |
19th | 3 | 3 | 3 | 2 |
20th | 3 | 3 | 3 | 3 |
Saves: Fortitude (), Reflex (), Will ()
At 5th level, and every 5 levels therafter, the ranger may select an additional favored enemy from those listed below. In addition, each previous favored enemy has its bonus increase by an additional +2.
If a ranger chooses humanoids or outsiders as a favored enemy, they must also choose an appropriate subtype of the creature they are hunting, as noted in the humanoid and outsider tooltip. If a specific creature falls into more than one category of favored enemy, you only use the highest modifier.
Favored Enemy Types
Aberration, Animal, Construct, Dragon, Elemental, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Undead, Vermin.Track: Gain the Track Feat, or take a bonus feat.
Wild Empathy (Ex): Similar to a Persuasion check, an animal can have its attitude altered. Roll a d20 and add the Ranger level and Cha modifier to determine the empathy check result. Domestic animals have a starting attitude of indifferent, while wild animals are usually hostile.
Wild empathy can only be used while the Ranger and animal are able to study one another. They must be within 30ft under normal conditions. This process usually takes 1 minute or more.
Rangers can also use this ability on magical beasts with an Intelligence of 1 or 2 but takes a -4 penalty on the check.
Bonus Feat: Starting at 2nd level, any time you would gain a bonus feat from taking levels in ranger, you may select from the fighter bonus feat list, and treat your level as if you were 1/2 of the level of fighter. Treat these levels as if they were stacking in order to qualify for feats, prestige classes, or other abilities.
Endurance:Gain the Endurance Feat or take a bonus feat.
Distracting Attack (Ex): Beginning at 4th level, whenever you hit an enemy with an attack, that enemy is considered flanked by you for the purpose of adjucating your allies' attacks.
this flanked condition lasts until either the enemy is attacked by one of your allies, or until the start of your next turn, whichever coms first.
This ability has no effect on creatures that can't be flanked.
Spells:Starting at 4th level, the ranger gains the ability to cast a small number of divine spells from the ranger spell list below. A ranger must choose and prepare their spells in advance.
To prepare or cast a spell, a ranger must have a Wisdom score equal to 10 + the spell level. The DC for a saving throw against a ranger's spell is 10 + the spell level + the rangers Wis mod.
Like other spellcasters, a ranger can cast only a certai nnumber of spells of each spell level per day. They gain bonus spells per day if they have a high Wisdom score. When the spell table determines that they get 0 spells per day of a given level, they only gain the bonus spells they would be entitled to based on their Wisdom score for that spell level.
Unlike other casters, Rangers know every spell available to them. They must choose what spells they pray for and prepare them after a good nights sleep and spending 1 hour in prayer. During this hour of prayer, a ranger prepares as many spells for the day as they have slots to cast them with, and can cast these spells in any combination, so long as they maintain the spell slot used for the spell cast.
A rangers CL is equal to 1/4 their ranger level.
Woodland Stride (Ex): Starting at 7th level, a ranger moves through any undergrowth at their normal speed without taking damage or suffering any other impairments. Areas magically manipulated to impede motion still affect them.
Swift Tracker (Ex): Beginning at 8th level, if a ranger has the Track feat, they may move at normal speed while following tracks without the normal -5 penalty. They take only a -10 penalty when moving at up to twice normal speed while tracking.
Evasion (Ex): At 9th level, any successful reflex saving throw against an attack that deals 1/2 damage on a successful save deals no damage instead. On a failed save, they instead take 1/2 damage. Evasion can only be used while the ranger is wearing light or no armor. A helpless ranger gains no benefit of evasion.
At 17th level, this improves to where even on a failed saving throw, the ranger only takes 1/2 damage.
Hide in Plain Sight (Ex):While in any sort of natural terrain, a ranger of 13th level can use their sneak skill while being observed so long as they are in natural terrain.
Capstone: Upon reaching 20th level, a ranger may choose their capstone.
- All bonuses of Favored enemy are combined, and applied only to a single type of favored enemy.
- Add your Wisdom modifier to Favored Enemy Benefits. Additionally, Favored Enemy bonuses also apply to Attack rolls.
- Gain blindsense 60ft. This range is doubled for detecting favored enemies. If character already has blindsense, increase the range by 60ft and double that range for detecting favored enemies.
Evasion
Feign Death
By removing the ability to gain evasion at 9nd level, a ranger gains the ability to fake their death. The ranger as an immediate action can enter a catatonic state where they appear to be dead. They cannot see or feel anything, but retain the ability to smell, hear, or otherwise follow what is going on around them.While feigning death, the ranger gains immunity to all mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, ability drain, negative levels, death effects, and gaze attacks. Attempts to resuscitate you, automatically fail, though a wish spell immediately ends your feign death ability.
Spells and other effects that assess your current condition indicate that you are dead. A successful Heal check can discern that you are actually alive.
You can remain in the catatonic state indefinitely, though you still require food, water, and air as you normally would. Emerging from feigned death is a standard action.
If you would gain improved evasion at a higher level when taking the Feign Death ACF, you would instead gain evasion.
Various
Magical Defender
/*Celestial Slayer*/
By removing the Wild Empathy, Distracting Attack, and Woodland Stride, you gain SR 10 + your class levels against spells and spell-like abilities from favored Enemies. Additionally, if you score a critical hit against a favored enemy, treat your roll as if it were +4 higher for the purposes of confirming the critical.Career
Qualifications
- Willingness to study specific creatures for extreme amounts of time.
- Willingness to traverse the wilds, surviving, and thriving in environments outside of city life
Career Progression
Payment & Reimbursement
Other Benefits
Perception
Purpose
Social Status
Demographics
History
As rangers usually operated via a word of mouth training system instead of written, the practice is said to have survived for over a thousand years without issue, due to terrasque consuming the history of the world having a good chance to avoid them. It is even rumored that the majority of kings after the collapse were rangers, though these rumors are unfounded.
Operations
Tools
Because of the interesting nature of rangers and their training, a ranger will usually carry a backpack with a water skin, a bedroll, a sack, and a flint and steel. More of ten than not, a ranger will usually wear studded leather armor when starting out, though they may upgrade to better armor (maybe magical) later on in life. Otherwise, the ranger will usually also carry a long or short sword as well. Sometimes both. And finally, they will almost always be seen wielding a longbow with a quiver of arrows.
Materials
Workplace
Provided Services
- Animal Training
- Guide
- Mercenary Work
- Scouting
- Tracking
- Trapping
- Wild Produce collection
3rd Level Spells
4th Level Spells
Dangers & Hazards
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