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Ranger

Master of the wilderness, and the boss of ones own self. This adventuring profession is considered to be one of the ultimate generalists. Mechanics

Ranger

Preferred Stats: Dexterity, Strength, Wisdom
Starting Gold: 6d4
HP: (3 + CON Mod)* Level
Skill Poins: + Int Mod/HD
Starting Age: Average

Ranger Level Up Benefits

LevelSpecial
1st1st Favored Enemy, Track, Wild Empathy
2ndBonus Feat
3rdEndurance
4thDistracting Attack
5th2nd Favored Enemy
6thBonus Feat
7thWoodland Stride
8thSwift Tracker
9thEvasion
10th3rd Favored Enemy
11thBonus Feat
12th
13thHide In Plain Sight
14th
15th4th Favored Enemy
16th
17thImproved Evasion
18th
19th
20thCapstone, 5th Favored Enemy

Spells By Level

SpellsPer Day
Level1st2nd3rd4th
1st----
2nd----
3rd----
4th0---
5th0---
6th1---
7th1---
8th10--
9th10--
10th11--
11th110-
12th111-
13th211-
14th2110
15th2111
16th2211
17th2221
18th3221
19th3332
20th3333
BAB: Good
Saves: Fortitude (), Reflex (), Will ()
Class Skills: Athletics (Str), Concentration (Con), Craft (Int), Deception (Cha), Handle Animal (Cha), Heal (Wis), Investigate (*), Knowledge (Dungeoneering, Geography, Nature) (Int), Navigate (Dex), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sneak (Dex), Survival (Wis)
Favored Enemy (Ex): A ranger may select a type of creature from those listed below. They gain a +2 bonus on Deception, Perception, Sense Motive, Survival Checks, and Damage rolls against that type and subtype of creature.
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.
Alternate Class Features

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

In order to meet the qualifications of becoming a Ranger, a prospect must meet certain mental criteria.
  • Willingness to study specific creatures for extreme amounts of time.
  • Willingness to traverse the wilds, surviving, and thriving in environments outside of city life
Past those two qualifications, its more of the rangers mental state to keep on practicing. Anyone could become a ranger really, they just have to reach out and grasp at the opportunity.

Career Progression

Because being a ranger is a personal job, it usually falls upon the ranger themselves to give themselves renown in their career. Because of this, they will usually take as many jobs as they can, and throw out names for themselves quite quickly.

Payment & Reimbursement

Like most other adventurers, Rangers themselves are more of a lifestyle than a career path. However, rangers are adept at many different types of professions, fram trackers to bounty hunters, to animal trainers. Usually they get paid on a case by case scenario.

Other Benefits

With a rangers great practice into the natural world itself, he starts to gain benefits similar to that of druids, which again, only comes with practice, and from studying the natural world around him.

Perception

Purpose

Rangers in society will usually fill any gap between civilization, and the wilderness. Because of this, there are quite a few rangers in society itself, but they are especially prevalent in smaller cities.

Social Status

Unusually netural. Rangers can come from military backgrounds or solitary masters. Usually the background of the ranger is more telling than the ranger themselves.

Demographics

Usually less than 1% of any population is a ranger, unless you get into small communities of less than 50 people, or into elf lands, in which case one may find quite a few rangers scattered among the populace.

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

Food is essential, though a ranger can usually find enough for himself on his own. Otherwise, arrows and a whetstone can be very helpful for a ranger as well.

Workplace

Rangers prefer the outdoors, and so, they are always seen outdoors.

Provided Services

Because a ranger is a very good generalist, he provides many services outside of the city, as follows:
  • Animal Training
  • Guide
  • Mercenary Work
  • Scouting
  • Tracking
  • Trapping
  • Wild Produce collection
Additionally, a ranger provides spellcasting services, as detailed in the list below.

Dangers & Hazards

As with all adventuring professions, this is considered one of the most hazardous of them all, as rangers who do not group up with other adventurers, are prone to dangerous hazards.
Alternative Names
Bounty Hunter, Slayer, Hunter, Trapper, Adventurer, Swordsman, Bowman, Detective
Type
Agricultural / Fishing / Forestry
Demand
Moderate
Legality
Being a ranger is completely legal in every corner of the world.
Famous in the Field
Ranger Class Information

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