This version of the Ranger class is a mix of the features from D&D 3.5 and Pathfinder 1e. Its goal is to provide interesting mechanics for roleplaying a Ranger while giving it more relevance throughout a campaign.
The ranger’s class skills (and the key ability for each skill) are:
Spells per Day | |||||||||
---|---|---|---|---|---|---|---|---|---|
Level | BAB | Fort | Ref | Will | Special | 1st | 2nd | 3rd | 4th |
1st | +1 | +2 | +2 | +0 | 1st favored enemy, 1st favored terrain, Track, wild empathy, Light | - | - | - | - |
2nd | +2 | +3 | +3 | +0 | Combat style, Trackless step | - | - | - | - |
3rd | +3 | +3 | +3 | +1 | Endurance, Woodland stride, Pass Without Trace | - | - | - | - |
4th | +4 | +4 | +4 | +1 | Animal Companion | 1 | - | - | - |
5th | +5 | +4 | +4 | +1 | 2nd favored enemy | 1 | - | - | - |
6th | +6/+1 | +5 | +5 | +2 | Improved Combat Style | 2 | - | - | - |
7th | +7/+2 | +5 | +5 | +2 | Snare | 2 | - | - | - |
8th | +8/+3 | +6 | +6 | +2 | Swift tracker, 2nd favored terrain | 2 | 1 | - | - |
9th | +9/+4 | +6 | +6 | +3 | Evasion | 2 | 1 | - | - |
10th | +10/+5 | +7 | +7 | +3 | 3rd favored enemy, Combat Style Expertise | 2 | 2 | - | - |
11th | +11/+6/+1 | +7 | +7 | +3 | Commune with Nature | 2 | 2 | - | - |
12th | +12/+7/+2 | +8 | +8 | +4 | 2 | 2 | 1 | - | |
13th | +13/+8/+3 | +8 | +8 | +4 | Camouflage | 2 | 2 | 2 | - |
14th | +14/+9/+4 | +9 | +9 | +4 | 3 | 2 | 2 | - | |
15th | +15/+10/+5 | +9 | +9 | +5 | 4th favored enemy, Control Weather, Combat style feat | 3 | 2 | 2 | - |
16th | +16/+11/+6/+1 | +10 | +10 | +5 | 3rd favored terrain | 3 | 3 | 2 | 1 |
17th | +17/+12/+7/+2 | +10 | +10 | +5 | Hide in plain sight | 3 | 3 | 3 | 2 |
18th | +18/+13/+8/+3 | +11 | +11 | +6 | Combat style feat | 4 | 3 | 3 | 2 |
19th | +19/+14/+9/+4 | +11 | +11 | +6 | 4 | 4 | 4 | 3 | |
20th | +20/+15/+10/+5 | +12 | +12 | +6 | 5th favored enemy | 4 | 4 | 4 | 4 |
All of the following are class features of the ranger.
A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. Upon choosing a creature type, the ranger may immediately learn one language natively spoken by such creatures, if they have one.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. 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. 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.
Type (Subtype) | Type (Subtype) |
---|---|
Aberration | Humanoid (reptilian) |
Animal | Magical beast |
Construct | Monstrous Humanoid |
Dragon | Ooze |
Elemental | Outsider (air) |
Fey | Outsider (chaotic) |
Giant | Outsider (earth) |
Humanoid (aquatic) | Outsider (evil) |
Humanoid (dwarf) | Outsider (fire) |
Humanoid (elf) | Outsider (good) |
Humanoid (goblinoid) | Outsider (lawful) |
Humanoid (gnoll) | Outsider (native) |
Humanoid (gnome) | Outsider (water) |
Humanoid (halfling) | Plant |
Humanoid (human) | Undead |
Humanoid (orc) | Vermin |
At 1st level, a ranger may select one type of natural environment given on Table: Ranger Favored Terrain. The ranger gains a +2 bonus on Knowledge (Geography), Knowledge (Nature), Listen, Spot, and Survival checks when using these skills in regard to environs of this type. While travelling for an hour or more in their favored terrain, the ranger gains these additional benefits:
At 8th level and 16th level, the ranger may select an additional favored terrain from those given on the table. In addition, at each such interval, the bonus within any one favored terrain (including the one just selected, if so desired) increases by 2.
Terrain | Terrain |
---|---|
Desert, sandy | Mountains |
Forest | Plains |
Hills | Swamp |
Jungle | Tundra, frozen |
Moor |
The terrains given in the table are the same terrains as presented in the section on Terrain and Overland Movement. Alternate, simpler terrains are Arctic, Coast, Desert, Forest, Grassland, Mountain, and Swamp.
A ranger gains Track as a bonus feat at first level.
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 modifier 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.
A ranger gains the ability to cast Light 1/day as a spell-like ability. The caster level for this ability is equal to the ranger’s class level.
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.
Starting at 2nd level, a ranger leaves no trail when traveling through one of their Favored Terrains and cannot be tracked. He may choose to leave a trail if so desired.
A ranger gains Endurance as a bonus feat at 3rd level.
Starting at 3rd 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.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
At 3rd level, a ranger gains the ability to cast Pass Without Trace 1/day as a spell-like ability. The spell’s caster level is the same as the ranger’s class level.
At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is two lower than his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level two less than his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the [ranger revised spell list]. A ranger must choose and prepare his spells in advance (see below).
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: The Ranger Revised. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The 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. The ranger does not have access to any domain spells or granted powers, as a cleric does.
A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger revised 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 his ranger level.
At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he adds Improved Precise Shot and Manyshot to the list of combat style feats.
If the ranger selected two-weapon combat at 2nd level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list of combat style feats.
The ranger gains a bonus feat from his list. As before, 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.
At 7th level, a ranger gains the ability to cast Snare 1/day as a spell-like ability. The spell’s caster level is the same as the ranger’s class level.
Beginning at 8th 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.
At 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 or no armor. A helpless ranger does not gain the benefit of evasion.
At 10th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he adds Pinpoint Targeting and Shot on the Run to the list of combat style feats.
If the ranger selected two-weapon combat at 2nd level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list of combat style feats.
The ranger gains a bonus feat from his list. As before, 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.
At 11th level, a ranger gains the ability to cast Commune with Nature 1/day as a spell-like ability. The spell’s caster level is the same as the ranger’s class level.
A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
At 15th level, a ranger gains the ability to cast Control Weather 1/day as a spell-like ability. The spell’s caster level is the same as the ranger’s class level.
While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.
This spell list moves a number of spells from higher levels to lower ones, so that they can be used closer to when they are appropriate for a typical game. It also adds a few spells which absent on the original list, but which fit the theme of the class.
Alarm: Wards an area for 2 hours/level.
Animal Messenger: Sends a Tiny animal to a specific place.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Calm Animals: Calms (2d4 + level) HD of animals.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius circle.
Hide from Animals: Animals can’t perceive one subject/level.
Hold Animal: Paralyzes one animal for 1 round/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Increases your speed.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Pass without Trace: One subject/level leaves no tracks.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Speak with Animals: You can communicate with animals.
Command Plants: Sway the actions of one or more plant creatures.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkvision: See 60 ft. in total darkness.
Diminish Plants: Reduces size or blights growth of normal plants.
Magic Fang, Greater: One natural weapon of subject creature gets +1/three caster levels on attack and damage rolls (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Nondetection: Hides subject from divination, scrying.
Plant Growth: Grows vegetation, improves crops.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Reduce Animal: Shrinks one willing animal.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Tree Shape: You look exactly like a tree for 1 hour/level.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Animal Growth: One animal/two levels doubles in size.
Commune with Nature: Learn about terrain for 1 mile/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Find the Path: Shows most direct way to a location.
Freedom of Movement: Subject moves normally despite impediments.
Tree Stride: Step from one tree to another far away.
Animate Plants: One or more plants animate and fight for you.
Antipathy: Object or location affected by spell repels certain creatures.
Control Weather: Changes weather in local area.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Discern Location: Reveals exact location of creature or object.