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[[Image:Ranger_2.png|434px|right|Found you....]] | [[Image:Ranger_2.png|434px|right|Found you....]] | ||
== | == Ranger == | ||
For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, , rangers are not protectors of the wild, they are tamers of it, blazing trails with every step. | |||
'''Role:''' Ranger are deft skirmishers, either in melee or at range, capable of skillfully dancing in and out of battle. Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable against all manner of enemies. | |||
'''Alignment:''' Any | '''Alignment:''' Any | ||
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'''Starting Wealth:''' 5d6 x 10 gp (average: 175 gp) | '''Starting Wealth:''' 5d6 x 10 gp (average: 175 gp) | ||
'''Class Skills:''' The ranger's class skills are Climb (Str), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Logic) (Int), Knowledge (Nature) (Int), Naturalism (Special), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str). | '''Class Skills:''' The ranger's class skills are [[Climb]] (Str), [[Handle Animal]] (Cha), [[Heal]] (Wis), [[Intimidate]] (Cha), [[Knowledge (Dungeoneering)]] (Int), [[Knowledge (Geography)]] (Int), [[Knowledge (Logic)]] (Int), [[Knowledge (Nature)]] (Int), [[Naturalism]] (Special), [[Perception]] (Wis), [[Profession]] (Wis), [[Ride]] (Dex), [[Stealth]] (Dex), [[Survival]] (Wis), and [[Swim]] (Str). | ||
'''Skill Ranks per Level:''' 7 + Int modifier. | '''Skill Ranks per Level:''' 7 + Int modifier. | ||
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=== Table: Ranger === | === Table: Ranger === | ||
{| border="1" cellpadding="5" style="text-align:center" | {| border="1" cellpadding="5" style="text-align:center" | ||
|- style="Background:DarkOliveGreen; Color:White" | |||
! Level || width="125" | BAB || Fort || Refl || Will || Quarry Pool || width="400" | Special || width="75" | 1st || width="75" | 2nd || width="75" | 3rd || width="75" | 4th | ! Level || width="125" | BAB || Fort || Refl || Will || Quarry Pool || width="400" | Special || width="75" | 1st || width="75" | 2nd || width="75" | 3rd || width="75" | 4th | ||
|- | |- | ||
! 1st | ! 1st | ||
| +1 || 2 || 2 || 0 || 1d10 || Align="Left" | Quarry Pool, Track, Trapper || - || - || - || - | | +1 || 2 || 2 || 0 || 1d10 || Align="Left" | Quarry Pool, Track, Trapper || - || - || - || - | ||
|- | |- style="Background:WhiteSmoke" | ||
! 2nd | ! 2nd | ||
| +2 || 3 || 3 || 0 || 1d10 || Align="Left" | Combat Style Feat || - || - || - || - | | +2 || 3 || 3 || 0 || 1d10 || Align="Left" | Combat Style Feat || - || - || - || - | ||
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! 3rd | ! 3rd | ||
| +3 || 3 || 3 || 1 || 1d10 || Align="Left" | Endurance || - || - || - || - | | +3 || 3 || 3 || 1 || 1d10 || Align="Left" | Endurance || - || - || - || - | ||
|- | |- style="Background:WhiteSmoke" | ||
! 4th | ! 4th | ||
| +4 || 4 || 4 || 1 || 2d10 || Align="Left" | Herb Lore || 0 || - || - || - | | +4 || 4 || 4 || 1 || 2d10 || Align="Left" | Herb Lore || 0 || - || - || - | ||
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! 5th | ! 5th | ||
| +5 || 4 || 4 || 1 || 2d10 || Align="Left" | Wolf Pack Tactics || 0 || - || - || - | | +5 || 4 || 4 || 1 || 2d10 || Align="Left" | Wolf Pack Tactics || 0 || - || - || - | ||
|- | |- style="Background:WhiteSmoke" | ||
! 6th | ! 6th | ||
| +6/+1 || 5 || 5 || 2 || 2d10 || Align="Left" | Combat Style Feat || 1 || - || - || - | | +6/+1 || 5 || 5 || 2 || 2d10 || Align="Left" | Combat Style Feat || 1 || - || - || - | ||
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! 7th | ! 7th | ||
| +7/+2 || 5 || 5 || 2 || 3d10 || Align="Left" | Advanced Herb Lore, Woodland Stride || 1 || 0 || - || - | | +7/+2 || 5 || 5 || 2 || 3d10 || Align="Left" | Advanced Herb Lore, Woodland Stride || 1 || 0 || - || - | ||
|- | |- style="Background:WhiteSmoke" | ||
! 8th | ! 8th | ||
| +8/+3 || 6 || 6 || 2 || 3d10 || Align="Left" | Swift Tracker || 1 || 0 || - || - | | +8/+3 || 6 || 6 || 2 || 3d10 || Align="Left" | Swift Tracker || 1 || 0 || - || - | ||
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! 9th | ! 9th | ||
| +9/+4 || 6 || 6 || 3 || 3d10 || Align="Left" | Evasion || 1 || 1 || - || - | | +9/+4 || 6 || 6 || 3 || 3d10 || Align="Left" | Evasion || 1 || 1 || - || - | ||
|- | |- style="Background:WhiteSmoke" | ||
! 10th | ! 10th | ||
| +10/+5 || 7 || 7 || 3 || 4d10 || Align="Left" | Expert Herb Lore, Combat Style Feat || 1 || 1 || 0 || - | | +10/+5 || 7 || 7 || 3 || 4d10 || Align="Left" | Expert Herb Lore, Combat Style Feat || 1 || 1 || 0 || - | ||
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! 11th | ! 11th | ||
| +11/+6/+1 || 7 || 7 || 3 || 4d10 || Align="Left" | Quarry, Monster Lore || 2 || 1 || 0 || - | | +11/+6/+1 || 7 || 7 || 3 || 4d10 || Align="Left" | Quarry, Monster Lore || 2 || 1 || 0 || - | ||
|- | |- style="Background:WhiteSmoke" | ||
! 12th | ! 12th | ||
| +12/+7/+2 || 8 || 8 || 4 || 4d10 || Align="Left" | Camouflage || 2 || 1 || 1 || - | | +12/+7/+2 || 8 || 8 || 4 || 4d10 || Align="Left" | Camouflage || 2 || 1 || 1 || - | ||
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! 13th | ! 13th | ||
| +13/+8/+3 || 8 || 8 || 4 || 5d10 || Align="Left" | Herb Lore Mastery || 2 || 1 || 1 || 0 | | +13/+8/+3 || 8 || 8 || 4 || 5d10 || Align="Left" | Herb Lore Mastery || 2 || 1 || 1 || 0 | ||
|- | |- style="Background:WhiteSmoke" | ||
! 14th | ! 14th | ||
| +14/+9/+4 || 9 || 9 || 4 || 5d10 || Align="Left" | Combat Style Feat || 2 || 2 || 1 || 0 | | +14/+9/+4 || 9 || 9 || 4 || 5d10 || Align="Left" | Combat Style Feat || 2 || 2 || 1 || 0 | ||
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! 15th | ! 15th | ||
| +15/+10/+5 || 9 || 9 || 5 || 5d10 || Align="Left" | Perfect Wolf Pack Tactics || 2 || 2 || 1 || 1 | | +15/+10/+5 || 9 || 9 || 5 || 5d10 || Align="Left" | Perfect Wolf Pack Tactics || 2 || 2 || 1 || 1 | ||
|- | |- style="Background:WhiteSmoke" | ||
! 16th | ! 16th | ||
| +16/+11/+6/+1 || 10 || 10 || 5 || 6d10 || Align="Left" | Improved Evasion || 3 || 2 || 1 || 1 | | +16/+11/+6/+1 || 10 || 10 || 5 || 6d10 || Align="Left" | Improved Evasion || 3 || 2 || 1 || 1 | ||
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! 17th | ! 17th | ||
| +17/+12/+7/+2 || 10 || 10 || 5 || 6d10 || Align="Left" | Hide In Plain Sight || 3 || 2 || 2 || 1 | | +17/+12/+7/+2 || 10 || 10 || 5 || 6d10 || Align="Left" | Hide In Plain Sight || 3 || 2 || 2 || 1 | ||
|- | |- style="Background:WhiteSmoke" | ||
! 18th | ! 18th | ||
| +18/+13/+8/+3 || 11 || 11 || 6 || 6d10 || Align="Left" | Combat Style Feat || 3 || 2 || 2 || 1 | | +18/+13/+8/+3 || 11 || 11 || 6 || 6d10 || Align="Left" | Combat Style Feat || 3 || 2 || 2 || 1 | ||
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! 19th | ! 19th | ||
| +19/+14/+9/+4 || 11 || 11 || 6 || 7d10 || Align="Left" | Improved Quarry || 3 || 3 || 2 || 1 | | +19/+14/+9/+4 || 11 || 11 || 6 || 7d10 || Align="Left" | Improved Quarry || 3 || 3 || 2 || 1 | ||
|- | |- style="Background:WhiteSmoke" | ||
! 20th | ! 20th | ||
| +20/+15/+10/+5 || 12 || 12 || 6 || 7d10 || Align="Left" | Master Hunter || 3 || 3 || 2 || 2 | | +20/+15/+10/+5 || 12 || 12 || 6 || 7d10 || Align="Left" | Master Hunter || 3 || 3 || 2 || 2 | ||
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== Class Abilities == | |||
=== Weapon and Armor Proficiency === | |||
A ranger is proficient with all simple and martial weapons and with light armor and medium armor, and light and heavy shields. | A ranger is proficient with all simple and martial weapons and with light armor and medium armor, and light and heavy shields. | ||
=== Track (Ex) === | |||
Beginning at 1st level, a ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. | Beginning at 1st level, a ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. | ||
=== Quarry Pool (Ex) === | |||
Beginning at 1st level, a ranger gets a quarry pool of one or more dice which refreshes at the start of each of his turns. At any point after a successful attack roll, the ranger may expend one or more of these dice by assigning it to the damage roll of the attack as a free action. Expending dice uses them up until the pool refreshes next round. At higher levels, dice from this pool may be expended each round for temporary abilities instead of damage (see Quarry, Improved Quarry, Master Hunter abilities). The Quarry pool is a type of [[Types_of_Damage#Precision_Damage|precision damage]] when used to increase attack damage. | Beginning at 1st level, a ranger gets a quarry pool of one or more dice which refreshes at the start of each of his turns. At any point after a successful attack roll, the ranger may expend one or more of these dice by assigning it to the damage roll of the attack as a free action. Expending dice uses them up until the pool refreshes next round. At higher levels, dice from this pool may be expended each round for temporary abilities instead of damage (see Quarry, Improved Quarry, Master Hunter abilities). The Quarry pool is a type of [[Types_of_Damage#Precision_Damage|precision damage]] when used to increase attack damage. | ||
=== Trapper (Ex) === | |||
Starting at 1st level, a ranger has the ability to set traps. To use this ability requires that the ranger acquire a [[Adventuring Gear#Trap, Hunter's|Hunter's Trap]] for each trap he wishes to set. A Hunter's Trap weighs 10 pounds and costs 2 gold, and is not consumed when the trapper ability is used. For a ranger to set a trap in a square takes a full round action. Ranger traps are not small, and cannot be applied to items, doors, or locks. In general, they require a full five foot square of space, and only one may be set per square. To see a Ranger trap requires greater than animal intelligence and a Perception check against a DC of half Ranger level+10. Anyone can disarm a ranger trap with a Dex roll versus a DC of half Ranger level +10. If a character has Disable Device they may roll that with a bonus of +5 on the roll due to the size and comparative crudity of a ranger trap. | Starting at 1st level, a ranger has the ability to set traps. To use this ability requires that the ranger acquire a [[Adventuring Gear#Trap, Hunter's|Hunter's Trap]] for each trap he wishes to set. A Hunter's Trap weighs 10 pounds and costs 2 gold, and is not consumed when the trapper ability is used. For a ranger to set a trap in a square takes a full round action. Ranger traps are not small, and cannot be applied to items, doors, or locks. In general, they require a full five foot square of space, and only one may be set per square. To see a Ranger trap requires greater than animal intelligence and a Perception check against a DC of half Ranger level+10. Anyone can disarm a ranger trap with a Dex roll versus a DC of half Ranger level +10. If a character has Disable Device they may roll that with a bonus of +5 on the roll due to the size and comparative crudity of a ranger trap. | ||
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=== Combat Style Feat (Ex) === | |||
At 2nd level, a ranger must select one combat style to pursue. 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. | At 2nd level, a ranger must select one combat style to pursue. 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. | ||
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=== Endurance === | |||
A ranger gains [[Endurance]] as a bonus feat at 3rd level. | |||
=== Herb Lore (Su) === | |||
Beginning at 4th level, every 24 hours, if the ranger has access to herbs, plants, and/or animals he can brew poultices that grant any of the effects a 1st level ranger spell provides. The Ranger can access these herbs, plants, and/or animals in any uncivilized natural area as can a Druid, but a Ranger is less picky and more adaptable than a Druid. A Ranger can also access the things he needs to brew poultices in farmland, gardens, and parks. Essentially, nearly any access to plants and other growing things will allow him to 'whip something up.' | Beginning at 4th level, every 24 hours, if the ranger has access to herbs, plants, and/or animals he can brew poultices that grant any of the effects a 1st level ranger spell provides. The Ranger can access these herbs, plants, and/or animals in any uncivilized natural area as can a Druid, but a Ranger is less picky and more adaptable than a Druid. A Ranger can also access the things he needs to brew poultices in farmland, gardens, and parks. Essentially, nearly any access to plants and other growing things will allow him to 'whip something up.' | ||
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=== Advanced Herb Lore (Su) === | |||
Beginning at 7th level, the ranger may make poultices which mimic the effects of any 1st or 2nd level ranger spell. | Beginning at 7th level, the ranger may make poultices which mimic the effects of any 1st or 2nd level ranger spell. | ||
=== Expert Herb Lore (Su) === | |||
Beginning at 10th level, the ranger may make poultices which mimic the effects of any 1st, 2nd or 3rd level ranger spells. | Beginning at 10th level, the ranger may make poultices which mimic the effects of any 1st, 2nd or 3rd level ranger spells. | ||
=== Herb Lore Mastery (Su) === | |||
Beginning at 13th level, the ranger may make poultices which mimic the effects of 1st through 4th level ranger spells. | Beginning at 13th level, the ranger may make poultices which mimic the effects of 1st through 4th level ranger spells. | ||
=== Wolf Pack Tactics (Ex) === | |||
At 5th level, the ranger may select a teamwork feat as a bonus feat. As a swift action, the ranger may select one ally within 30 feet and bestow the use of this feat (and any other teamwork feats the ranger picks up) as though both the ranger and the ally had it/them. The ally can make use of the feat(s) until the start of the ranger's next turn. The ranger may choose the same ally or a different one (within 30 feet) each time they use this ability. No more than one ally may be granted this ability in a given round. | At 5th level, the ranger may select a teamwork feat as a bonus feat. As a swift action, the ranger may select one ally within 30 feet and bestow the use of this feat (and any other teamwork feats the ranger picks up) as though both the ranger and the ally had it/them. The ally can make use of the feat(s) until the start of the ranger's next turn. The ranger may choose the same ally or a different one (within 30 feet) each time they use this ability. No more than one ally may be granted this ability in a given round. | ||
=== Perfect Wolf Pack Tactics (Ex) === | |||
At 15th level, the ranger may grant all allies within 30 feet of her the benefit of any teamwork feats the ranger has, as a swift action, as though they had all taken the feats themselves. This benefit lasts until the start of the ranger's next turn. | At 15th level, the ranger may grant all allies within 30 feet of her the benefit of any teamwork feats the ranger has, as a swift action, as though they had all taken the feats themselves. This benefit lasts until the start of the ranger's next turn. | ||
=== 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. | 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. | ||
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=== Swift Tracker (Ex) === | |||
Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow 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. | Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow 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) === | |||
When he reaches 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, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion. | When he reaches 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, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion. | ||
=== Monster Lore (Ex) === | |||
At 11th level, rangers may make checks to determine information about any monster encountered, using the highest knowledge skill they possess, even if they are not trained in the correct knowledge skill. This ability can only be used to learn lore on a monster the ranger is currently perceiving. The ranger must still use the appropriate knowledge skill for general knowledge checks. | At 11th level, rangers may make checks to determine information about any monster encountered, using the highest knowledge skill they possess, even if they are not trained in the correct knowledge skill. This ability can only be used to learn lore on a monster the ranger is currently perceiving. The ranger must still use the appropriate knowledge skill for general knowledge checks. | ||
=== Quarry (Ex) === | |||
At 11th level, a ranger can, as a swift action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus to AC versus attacks made by the quarry. A ranger can have no more than one quarry at a time. This effect cannot be dismissed until the quarry is slain, or the ranger gets 8 hours of rest. If the quarry is slain, the ranger may select a new quarry at any time with a swift action. | At 11th level, a ranger can, as a swift action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus to AC versus attacks made by the quarry. A ranger can have no more than one quarry at a time. This effect cannot be dismissed until the quarry is slain, or the ranger gets 8 hours of rest. If the quarry is slain, the ranger may select a new quarry at any time with a swift action. | ||
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=== Camouflage (Ex) === | |||
A ranger of 12th level or higher can use the Stealth skill to hide, even if the terrain doesn't grant cover or concealment. | A ranger of 12th level or higher can use the Stealth skill to hide, even if the terrain doesn't grant cover or concealment. | ||
=== Improved Evasion (Ex) === | |||
At 16th level, a 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. | At 16th level, a 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) === | |||
A ranger of 17th level or higher can | A ranger of 17th level or higher can initiate a [[Stealth]] stance without the need for cover or concealment, and even while being observed. | ||
=== Improved Quarry (Ex) === | |||
At 19th level, the ranger's ability to hunt his quarry improves. He can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. Additionally, all critical threats against the quarry are automatically confirmed. | At 19th level, the ranger's ability to hunt his quarry improves. He can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. Additionally, all critical threats against the quarry are automatically confirmed. | ||
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=== Master Hunter (Ex) === | |||
A ranger of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He may also maintain a number of quarries equal to his WIS modifier, but he must still use a swift action to mark each target as a quarry. | A ranger of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He may also maintain a number of quarries equal to his WIS modifier, but he must still use a swift action to mark each target as a quarry. | ||
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* Trade 1 quarry die to take a free 5-foot step. (Stackable) | * Trade 1 quarry die to take a free 5-foot step. (Stackable) | ||
== Example Ranger Build == | |||
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=== Table: Epic Ranger === | === Table: Epic Ranger === | ||
{| border="1" cellpadding="5" style="text-align:center" | {| border="1" cellpadding="5" style="text-align:center" | ||
|- style="Background:DarkOliveGreen; Color:White" | |||
! Level || width="125" | BAB || Fort || Refl || Will || Quarry Pool || width="400" | Special || width="75" | 1st || width="75" | 2nd || width="75" | 3rd || width="75" | 4th | ! Level || width="125" | BAB || Fort || Refl || Will || Quarry Pool || width="400" | Special || width="75" | 1st || width="75" | 2nd || width="75" | 3rd || width="75" | 4th | ||
|- | |- | ||
! 21st | ! 21st | ||
| +21/+16/+11/+6 || +13 || +13 || +7 || 8d10 || Align="Left" | Ridge Runner, Sharpshooter || 4 || 3 || 2 || 2 | | +21/+16/+11/+6 || +13 || +13 || +7 || 8d10 || Align="Left" | Ridge Runner, Sharpshooter || 4 || 3 || 2 || 2 | ||
|- | |- style="Background:WhiteSmoke" | ||
! 22nd | ! 22nd | ||
| +21/+16/+11/+6 || +13 || +13 || +7 || 8d10 || Align="Left" | Skinner || 4 || 3 || 3 || 2 | | +21/+16/+11/+6 || +13 || +13 || +7 || 8d10 || Align="Left" | Skinner || 4 || 3 || 3 || 2 | ||
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! 23rd | ! 23rd | ||
| +22/+17/+12/+7 || +14 || +14 || +8 || 9d10 || Align="Left" | Epic Trapper || 4 || 3 || 3 || 2 | | +22/+17/+12/+7 || +14 || +14 || +8 || 9d10 || Align="Left" | Epic Trapper || 4 || 3 || 3 || 2 | ||
|- | |- style="Background:WhiteSmoke" | ||
! 24th | ! 24th | ||
| +22/+17/+12/+7 || +14 || +14 || +8 || 10d10 || Align="Left" | Lord of the Hunt || 4 || 4 || 3 || 2 | | +22/+17/+12/+7 || +14 || +14 || +8 || 10d10 || Align="Left" | Lord of the Hunt || 4 || 4 || 3 || 2 | ||
|- | |- | ||
! 25th | ! 25th | ||
| +23/+18/+13/+8 || +15 || +15 || +9 || 10d10 || Align="Left" | | | +23/+18/+13/+8 || +15 || +15 || +9 || 10d10 || Align="Left" | Fanged Fury || 4 || 4 || 3 || 3 | ||
|- | |- style="Background:WhiteSmoke" | ||
! 26th | ! 26th | ||
| +23/+18/+13/+8 || +15 || +15 || +9 || 11d10 || Align="Left" | Skiver || 5 || 4 || 3 || 3 | | +23/+18/+13/+8 || +15 || +15 || +9 || 11d10 || Align="Left" | Skiver || 5 || 4 || 3 || 3 | ||
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! 27th | ! 27th | ||
| +24/+19/+14/+9 || +16 || +16 || +10 || 12d10 || Align="Left" | Hinterlander || 5 || 4 || 4 || 3 | | +24/+19/+14/+9 || +16 || +16 || +10 || 12d10 || Align="Left" | Hinterlander || 5 || 4 || 4 || 3 | ||
|- | |- style="Background:WhiteSmoke" | ||
! 28th | ! 28th | ||
| +24/+19/+14/+9 || +16 || +16 || +10 || 12d10 || Align="Left" | Master Trapper || 5 || 4 || 4 || 3 | | +24/+19/+14/+9 || +16 || +16 || +10 || 12d10 || Align="Left" | Master Trapper || 5 || 4 || 4 || 3 | ||
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! 29th | ! 29th | ||
| +25/+20/+15/+10 || +17 || +17 || +11 || 13d10 || Align="Left" | Deadeye || 5 || 5 || 4 || 3 | | +25/+20/+15/+10 || +17 || +17 || +11 || 13d10 || Align="Left" | Deadeye || 5 || 5 || 4 || 3 | ||
|- | |- style="Background:WhiteSmoke" | ||
! 30th | ! 30th | ||
| +25/+20/+15/+10 || +17 || +17 || +11 || 14d10 || Align="Left" | Flayer || 5 || 5 || 4 || 4 | | +25/+20/+15/+10 || +17 || +17 || +11 || 14d10 || Align="Left" | Flayer || 5 || 5 || 4 || 4 | ||
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! 31st | ! 31st | ||
| +26/+21/+16/+11 || +18 || +18 || +12 || 14d10 || Align="Left" | The Horned God || 6 || 5 || 4 || 4 | | +26/+21/+16/+11 || +18 || +18 || +12 || 14d10 || Align="Left" | The Horned God || 6 || 5 || 4 || 4 | ||
|- | |- style="Background:WhiteSmoke" | ||
! 32nd | ! 32nd | ||
| +26/+21/+16/+11 || +18 || +18 || +12 || 15d10 || Align="Left" | Mountaineer || 6 || 5 || 5 || 4 | | +26/+21/+16/+11 || +18 || +18 || +12 || 15d10 || Align="Left" | Mountaineer || 6 || 5 || 5 || 4 | ||
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! 33rd | ! 33rd | ||
| +27/+22/+17/+12 || +19 || +19 || +13 || 16d10 || Align="Left" | Steel Jaws Lurk || 6 || 5 || 5 || 4 | | +27/+22/+17/+12 || +19 || +19 || +13 || 16d10 || Align="Left" | Steel Jaws Lurk || 6 || 5 || 5 || 4 | ||
|- | |- style="Background:WhiteSmoke" | ||
! 34th | ! 34th | ||
| +27/+22/+17/+12 || +19 || +19 || +13 || 16d10 || Align="Left" | Flenser || 6 || 6 || 5 || 4 | | +27/+22/+17/+12 || +19 || +19 || +13 || 16d10 || Align="Left" | Flenser || 6 || 6 || 5 || 4 | ||
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! 35th | ! 35th | ||
| +28/+23/+18/+13 || +20 || +20 || +14 || 17d10 || Align="Left" | Alpha || 6 || 6 || 5 || 5 | | +28/+23/+18/+13 || +20 || +20 || +14 || 17d10 || Align="Left" | Alpha || 6 || 6 || 5 || 5 | ||
|- | |- style="Background:WhiteSmoke" | ||
! 36th | ! 36th | ||
| colspan="10" align="center" | Apotheosis! | | colspan="10" align="center" | Apotheosis! | ||
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== Epic Class Abilities == | |||
=== | === Ridge Runner (Su) === | ||
Beginning at 21st level, a Ranger is comfortable in the wild, but they are not of the wild. A Ranger is, in many ways, the herald of civilization, blazing trails, exploring, hunting and trapping. The Epic Ranger is able to lay their will upon the land they dwell within and make it their own. Once per day, if the Ranger spends an hour in quiet thought, she may change the terrain type of the land around her for a mile in every direction from 'natural' to 'frontier.' Any creatures or beings in that terrain which gain benefits from 'natural' terrain, lose those benefits. The area affected by this ability is a square, two miles on a side, with the ranger in the center. This change to the terrain type persists as long as the Ranger remains within this area, and fades one week after the ranger has left the area. The Ranger may have as many frontier territories as he may maintain, and with Ridge Runner, you may see an epic Ranger roving constantly to use this ability to drive back the wilderness. | Beginning at 21st level, a Ranger is comfortable in the wild, but they are not of the wild. A Ranger is, in many ways, the herald of civilization, blazing trails, exploring, hunting and trapping. The Epic Ranger is able to lay their will upon the land they dwell within and make it their own. Once per day, if the Ranger spends an hour in quiet thought, she may change the terrain type of the land around her for a mile in every direction from 'natural' to 'frontier.' Any creatures or beings in that terrain which gain benefits from 'natural' terrain, lose those benefits. The area affected by this ability is a square, two miles on a side, with the ranger in the center. This change to the terrain type persists as long as the Ranger remains within this area, and fades one week after the ranger has left the area. The Ranger may have as many frontier territories as he may maintain, and with Ridge Runner, you may see an epic Ranger roving constantly to use this ability to drive back the wilderness. | ||
=== Sharpshooter (Ex) === | |||
Beginning at 21st level, the Ranger may add their ranger level to the damage of one attack made with a projectile weapon each round. Sharpshooter does not work with thrown weapons of any sort, nor does it work with any of the Ranger's other abilities such as traps or poultices. | Beginning at 21st level, the Ranger may add their ranger level to the damage of one attack made with a projectile weapon each round. Sharpshooter does not work with thrown weapons of any sort, nor does it work with any of the Ranger's other abilities such as traps or poultices. | ||
=== Skinner (Ex) === | |||
At Level 22, the Ranger's melee damage increases. Each round, any Quarry dice the Ranger has not spent for powers may be applied to two successful melee attacks. | At Level 22, the Ranger's melee damage increases. Each round, any Quarry dice the Ranger has not spent for powers may be applied to two successful melee attacks. | ||
=== Epic Trapper (Su) === | |||
Beginning at 23rd level, once per encounter, as an immediate action, during another creature's movement(that the Ranger can currently see), the Ranger may declare that the square they are about to leave has a trap in it, which immediately activates. To use this ability requires that the ranger have a specially made trap focus that weighs three pounds and costs 100 gold. This trap focus is consumed by this use. The Ranger rolls a melee attack against the targeted creature using their highest BAB. This attack roll is considered a bonus attack, and inflicts bonus damage. Since it is not inflicting weapon damage, the trap cannot achieve a critical hit, although a roll of a natural 20 always hits. The ranger can use their normal attack modifiers to improve their chances to hit. If they successfully hit the targeted creature, they may roll their Quarry dice for damage, the creature is immobilized as normal for a ranger trap, and upon escaping from the trap the creature is affected as if the Ranger struck them with the Pin Down and Stand Still feats. | Beginning at 23rd level, once per encounter, as an immediate action, during another creature's movement(that the Ranger can currently see), the Ranger may declare that the square they are about to leave has a trap in it, which immediately activates. To use this ability requires that the ranger have a specially made trap focus that weighs three pounds and costs 100 gold. This trap focus is consumed by this use. The Ranger rolls a melee attack against the targeted creature using their highest BAB. This attack roll is considered a bonus attack, and inflicts bonus damage. Since it is not inflicting weapon damage, the trap cannot achieve a critical hit, although a roll of a natural 20 always hits. The ranger can use their normal attack modifiers to improve their chances to hit. If they successfully hit the targeted creature, they may roll their Quarry dice for damage, the creature is immobilized as normal for a ranger trap, and upon escaping from the trap the creature is affected as if the Ranger struck them with the Pin Down and Stand Still feats. | ||
=== Lord of the Hunt (Ex) === | |||
The Master Hunter ability improves at level 24 so that the Ranger gains +5 on all tracking rolls. In addition, the Ranger may now attempt to track beings and creatures who leave no tracks at all, such as Dryads and Druids using Trackless Step. This is a test similar to rogues with Uncanny Dodge attempting to avoid back stabs, namely, you have to be four levels higher than the target in order to track it. | The Master Hunter ability improves at level 24 so that the Ranger gains +5 on all tracking rolls. In addition, the Ranger may now attempt to track beings and creatures who leave no tracks at all, such as Dryads and Druids using Trackless Step. This is a test similar to rogues with Uncanny Dodge attempting to avoid back stabs, namely, you have to be four levels higher than the target in order to track it. | ||
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=== Fanged Fury (Ex) === | |||
At level 25, the Ranger gains a bonus teamwork feat. In addition, once per encounter the feat granted by Perfect Wolf Pack Tactics lasts until the end of the encounter. | At level 25, the Ranger gains a bonus teamwork feat. In addition, once per encounter the feat granted by Perfect Wolf Pack Tactics lasts until the end of the encounter. | ||
=== Skiver (Ex) === | |||
At 26th level, the Ranger's melee damage increases. Each round, any Quarry dice the Ranger has not spent for powers may be applied to three successful melee attacks. | At 26th level, the Ranger's melee damage increases. Each round, any Quarry dice the Ranger has not spent for powers may be applied to three successful melee attacks. | ||
=== Hinterlander (Su) === | |||
Starting at 27th level, the Ranger's Ridge Runner ability improves. Once per day, after an hour of cogitating, the Ranger changes the terrain type in all directions a number of miles equal to her Ranger level. The area affected by this ability is a square with sides equal to Ranger Level x2, with the Ranger in the center. This change to the terrain type persists as long as the Ranger remains within this area, and fades one week after the ranger has left the area. The Ranger may have as many frontier territories as he may maintain, and you may see an epic Ranger roving constantly to use this ability to drive back the wilderness. | Starting at 27th level, the Ranger's Ridge Runner ability improves. Once per day, after an hour of cogitating, the Ranger changes the terrain type in all directions a number of miles equal to her Ranger level. The area affected by this ability is a square with sides equal to Ranger Level x2, with the Ranger in the center. This change to the terrain type persists as long as the Ranger remains within this area, and fades one week after the ranger has left the area. The Ranger may have as many frontier territories as he may maintain, and you may see an epic Ranger roving constantly to use this ability to drive back the wilderness. | ||
=== Master Trapper (Su) === | |||
Beginning at 28th level, the ranger's Epic Trapper ability improves so that she may use it once every round, as long as they have trap focii. | Beginning at 28th level, the ranger's Epic Trapper ability improves so that she may use it once every round, as long as they have trap focii. | ||
=== Deadeye (Su) === | |||
Beginning at 29th level, once each round, when the Ranger uses his Sharpshooter ability to add his class level to the damage of a projectile weapon, he may also add his Quarry dice to that same attack. The weapon attack, the Sharpshooter bonus, and the Deadeye Quarry dice are added together and applied to the victim as a single attack. This use of the Quarry dice does not count against the Rangers ability to use the Quarry dice in other ways. | Beginning at 29th level, once each round, when the Ranger uses his Sharpshooter ability to add his class level to the damage of a projectile weapon, he may also add his Quarry dice to that same attack. The weapon attack, the Sharpshooter bonus, and the Deadeye Quarry dice are added together and applied to the victim as a single attack. This use of the Quarry dice does not count against the Rangers ability to use the Quarry dice in other ways. | ||
=== Flayer (Ex) === | |||
At 30th level, the Ranger's melee damage improves again. Each round, any Quarry pool dice the Ranger has not expended to power abilities may be rolled up to four times, assuming four successful melee attacks are made. | At 30th level, the Ranger's melee damage improves again. Each round, any Quarry pool dice the Ranger has not expended to power abilities may be rolled up to four times, assuming four successful melee attacks are made. | ||
=== The Horned God (Ex) === | |||
At 31st level, Lord of the Hunt improves so that the Ranger gains +10 on all tracking rolls. In addition, the Ranger may now attempt to track beings and creatures who leave no tracks at all, such as Dryads and Druids using Trackless Step. This is a test similar to rogues with Uncanny Dodge attempting to avoid back stabs, except the Ranger gains +8 effective levels for the test. | At 31st level, Lord of the Hunt improves so that the Ranger gains +10 on all tracking rolls. In addition, the Ranger may now attempt to track beings and creatures who leave no tracks at all, such as Dryads and Druids using Trackless Step. This is a test similar to rogues with Uncanny Dodge attempting to avoid back stabs, except the Ranger gains +8 effective levels for the test. | ||
=== Mountaineer (Su) === | |||
The Ranger's Hinterlander ability improves at level 32. A number of times per day equal to 1 plus her wisdom modifier, minimum 2, the Ranger changes the terrain type in all directions a number of miles equal to her Ranger level. The use of Mountaineer is a full round action, and can be undertaken in combat. The area affected by this ability is a square with sides equal to Ranger Level x2, with the Ranger in the center. This change to the terrain type persists as long as the Ranger remains within this area, and fades one week after the ranger has left the area. The Ranger may have as many frontier territories as he may maintain, and you may see an epic Ranger roving constantly to use this ability to drive back the wilderness. | The Ranger's Hinterlander ability improves at level 32. A number of times per day equal to 1 plus her wisdom modifier, minimum 2, the Ranger changes the terrain type in all directions a number of miles equal to her Ranger level. The use of Mountaineer is a full round action, and can be undertaken in combat. The area affected by this ability is a square with sides equal to Ranger Level x2, with the Ranger in the center. This change to the terrain type persists as long as the Ranger remains within this area, and fades one week after the ranger has left the area. The Ranger may have as many frontier territories as he may maintain, and you may see an epic Ranger roving constantly to use this ability to drive back the wilderness. | ||
=== Steel Jaws Lurk (Su) === | |||
At level 33, the Ranger's Master Trapper ability improves further. If the Ranger uses it to target other creatures during their movement, the Ranger may now use it twice a round, each round, and gets their full Quarry dice pool as bonus damage each time, for as long as they have trap foci to expend. In addition, once per encounter as a swift action, the Ranger may designate a number of squares equal to his Str mod on the encounter board as being trapped. This ability uses up a number of his trap foci equal to the number of squares trapped, and if he lacks enough foci this ability fails. Once so declared, any creature which enters these squares, friend or foe, suffers an attack at the Ranger's highest BAB and if struck, takes the Ranger's Quarry dice as damage. These traps are not concealed, and are marked on the encounter map for all to see. This use is in addition to the normal use of the Rangers master trapper ability. | At level 33, the Ranger's Master Trapper ability improves further. If the Ranger uses it to target other creatures during their movement, the Ranger may now use it twice a round, each round, and gets their full Quarry dice pool as bonus damage each time, for as long as they have trap foci to expend. In addition, once per encounter as a swift action, the Ranger may designate a number of squares equal to his Str mod on the encounter board as being trapped. This ability uses up a number of his trap foci equal to the number of squares trapped, and if he lacks enough foci this ability fails. Once so declared, any creature which enters these squares, friend or foe, suffers an attack at the Ranger's highest BAB and if struck, takes the Ranger's Quarry dice as damage. These traps are not concealed, and are marked on the encounter map for all to see. This use is in addition to the normal use of the Rangers master trapper ability. | ||
=== Flenser (Ex) === | |||
At 34th level, the Ranger's melee damage improves again. Each round, any Quarry pool dice the Ranger has not expended to power abilities may be rolled up to five times, assuming five successful melee attacks are made. | At 34th level, the Ranger's melee damage improves again. Each round, any Quarry pool dice the Ranger has not expended to power abilities may be rolled up to five times, assuming five successful melee attacks are made. | ||
=== Alpha (Ex) === | |||
At level 35, Fanged Fury can be used once per round, and all feats granted last until the end of the encounter. | At level 35, Fanged Fury can be used once per round, and all feats granted last until the end of the encounter. |