Ranger
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Alignment: Any
Hit Die: d8
Starting Wealth: Each character begins play with basic (non-armor) clothing worth 10 gp or less.
Class Skills The ranger's class skills are 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.
Table: Ranger
Level | Base Attack | Fort | Refl | Will | Quarry Pool | Special |
---|---|---|---|---|---|---|
1st | +1 | 2 | 2 | 0 | 1d6 | Quarry Pool, Track, Wild Empathy |
2nd | +2 | 3 | 3 | 0 | 1d6 | Combat Style Feat |
3rd | +3 | 3 | 3 | 1 | 1d6 | Endurance |
4th | +4 | 4 | 4 | 1 | 2d6 | Herb Lore |
5th | +5 | 4 | 4 | 1 | 2d6 | Wolf Pack Tactics |
6th | +6/+1 | 5 | 5 | 2 | 2d6 | Combat Style Feat |
7th | +7/+2 | 5 | 5 | 2 | 3d6 | Advanced Herb Lore, Woodland Stride |
8th | +8/+3 | 6 | 6 | 2 | 3d6 | Swift Tracker |
9th | +9/+4 | 6 | 6 | 3 | 3d6 | Evasion |
10th | +10/+5 | 7 | 7 | 3 | 4d6 | Expert Herb Lore, Combat Style Feat |
11th | +11/+6/+1 | 7 | 7 | 3 | 4d6 | Quarry, Monster Lore |
12th | +12/+7/+2 | 8 | 8 | 4 | 4d6 | Camouflage |
13th | +13/+8/+3 | 8 | 8 | 4 | 5d6 | Herb Lore Mastery |
14th | +14/+9/+4 | 9 | 9 | 4 | 5d6 | Combat Style Feat |
15th | +15/+10/+5 | 9 | 9 | 5 | 5d6 | Perfect Wolf Pack Tactics |
16th | +16/+11/+6/+1 | 10 | 10 | 5 | 6d6 | Improved Evasion |
17th | +17/+12/+7/+2 | 10 | 10 | 5 | 6d6 | Hide In Plain Sight |
18th | +18/+13/+8/+3 | 11 | 11 | 6 | 6d6 | Combat Style Feat |
19th | +19/+14/+9/+4 | 11 | 11 | 6 | 7d6 | Improved Quarry |
20th | +20/+15/+10/+5 | 12 | 12 | 6 | 7d6 | Master Hunter |
Class Abilities
- 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).
- Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
- Quarry Pool (Ex)
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 hit, the ranger may assign one or more of these dice to the damage roll of the attack, using them up until the pool refreshes next round. At higher levels, dice from this pool may be used for temporary abilities instead of damage (see Quarry, Improved Quarry, Master Hunter abilities).
- 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.
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.
- Combat Style Options
- Archer
- If the ranger selects archery style, he may permanently reduce his Quarry Pool by 1 die in order to add his DEX modifier to ranged damage. In addition, he can choose from the following list whenever he gains a combat style feat:
- Deadly Aim, Far Shot, Focused Shot, Point Blank Shot, Precise Shot, Prone Shooter, Rapid Reload, and Rapid Shot.
- At 6th level, he adds Crossbow Mastery, Improved Precise Shot, Parting Shot, Point Blank Master and Manyshot to the list.
- At 10th level, he adds Impact Critical Shot, Pinpoint Targeting, Shot on the Run and Snap Shot to the list.
- Two-Weapon Fighter
- If the Ranger selects two-handed weapon style, he may permanently reduce his Quarry Pool by 1 die in order to add his DEX modifier to melee damage. In addition, he can choose from the following list whenever he gains a combat style feat:
- Double Slice, Improved Shield Bash, Quick Draw, Two-Weapon Fighting, Aspect of the Beast, Improved Natural Weapon, Rending Claws, and Weapon Focus.
- At 6th level, he adds Improved Two-Weapon Fighting, Two-Weapon Defense, Eldritch Claws and Vital Strike to the list.
- At 10th level, he adds Greater Two-Weapon Fighting, Two-Weapon Rend, Multiattack and Improved Vital Strike to the list.
- Endurance
A ranger gains Endurance as a bonus feat at 3rd level.
- Herb Lore (Su)
Beginning at 4th level, once per day, if the ranger has access to an uncivilized natural area, he can brew a poultice that grants any of the effects a 1st level ranger spell provides. Poultices only affect one person and the ranger can only make 1 + WIS modifier doses. Poultices degrade within 24-hours, but they may be used by whomever the ranger wants to give it to. The ranger may make a different poultice each day, as long as he has access to raw materials (any non-civilized environment). The ranger is assumed to have enough time during a full night's rest to perform these activities.
Applying a poultice is a standard action, and the effect of the poultice determines where the poultice needs to be applied (on the target's body, their weapon, or sprinkled over a patch of ground, etc.). Players are encouraged to work with the GM to come up with descriptions of how the poultice produces the desired effect in cases when it's not completely clear how a poultice could achieve the desired outcome (e.g. the returning weapon poultice might actually be a very springy rope attached to the weapon).
Poultices mimicking spell abilities which normally affect multiple targets may still affect multiple targets as a single dose. This may be because only a small quantity is needed by each recipient, or because the poultice causes an effect which pervades a small area affecting all inside. The player and GM must agree on the descriptive application of the poultice, as some environmental conditions or enemy tactics may interfere with a poultice in ways that spells cannot normally be disrupted. While this does reduce the power of the core ranger class's spell abilities, it is balanced by the fact that, unlike spells, poultices can be given to allies to use.
Poultices are not, in themselves, magical, though they might contain magical herbs in their concoction. As such, passing through an anti-magic field may destroy prepeared poultices, depending on their descriptive effects. If the player's description of the poultice is convincingly non-magical, such poultices would be immune to anti-magic or dispel effects. Players are encouraged to be creative, and should re-use descriptions they're happy with, or revise them if they come up with new ideas. Rangers using Herb Lore are constantly improving their recipes and adapting to the herbs they have available, so changes to descriptions are perfectly acceptable. However, once the poultice has been used, the description cannot be changed until its effects wear off.
- Advanced Herb Lore (Su)
Beginning at 7th level, the ranger may now make a poultice which grants any of the benefits described by any 1st or 2nd level ranger spell. Additionally, he may now make 2 + WIS modifier doses of a single effect, or 1 dose each of two different effects. These poultices still degrade after 24 hours.
- Expert Herb Lore (Su)
Beginning at 10th level, the ranger may make up to 3 doses of a poultice which mimics the effects of any 1st, 2nd or 3rd level ranger spells, or he may make up to 3 + WIS modifier different single-dose poultices which mimic different spell effects, or a combination thereof. Poultices degrade after 24 hours.
- Herb Lore Mastery (Su)
Beginning at 13th level, the ranger may make up to 4 + WIS modifier doses of a poultice which mimics the effects of any ranger spell, or he may make up to 4 different single-dose poultices which mimic different spell effects, or a combination thereof. Poultices degrade after 24 hours.
- Wolf Pack Tactics (Ex)
At 5th level, the ranger may select a teamwork feat as a bonus feat. The ranger may select one ally within 30 feet at the start of her turn and use this feat (and any other teamwork feat the ranger picks up) as though both the ranger and the ally had it. The ally also enjoys the use of the feat until the start of the ranger's next turn, when the ranger may choose the same ally or a different one to have the benefit.
- Perfect Wolf Pack Tactics (Ex)
At 15th level, all allies within 30 feet of the ranger enjoy the benefit of any teamwork feats the ranger has, as though they had all taken the feats themselves.
- 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.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
- 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.
- 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.
- Monster Lore (Ex)
At 11th level, rangers may make checks to determine information about any monster encountered, using the highest knowledge skill they posess, 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 on attack rolls made against his 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.
A ranger may use Quarry Pool dice as a free action to gain the following benefits:
- Trade 2 quarry dice and use an immediate action to make a single attack at full BAB against the ranger's quarry. (Only stackable if you have some way to get more than one immediate action.)
- Trade 1 or more quarry dice to do 3 points of damage per die to any enemy that strikes you with a melee attack before the start of your next turn. This damage cannot be reduced by DR, and the damage is dealt each time you are struck. (Stackable)
- Stackable means you can use more than 1 quarry die to gain the effect more than once.
- 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.
- 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.
- Hide in Plain Sight (Ex)
A ranger of 17th level or higher can use the Stealth skill 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. His insight bonus to attack his quarry increases to +4, and all critical threats are automatically confirmed.
A ranger may use Quarry Pool dice as a free action to gain the following benefits:
- Trade 2 quarry dice to add WIS modifier to any attack rolls made against quarry until the start of the Ranger's next turn. (Not stackable)
- Trade 1 quarry die to add 2 to the ranger's crit range on his next attack roll made against quarry. (Not stackable, but usable more than once per round)
- 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 can, as a full round action, make a single attack against his quarry at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger's level + the ranger's Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. This ability can only be used on targets with fewer than 100 current hit points.
A ranger may use Quarry Pool dice as a free action to gain the following benefits:
- Trade 1 quarry die to take a free 5-foot step. (Stackable)