Ranger

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, others pursue more cunning game—even fugitives among their own people.

 
Table: Ranger  
Level BAB Special Spells
1st +1 1st favored enemy, Track, wild empathy
2nd +2 Combat style, favored terrain
3rd +3 Endurance
4th +4 Animal companion 0/-/-
5th +5 Camouflage, 2nd favored enemy 0/-/-
6th +6/+1 Improved combat style 1/-/-
Alignment Any.   Hit Die d8.   Class Skills The ranger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).   Skill Points at 1st Level (6 + Int modifier) ×4.   Skill Points at Each Additional Level 6 + Int modifier.

Class Features

The following are class features of the Ranger.

 

Weapon and Armor Proficiency

A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

 

Track

A ranger gains Track as a bonus feat.

 

Wild Empathy (Ex)

A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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 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.

  Combat Style:

 

At 2nd level, a ranger must select a combat style to pursue: archery, beast mastery, mounted combat, two-handed combat or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

 

Archery: Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot.

 

Beast Mastery, he gains an Animal Companion at 2nd level with the effective druid level equal to his ranger level

 

Mounted Combat, Mounted Combat, Mounted Archery, Ride-By Attack.

 

Two handed combat: Cleave, Power Attack

 

Two-Weapon Combat: Improved Shield Bash, Quick Draw, and Two-Weapon Fighting.

 

The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Table: Ranger Combat Style
Style 2nd Level 6th Level
Archery Precise Shot Rapid Shot
Deception Disengage
Great Weapon Power Attack
Mounted Ride by Attack
Two Weapon Two-Weapon Fighting Improved Two-Weapon Fighting
  Table: Ranger Archetype
Archetype Skill 3rd 5th
Beastmaster Handle Animal Wild Empathy +2 Animal Companion Level +1
Hunter Knowledge (Geography) Favored Terrain +2 Animal Companion Level +1
Pathfinder Knowledge (Geography) Skill Focus Knowledge (Nature) Animal Companion Level +1
Stalker +2 Skill Points (Search) Ambush +4 Tracking

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