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Ranger

Page history last edited by Jeff 14 years, 7 months ago

Rangers are highly valued in Sakuru for their ability to survive. They can travel alone, or lead small groups through unknown territory, finding lost settlements, and bringing back word of people and treasures they find. Rangers can survive for weeks and months in unforgiving circumstances. Their wide range of proficiencies also makes them valuable as community protectors.

 

Ranger

Alignment: Any.

Hit Die: d10.

 

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), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

 

 

Level Base Attack Bonus Fort Save Ref Save Will Save Skill Points  Special
1st +1 +2 +2 +0 6 + Int mod. Discipline, favored enemy 1, track
2nd +2 +3 +3 +0 7 + Int mod. Combat style
3rd +3 +3 +3 +1 8 + Int mod. Discipline
4th +4 +4 +4 +1 9 + Int mod. Endurance
5th +5 +4 +4 +1 10 + Int mod. Favored enemy 2
6th +6/+1 +5 +5 +2 11 + Int mod. Combat style, discipline
7th +7/+2 +5 +5 +2 12 + Int mod.
8th +8/+3 +6 +6 +2 13 + Int mod. Swift tracker
9th +9/+4 +6 +6 +3 14 + Int mod. Discipline, evasion
10th +10/+5 +7 +7 +3 15 + Int mod. Favored enemy 3
11th +11/+6/+1 +7 +7 +3 16 + Int mod. Combat style
12th +12/+7/+2 +8 +8 +4 17 + Int mod. Discipline
13th +13/+8/+3 +8 +8 +4 18 + Int mod. Camouflage
14th +14/+9/+4 +9 +9 +4 19 + Int mod.
15th +15/+10/+5 +9 +9 +5 20 + Int mod. Discipline, favored enemy 4
16th +16/+11/+6/+1 +10 +10 +5 21 + Int mod. Improved evasion
17th +17/+12/+7/+2 +10 +10 +5 22 + Int mod. Hide in plain sight
18th +18/+13/+8/+3 +11 +11 +6 23 + Int mod. Discipline
19th +19/+14/+9/+4 +11 +11 +6 24 + Int mod.
20th +20/+15/+10/+5 +12 +12 +6 25 + Int mod. Master hunter

 

Class Features

All of 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, medium armor, and shields (except tower shields).

 

Disciplines (Sp)

Disciplines are abilities that rangers can use as often as they wish. Most effects are spell-like abilities, which means they can be dispelled or suppressed.

      Some discipline effects must be activated, while others—such as Animal Companion—always function. Activating a discipline provokes attacks of opportunity. Should a discipline effect that normally requires no activation be dispelled, it must be activated using a full-round action to resume functioning.

      A ranger chooses one discipline at 1st level; at every third level thereafter (3rd, 6th, 9th, etc.), he may choose a new discipline or an enhancement to an existing one. Each discipline enhancement has a minimum level requirement.

 

Animal Companion

You may select an animal companion from the following list:

  • Badger
  • Camel
  • Dire rat
  • Dog or riding dog
  • Eagle
  • Hawk
  • Horse (light or heavy)
  • Owl
  • Porposie
  • Pony
  • Shark, Medium
  • Snake, Small or Medium viper
  • Squid
  • Wolf

 

This animal is a loyal companion that accompanies you on your adventures as appropriate for its kind. Your companion is completely typical for its kind, gaining one additional Hit Die and a +1 bonus to natural armor

for every ranger level above 1st. At every even-numbered level, you can teach the animal companion an additional trick, as described in the Handle Animal skill description.

      You can handle your animal companion as a free action or push it as a move action, even if you don’t have any ranks in the Handle Animal skill. If you release your companion from service, you may gain a new one by performing a ceremony requiring 24 hours of uninterrupted meditation. This ceremony also can replace an animal companion that has perished.

      When you reach 8th level or higher, you may select a companion from the alternate lists of animals below. Should you select from one of these alternate lists, the animal gains additional Hit Dice and natural armor bonuses as if your ranger level were lower than it actually is. Subtract the value indicated in the appropriate list’s header from your ranger level. (If this adjustment would reduce your effective level to 0 or lower, you can’t take that animal as a companion.)

 

 

8th Level or Higher (Level –7) MM Section
Ape Animal
Bear, black Animal
Bison Animal
Boar Animal
Cheetah Animal
Crocodile Animal
Dire badger Dire animal
Dire bat Dire animal
Dire weasel Dire animal
Leopard Animal
Lizard, monitor Animal
Shark, Large Animal
Snake,constrictor Animal
Snake, Large viper Animal
Wolverine Animal
14th Level or Higher (Level –12) MM Section
Bear, brown Animal
Crocodile, giant Animal
Deinonychus Dinosaur
Dire ape Dire animal
Dire boar Dire animal
Dire wolf Dire animal
Dire wolverine Dire animal
Elasmosaurus Dinosaur
Lion Animal
Rhinoceros Animal
Sanke, Huge viper Animal
Tiger Animal
20th Level or Higher (Level –18) MM Section
Bear, polar Animal
Dire lion Dire animal
Megaraptor Dinosaur
Shark, Huge Animal
Snake, giant constrictor Animal
Whale, orca Animal

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

You may enhance Animal Companion as follows:

 

Min Level Enhancement
2nd Ability score boost*: The animal’s Strength, Constitution, and Dexterity increase by +2.
4th Evasion: The companion gains the Evasion ability.
8th Damage reduction: The companion has DR 5/silver.
10th Second companion: You gain an additional companion appropriate for your level. You cannot have more than two.
12th Spell resistance: The companion has SR equal to 11 + your druid level.
18th Third companion: If you chose the second companion enhancement, you may have a third companion. You cannot have more than three.

 

 

 

 

 

 

 

 

 

 

 

 

* You may select this enhancement more than once; its effects stack.

 

Nature’s Affinity

You have a particular affinity with nature, which grants you a +2 bonus to Knowledge (nature) and Survival checks and a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies, and sprites).

     Further, you can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person; roll 1d20 and add your druid level + your Charisma modifier. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

     To use this ability, you and the animal must be able to study each other, which means that you must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes one minute but, as with influencing people, it might take more or less time, depending on the situation.

     You can also use this ability to improve the attitude of a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or girallon), but you suffer a –4 penalty on the check.

     You may enhance Nature’s Affinity as follows:

 

Min. Level Enhancement
2nd Woodland stride: You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you. You leave no trail in natural surroundings and cannot be tracked. (You may choose to leave a trail if so desired.)

 

2nd Greater influence*: You gain a +2 bonus to checks to improve the attitude of animals and magical beasts.
4th Mending: You can repair small breaks or tears in objects made from organic materials or stone, but not metal. Using mending, ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over. You can repair a magic item, but the mending does not restore the item’s magical abilities. You cannot affect creatures (including constructs) or mend warps, such as those caused by a warp wood spell. Mending takes a half hour.
4th Speak with animals: You can communicate with animals.
6th Speak with plants: You can communicate with plants, including plant creatures.
8th Immunity to venom: You are immune to poison.
10th Elemental resistance: You gain cold resistance 10, electricity resistance 10, and fire resistance 10.

 

 * You may select this enhancement more than once; its effects stack.

 

Nature’s Movement

You enjoy a +10 bonus to your speed and gain an additional +10 bonus to your speed every five levels (at 5th, 10th, etc.). Further, you add half your ranger level (rounded up) as a bonus to your Balance, Climb, and Jump skill checks.

     You may enhance Nature’s Movement as follows:

 

Min. Level Enhancement
8th Water walk: You can walk or run on water as if it were solid.

 

 

Nature’s Protection

You gain a +1 natural armor bonus to your Armor Class and enjoy an additional +1 natural armor bonus to your Armor Class every five levels (at 5th, 10th, etc.).

     You may enhance Nature’s Protection as follows:

 

Min. Level Enhancement
4th Woodland stealth: You gain a bonus to your Sneak checks in natural surroundings. This bonus is equal to half your ranger level (rounded up).
10th Elemental resistance: You gain cold resistance 10, electricity resistance 10, and fire resistance 10.

 

Favored Enemy

At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

     At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. 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 below. (Note that there are other types of humanoid to choose from—those on the table below are merely the most common.) 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.

 

Ranger Favored Enemies

Aberration Humanoid (gnoll) Outsider (chaotic)
Animal Humanoid (gnome) Outsider (earth)
Construct Humanoid (halfling) Outsider (evil)
Dragon Humanoid (human) Outsider (fire)
Elemental Humanoid (orc) Outsider (good)
Fey Humanoid (reptilian) Outsider (lawful)
Giant Humanoid (other) Outsider (native)
Humanoid (aquatic) Magical beast Outsider (water)
Humanoid (dwarf) Monstrous humanoid Plant
Humanoid (elf) Ooze Undead
Humanoid (goblinoid) Outsider (air) Vermin

 

Track (Ex)

You can track regardless of how many skill ranks you have in the Survival skill. In addition, you add half your level to Survival skill checks made to follow or identify tracks.

 

Combat Style (Ex)

At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict selection of feats gained through normal advancement. He can choose these feats, 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: Careful

Targeting, Point Blank Shot, Precise Shot, and Rapid Shot.

     At 6th level, he adds the following feats to his list: Exact Targeting and Many Shot. At 11th level, he adds the following feats to his list: Pinpoint Targeting and Shot on the Run.

     If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Deft Shield, Double Slice, Two-Weapon Defense, and Two-Weapon Fighting. At 6th level, he adds the following feats to his list: Improved Two-Weapon Fighting and Weapon Swap.

     At 11th level, he adds the following feats to his list: Greater Two-Weapon Fighting and Two-Weapon Rend.

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

 

Endurance

A ranger gains Endurance as a bonus feat at 4th level.

 

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)

At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Ref lex 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. 

 

Quarry (Ex)

At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he follows the tracks of his quarry, a ranger can take 10 on 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 and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature’s type must correspond to one of his favored enemy types. He can end this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If his quarry is killed, he can select a new quarry after waiting 1 hour. This ability does not confer the ability to know whether or not the quarry is still alive. The ranger must see proof that his quarry has been killed to select another after 1 hour. 

 

Camouflage (Ex)

A ranger of 13th level or higher can use the Stealth skill to hide in any sort of natural terrain, 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, takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion. 

 

Hide in Plain Sight (Ex)

While in any sort of natural terrain, a ranger of 17th level or higher can use the Stealth skill even while being observed.  

 

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 standard action, make a single attack against a favored enemy 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 20 plus 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. A ranger can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.

 

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