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The forums contain an open section where anyone can view posts and all registered users can submit new posts, and a player section where only registered players can view and post new content. The player menu is only available to registered players (obviously) and gives them game information from each session, npcs encountered and places of interest.

06

Feb

2009

Ranger PDF Print E-mail
Written by Tor Martin Pedersen   
Tuesday, 20 January 2009 23:51
The forests are home to fierce and cunning creatures, such as bloodthirsty owlbears and malicious displacer beasts. But more cunning and powerful than these monsters is the ranger, a skilled hunter and stalker. He knows the woods as if they were his home (as indeed they are), and he knows his prey in deadly detail.

 

Adventures:

A ranger often accepts the role of protector, aiding those who live in or travel through the woods. In addition, a ranger carries grudges against certain types of creatures and looks for opportunities to find and destroy them. He may adventure for all the reasons that a fighter does.

 

Characteristics:

A ranger can use a variety of weapons and is quite capable in combat. His skills allow him to survive in the wilderness, to find his prey, and to avoid detection. He also has special knowledge about certain types of creatures, which makes it easier for him to find and defeat such foes. Finally, an experienced ranger such a tie to nature that he can actually draw upon natural power to cast divine spells, much as a druid does.

 

Alignment:

Rangers can be of any alignment. Most are good, and such rangers usually function as protectors of the wild areas. In this role, a ranger seeks out and destroys or drives off evil creatures that threaten the wilderness. Good rangers also protect those who travel through the wilderness, serving sometimes as guides and sometimes as unseen guardians. Most rangers are also chaotic, preferring to follow the ebb and flow of nature or of their own hearts instead of rigid rules. Evil rangers, though rare, are much to be feared. They revel in nature's thoughtless cruelty and seek to emulate her most fearsome predators. They gain divine spells just as good rangers do, for nature herself is indifferent to good and evil.

 

Religion:

Though a ranger gains his divine spells from the power of nature, he like anyone else may worship a chosen deity. Gods and goddesses of nature (see religion for details) are the most common deities revered by, though some prefer more martial deities.

 

Background:

Some rangers gained their training as part of special military teams, but most learned their skills from solitary masters who accepted them as students and assistants. The rangers of a particular master may count themselves as cohorts, or they may be rivals for the status of best student and thus the rightful heir to their master's fame.

 

Races:

Elves often choose the ranger's path. They are at home in the woods, and they have the grace to move stealthily. Half-elves who feel their elf parents' connection to the woods are also likely to adopt this class. Humans are often rangers as well, being adaptable enough to learn their way around the woods even if it doesn't come naturally to them. Half-orcs may find the life of a ranger more comfortable than life among cruel and taunting humans (or orcs). Gnome rangers are more common than gnome fighters, but still they tend to remain in their own lands rather than adventure among "the big people." Dwarf rangers are rare, but they can be quite effective. Instead of living in the surface wilderness, ther are at home in the endless caverns beneath the earth. Here they hunt down and destroy the enemies of dwarvenkind with the relentless precision for which dwarves are known. Dwarf rangers are often known as cavers. Halfling rangers are highly respected for their ability to help communities of halflings prosper as they pursue their nomadic lifestyle.

 

Classes:

Rangers get along well with druids and to some extent with barbarians. They are known to bicker with paladins, mostly because they often share goals but differ in style, tactics, approach, philosophy, and esthetics. Since rangers don't often look to other people for support or friendship, they find it easy to tolerate people who are quite different from them selves, such as bookish wizards and preachy clerics. They just don't care enough to get upset about others' differences.

 

Role:

The ranger's best role is that of a scout and secondary combatant. Without the heavy armor of the fighter or the staying power of the barbarian, the ranger should focus on opportunistic and ranged attacks. Most rangers use their animal companions as sentries, scouts, or to assist them in melee combat.

 

 

Game Rule Information

Rangers have the following game statistics.

 







Spells per day
Level

Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special
1st
2nd
3rd
4th
1st +1 +2 +2 +0 1st favored enemy, Track - - - -
2nd +2 +3 +3 +0 Combat style - - - -
3rd +3 +3 +3 +1 Endurance - - - -
4th +4 +4 +4 +1 Animal companion 0 - - -
5th +5 +4 +4 +1 2nd favored enemy 0 - - -
6th +6/+1 +5 +5 +2 Improved combat style 1 - - -
7th +7/+2 +5 +5 +2 Woodland stride 1 - - -
8th +8/+3 +6 +6 +2 Swift tracker 1 0 - -
9th +9/+4 +6 +6 +3

Evasion

1 0 - -
10th +10/+5 +7 +7 +3 3rd favored enemy 1 1 - -
11th +11/+6/+1 +7 +7 +3 Combat style mastery 1 1 0 -
12th +12/+7/+2 +8 +8 +4
1 1 1 -
13th +13/+8/+3 +8 +8 +4 Camouflage 1 1 1 -
14th +14/+9/+4 +9 +9 +4
2 1 1 0
15th +15/+10/+5 +9 +9 +5 4th favored enemy 2 1 1 1
16th +16/+11/+6/+1 +10 +10 +5
2 2 1 1
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight 2 2 2 1
18th +18/+13/+8/+3 +11 +11 +6
3 2 2 1
19th +19/+14/+9/+4 +11 +11 +6
3 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 5th favored enemy 3 3 3 3

 

Abilities:

Dexterity is important for a ranger both because he tends to wear light armor and because several ranger skills are based on that ability. Strength is importantt because rangers frequently get involved in combat. Several ranger skills are based on Wisdom, and a Wisdom score of 14 or higher is required to get access to the most powerful ranger spells. A Wisdom score of 11 or higher is required to cast any ranger spells at all. One of the ranger's trademark skills, his ability to track foes, is based on Wisdom.

 

Alignment:

Any.

 

Hit Die:

d8.

 

Class Skills:

The ranger's class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).

 

Skill Points at 1st Level: (6 + Int modifier) x 4

Skill Points at Each Additional Level: 6 + Int modifier

 

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 and shields (except tower shields).

 

Track:

A ranger gains Track as a bonus feat at 1st level.

 

Favored Enemy (Ex):

At 1st level, a ranger may select a type of creature from among those given on the table below. Due to his extensive study on his chosen type of foe and training in the proper techniques for combating such creatures, the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Wilderness Lore when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

 

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. For example, a 5th-level ranger has two favored enemies; against one he gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks and weapon damage rolls, and against the other he has a +2 bonus. At 10th level, he has three favored enemies, and he gains an additional +2 bonus, which he can allocate to the bonus against any one of his three favored enemies. Thus, his bonuses could be either +4, +4, +2 or +6, +2, +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 (for instance, devils are both evil outsiders and lawful outsiders), the ranger's bonuses do not stack; he simply uses whichever bonus is higher. See the Monster Manual for more information on types of creatures.

 

Type (Subtype) Examples
Aberration beholder
Animal bear
Construct golem
Dragon black dragon
Elemental invisible stalker
Fey dryad
Giant ogre
Humanoid (aquatic) merfolk
Humanoid (dwarf)
dwarf
Humanoid (elf)
elf
Humanoid (goblinoid)
hobgoblin
Humanoid (gnoll)
gnoll
Humanoid (gnome)
gnome
Humanoid (halfling)
halfling
Humanoid (human)
human
Humanoid (orc)
orc
Humanoid (reptilian)
kobold
Magical beast displacer beast
Monstrous humanoid minotaur
Ooze gelatinous cube
Outsider (air) arrowhawk
Outsider (chaotic) demon
Outsider (earth) xorn
Outsider (evil) devil
Outsider (fire) salamander
Outsider (good) angel
Outsider (lawful) formian
Outsider (native) tiefling
Outsider (water) tojanida
Plant shambling mound
Undead zombie
Vermin monstrous spider

 

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 his selection of feats or special abilities in any way.

 

If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

 

If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

 

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.

 

Endurance:

A ranger gain Endurance as a bonus feat at 3rd level.

 

Animal Companion (Ex):

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. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. In most cases, the animal companion functions as a mount, sentry, scout, or hunting animal, rather than as a protector.

 

This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. For example, the animal companion of a 4th-level ranger would be the equivalent of a 2nd-level druid's animal companion. A ranger may select from the alternative list of animal companions just as a druid can, though again his effective druid level is half his ranger level. Thus, he must be at least an 8th-level ranger to select from the druid's list of 4th-level animal companions, and if he chooses one of those animals, his effective druid level would be reduced by 3, to 1st level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

 

Spells:

Beginning at 4th level, a ranger gets the ability to cast a small number of divine spells (the same type of spells available to the cleric, druid, and paladin), which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).

 

To prepare or cast spell, a ranger must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for a 1st-level spells, Wis 12 for 2nd-level spells, and so forth). 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 the topmost table. In addition, he recieves bonus spells per day if he has a high Wisdom score (see PHB Table 1-1). When the table indicates that the ranger gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level ranger), 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 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 i one-half his ranger level.

 

Improved Combat Style (ex):

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 is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

 

If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

 

As before, 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.

 

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. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

 

Swift Tracker (Ex):

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.

 

Evasion (Ex):

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 (such as a red dragon's fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the ranger is wearing light or no armor. A helpless ranger (such as one who is unconcious or paralysed) does not gain the benefits of evasion.

 

Combat Style Mastery (Ex):

At 11th 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 is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

 

If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

 

As before, 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.

 

Camouflage (Ex):

A ranger of 13th level can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.

 

Hide in Plain Sight (Ex):

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

Last Updated on Friday, 06 February 2009 01:32
 

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