Table: Ranger
Level BAB Fort Ref Will Special Mana Points
1st +1 +2 +2 +0 1st favored enemy, track, wild empathy 2 Points
2nd +2 +3 +3 +0 Combat style feat 2 Points
3rd +3 +3 +3 +1 Endurance, 1st favored terrain 4 Points
4th +4 +4 +4 +1 Animal companion 4 Points
5th +5 +4 +4 +1 2nd favored enemy 6 Points
6th +6 +5 +5 +2 Combat style feat 6 Points
7th +7 +5 +5 +2 Woodland stride 8 Points
8th +8 +6 +6 +2 Swift tracker, 2nd favored terrain 8 Points
9th +9 +6 +6 +3 Evasion 10 Points
10th +10 +7 +7 +3 3rd favored enemy, combat style feat 10 Points
11th +11 +7 +7 +3 Quarry 12 Points
12th +12 +8 +8 +4 Camouflage 12 Points
13th +13 +8 +8 +4 3rd favored terrain 14 Points
14th +14 +9 +9 +4 Combat style feat 14 Points
15th +15 +9 +9 +5 4th favored enemy 16 Points
16th +16 +10 +10 +5 Improved evasion 16 Points
17th +17 +10 +10 +5 Hide in plain sight 18 Points
18th +18 +11 +11 +6 4th favored terrain, combat style feat 18 Points
19th +19 +11 +11 +6 Improved quarry 20 Points
20th +20 +12 +12 +6 5th favored enemy, Master Hunter 20 Points

Hit Die: d10

Class Skills: The ranger’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), 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.

All of the following are Class Features of the ranger class. A character must sleep to regain uses of any ability limited in uses per day.

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons. A ranger is proficient with light armor and medium armor and shields (except for tower shields).

Spellcasting: A ranger is capable of tapping their mana to learn and cast spells. Like other spellcasters, a ranger gains additional Mana Points as they level that may be allocated to any Pool the ranger has access to (see Mana Pools for more information).

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 called out specifically 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.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex): A ranger can persuade and influence animals. This ability functions just like a Diplomacy check made to make a proposition to a person. The ranger rolls 1d20 and adds 3 plus his ranger level plus his Charisma modifier 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 able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A simple proposition may be put forward as a 1 round action by taking a -20 penalty on the check.

A ranger can also use this ability to influence a magical beast, but he takes a –4 penalty on the check.

Combat Style Feats: At 2nd level, a ranger must select one combat style to pursue. archery, two-weapon combat, crossbow, mounted combat, natural weapon, two-handed weapon, and weapon and shield. Specifics of these combat styles can be found here.

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.

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

Favored Terrain: At 3rd level, a ranger may select a type of terrain-. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Animal Companion: At 4th level, a ranger forms a close bond with an animal companion. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger’s animal companion shares his favored enemy and favored terrain bonuses.

This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger’s effective druid level is equal to his ranger level –3.

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.

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 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, 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 dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.

Camouflage (Ex): A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, 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): While in any of his favored terrains, 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 select a quarry as a free action, and 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. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.

Master Hunter: 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 swift action, aim his next physical ranged or melee attack against a favored enemy with lethal precision. The attack is unaffected by concealment (but not total concealment), and at a range of 60 feet or less, the attack targets the selected creature’s touch AC. A normal hit scored against the selected creature is considered to be a critical threat and deals 2 extra point of damage per level the ranger has, which is not multiplied on a critical hit. A natural critical hit deals the same extra damage, but that damage is multiplied due to the critical. This ability can be used once per day, but gains an extra use whenever the ranger’s quarry (as per the Quarry ability) is knocked unconscious or killed (up to a maximum of 1 use available). A ranger may only regain a use in this way once per minute.


Skies of Glass Planeswalker Planeswalker