Ranger

Hunting is a not just a means to procure food for a ranger.  It is a way of life.  Rangers are part tracker, part hunter and part warrior.  They take to the wild with the same natural ease as a druid, though they are far more predatory and less concerned with maintaining any sort of balance.

Hit Points Per Level: 10

Base Attack Bonus Per Level: 1

Class Skils: Athletics (STR), Craft (INT), Handle Animal (CHA), Heal (WIS), Intimidate (STR, CHA), Knowledge (dungeoneering)(INT), Knowledge (geography)(INT), Knowledge(nature)(INT), Perception (WIS), Profession (WIS), Ride (DEX), Stealth (DEX) and Survival (WIS)

Skill Ranks Per Level: 8 + INT Modifer

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Class Features

Rangers have access to the following class features.

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

Favored Enemy: At 1st level a ranger selects a creature type from the ranger favored enemies list.  He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive and Survival checks against creatures of this type.  He also gains +2 to attack and damage rolls made against them.   A ranger may make Knowledge checks untrained when attempting to identify these creatures.

                At 3rd and 6th level a ranger may select additional favored enemy types.  In addition the bonuses against any one favored enemy increased by +2.

Track: A ranger adds his level to Survival skill checks made to follow or identify tracks.

Wild Empathy: A ranger may improve the attitude of an animal.  This ability functions identically to diplomacy, save that it is used against animals.  A ranger rolls a d20 and adds his ranger level plus his charisma modifier to the check. 

Animal Companion: At 1st level the ranger gains access to an animal companion per the Animal Companion list below.

Spells: Rangers are a hybrid caster.  They may select spells from any Aspect they know, but their first Aspect must be Earth.  Their starting spell points are calculated as follows: 2 + WIS MOD.  Their recovery is equal to 1 + CON MOD.

Combat Style Feat: At 2nd level a ranger must select one of two combat styles: two-weapon combat or archery.  The rangers expertise manifests as bonus feats at 2nd and 6th level.  He can choose feets from his selected combat stayle, even if he doesn’t meet the normal prequisites.

                Archery feats include: Far Shot, Point-Blank Shot, Precise Shot and Rapid Shot.  At 6th level he adds Improved Precise Shot, Many Shot, Pinpoint Targetting and Shot on the Run.

                Two-weapon feats include: Double Slice, Improved Shield Bash, Quick Draw and Two-Weapon Fighting.  At 6th level he adds Improved Two-Weapon Fighting, Two-Weapong Defense, Greater Two-Weapon Fighting and Two-Weapon Rend.

Endurance: The Ranger gains the Endurance feat at 3rd level.

Favored Terrain: At 3rd level the ranger may select a type of terrain from the Favored Terrain List.  The ranger gains a +2 bonus on initiative checks, knowledge (geography), Perception, Steal and Survival skill checks when in this terrain.  He also leaves no trail and cannot be tracked.  At 6th level he may add a 2nd terrain type and increases the bonus by +2.

Woodland Stride: At 4th level the ranger gains the ability to move through any sort of undergrowth at normal speed.  The do not suffer damage when passing through such terrain.

Evasion: At 4th level the ranger gains the evasion ability.

Quarry: At 5th level the ranger can designate a target he can see as his quarry.  While tracking he can take 10 on Survival checks.  In addition he gains a +2 insight bonus to attacks and all criticals are automatically confirmed.  The quarry must be a creature from one of his favored enemy types.

Camoflague: At 5th level the ranger can use Stealth to hide in any of his favored terrains, regardless of whether the terrain offers concealment or cover.

Improved Evasion: At 6th level the ranger gains improved evasion.

Improved Quarry: The ranger can now declare quarry as a free action.  In addition if they land a successful attack their quarry must make a fortitude save or die.  The DC is 10 + 1/2 ranger’s level + WIS MOD.  The ranger can only use this ability once a day.

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