Ultimate Ranger

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Picture by William O'Connor
Picture by William O'Connor

Contents

[edit] Game Rule Information

Rangers have the following game statistics.

  • Abilities: Same as in Player’s Handbook.
  • Alignment: Any.
  • Hit Points per Level: 1d8 + Con modifier.
  • Hit points are maximized at 1st character level.
  • Skill Points per Level: 6 + Int modifier.
  • Skill points are multiplied by 4 at 1st character level.

Class Skills: The ranger’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

[edit] Class Table

       Base            Fort Ref  Will
Level  Attack Bonus    Save Save Save  Special                         
1st    +1              +1   +2   +0    Animal companion, hunting grounds
2nd    +2              +1   +3   +0    Wilderness Lore (1st step), track
3rd    +3              +2   +3   +1    Outdoorsman
4th    +4              +2   +4   +1    -
5th    +5              +3   +4   +1    Wilderness Lore (2nd step)
6th    +6/+1           +3   +5   +2    Outdoorsman
7th    +7/+2           +3   +5   +2    Hunting grounds
8th    +8/+3           +4   +6   +2    Wilderness Lore (3rd step)
9th    +9/+4           +4   +6   +3    Outdoorsman
10th   +10/+5          +5   +7   +3    -
11th   +11/+6/+1       +5   +7   +3    Wilderness Lore (4th step)
12th   +12/+7/+2       +6   +8   +4    Outdoorsman
13th   +13/+8/+3       +6   +8   +4    Hunting grounds
14th   +14/+9/+4       +6   +9   +4    Wilderness Lore (5th step)
15th   +15/+10/+5      +7   +9   +5    Outdoorsman
16th   +16/+11/+6/+1   +7   +10  +5    -
17th   +17/+12/+7/+2   +8   +10  +5    Wilderness Lore (6th step)
18th   +18/+13/+8/+3   +8   +11  +6    Outdoorsman
19th   +19/+14/+9/+4   +9   +11  +6    Hunting grounds
20th   +20/+15/+10/+5  +9   +12  +6    Wilderness Lore (7th step)

[edit] 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, with light armor and with shields (but not tower shield).

[edit] Animal Companion (Ex)

A ranger is accompanied by an animal friend. He may begin play with 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. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures. A ranger's companion is typical for its kind except the fact that it has 1 extra Hit Die for every 2 ranger levels. This bonus cannot make companion have more hit dice that it normally could (according to Monster Manual). In addition, the companion has a +1 bonus on Stregth, Dexterity, Constitution, and Wisdom for every 2 ranger levels as if it was born with exceptionally high ability scores. If a ranger releases his companion from service, he may gain a new one by spending 1d10 minutes with a potential animal and making a successful Handle Animal check (DC 15 + animal's HD). You can 20 with this check. It takes just under 2 hours. A ranger of 6th level or higher may select from alternative lists of animals, though the ranger is considered to be 5 levels lower for the purpose of determining bonus hit dice and ability scores for these animal companions: ape, black bear, bison, boar, cheetah, crocodile, dire badger, dire bat, dire weasel, leopard, monitor lizard, large shark, constrictor snake, large viper, or wolverine. A ranger of 11th level or higher may select from alternative lists of animals, though the ranger is considered to be 10 levels lower for the purpose of determining bonus hit dice and ability scores for these animals: brown bear, dire wolverine, giant crocodile, deinonychus, dire ape, dire boar, dire wolf, elasmosaurus, lion, rhinoceros, huge viper snake, or tiger. A ranger of 16th level or higher may select from alternative lists of animals, though the ranger is considered to be 15 levels lower for the purpose of determining bonus hit dice and ability scores for these animals: polar bear, dire lion, megaraptor, huge shark, giant constrictor snake, or orca whale.

[edit] Hunting Grounds (Ex)

At 1st level, a ranger may select a type of enemy, land, or organization. Chosen subjects are referred to as favored enemies, favored rivals and favored terrains. At 7th level and every six levels thereafter (13th and 19th), the ranger may select an additional enemy, rival or terrain from those given on the table. All bonuses (including those from hunting grounds just selected) increase by 1 at 7th, 13th, and 19th level. Ranger can choose enemies, rivals and terrains interchangeably. Bonuses from all three hunting grounds stack, if ranger encounters a favored enemy on a favored terrain that’s a favored rival. For example, if a 20th level ranger who hunts giants in mountains attempts to spot one there, he gains a +8 bonus to do so.

  • Favored Enemies: In case of favored enemy, the ranger gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, Survival, and appropriate Knowledge checks when using these skills against creatures of this type, and he gets a +1 bonus on damage rolls against such creatures.
Available enemies are: Aberration, Animal, Construct, Dragon, Elemental, Fey, Giant, Humanoid (subtype), Magical Beast, Monstrous Humanoid, Ooze, Outsider (subtype), Plant, Undead, and Vermin.
For example: A 7th level Dragonborn Ranger gains +2 enemy bonus against Dragon (evil) and Humanoid (dragonblood, evil) creatures; those who devote themselves to Tiamat's cause.
  • Favored Terrains: In case of favored terrain, the ranger gains a +1 circumstance bonus to Climb, Hide, Knowledge (Dungeoneering and Nature), Listen, Move Silently, Search, Spot, and Survival checks, as well as +1 bonus on attack rolls made within his favored kind of terrain.
Available terrains are: Arctic, Deserts, Forests, Hills, Mountains, Plains, Planar (subtype), Skies, Seas, Swamps, Underground, and Urban.
For example: A 4th level Human Crab Ranger gains +1 environmetal bonus against encounters during expeditions into Planar (the shadowlands) to eliminate threats to Jade Empire.
  • Favored Rivals: In case of favored rival, the ranger gains +1 bonus on Bluff, Decipher Script, Intimidate, Gather Information, Knowledge (Geography and Local), and Sense Motive checks, made against and pertaining to known affiliations of that organization, along with +1 Armor Class bonus against members of this group.
Available rivals are: Churches (subtype), Governments (subtype), Guilds (subtype), Houses (subtype), Organizations (subtype).
For example: A 13th level High Elf Ranger gains +3 organization bonus against Church ("Servants of Lolth") -—her religious institution & associations (church), including any Drows, Driders, and Monstrous Spiders who revere The Spider Queen.


Track (Ex): A 2nd level ranger gains this feat for free.

[edit] Wilderness Lore

Every ranger has a way of getting by in life, and various styles are reflected with the paths he can take. A 2nd level ranger chooses one of the following paths: archer, beastmaster, manhunter, scout, and tempest. Extraordinary abilities granted by wilderness lore can be used only as long as the ranger is not wearing medium or heavy armor or carrying medium or heavy load.

[edit] Archer

Archers hail from those rangers who prefer killing enemies from the distance. As they progress in levels, they become unquestioned masters of the bow.

  • Sniper Attack (Ex): A 2nd level ranger can focus on making precise shots at long range. Whenever she takes a full-round action to can snipe a foe farther than 60 feet away, her attack deals an extra 1d10 points of damage. She cannot move (even a 5-foot step) in the round you take the shot. The ranger must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. The extra damage applies only to attacks made with ranged weapons and weapon-like spells. The bonus damage increases to +2d10 at 8th level, to +3d10 at 14th level, to +4d10 at 20th level, and every 6 levels thereafter. If a ranger deals damage to enemy who is aware of him but denied his Dex bonus to AC, bonus damage decreases: each d10 becomes d6.
  • Rapid Shot (Ex): At 2nd level, a ranger gains this feat for free even if he doesn't meet the prerequisites.
  • Peek Out (Ex): At 5th level, a ranger can hide effectively behind stones and brushes. He gains +2 dodge bonus to AC and +2 bonus on reflex saves when having cover.
  • Eagle Eye (Ex): A 5th level ranger can ignore up to 4 points of size bonus to AC when making a ranged attack with a bow.
  • Manyshot (Ex): At 8th level, a ranger gains this feat for free even if he doesn't meet the prerequisites.
  • Improved Precise Shot' (Ex): At 11th level, a ranger gains this feat for free even if he doesn't meet the prerequisites.
  • Bowyer (Ex): A 14th level archer gains a +4 bonus on all Craft: Bowyer checks and can create magic bows and arrows as if he had Craft Magic Arms and Armor feat. He can substitute required spells with scrolls containing those spells (scrolls are consumed during item's creation), he can substitute caster level with his ranks in Craft: Bowyer skill -3.
  • Swarm of Arrows (Ex): As a full-round action, a 17th level ranger may fire an arrow at his full attack bonus at opponents within a 60 feet long cone. He can target up to one opponent for every point of Dexterity bonus with this ability.
  • Ricochet (Ex): At 20th level, a ranger can shoot enemies he has no line of effect to, if the line of effect could be made with up to 4 connected straight lines and the target is within 1st range increment.

[edit] Beastmaster

Beastmasters dedicate themselves to their animal companions, forging powerful bonds of friendship and teamwork.

  • Linked by Fate (Ex): A 2nd level ranger's animal companion gains Damage Reduction 1/-, energy resistance 1 (all), and +1 bonus on saving throws. Those bonuses increase by 1 for every 3 ranger levels, up to 7 at 20th level. Should a beastmaster change his companion, all those benefits kick in after 24 hours.
  • Wild Empathy (Ex): A 2nd level ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The ranger rolls 1d20 and adds his Handle Animal bonus or the ranger level + 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 ranger can also use this ability to influence a magical beast with an Intelligence score of 4 or less, but he takes a penalty equal to the creature's Int score on the check.
  • Share Hunting Grounds (Ex): At 5th level, a ranger extends benefits of his hunting grounds ability upon his animal companion.
  • Team Flanking (Ex): At 8th level, whenever a ranger and his companion flank a creature, their bonus on attack rolls increases by +4 (instead of usual +2) and they gain a +2 bonus on damage rolls as well.
  • Beast Whisperer (Ex): A 11th level, a ranger can teach his animal companion any number of tricks. He can teach it tricks the companion couldn't normally learn, at a -5 penalty. In addition, teaching time is greatly reduced: every week becomes an hour. Finally, the beastmaster can speak with his companion as if he was under the effects of speak with animals.
  • Feral Mindmeld (Su): At 14th level, ranger's and his companion's minds work as one. As long as both are within 100 ft. from each other, whenever the beastmaster or the companion makes Listen or Spot check, or rolls initiative, they both do and better result is used.
  • Master's Shadow (Ex): At 17th level, ranger's animal companion gains all his extraordinary and supernatural racial abilities. Spell-like abilities and speed modes are not granted. For example, a human ranger's animal companion gains a bonus feat and 1 extra skill point per Hit Die. Should a beastmaster change his companion, all those benefits kick in after 24 hours.
  • Ultimate Bond (Su): At 20th level, as long as ranger and his companion are within 100 ft., whenever one of them takes any Hit Point damage, ability damage, or is successfully affected by a spell, the other one can take any number of damage on himself, or suffer the spell instead of the original target. For example, if a maze is cast on ranger's lion and it fails to save against it, the ranger can opt to be trapped instead and the lion is unaffected. This ability cannot be used against spells if the new target would be invalid or immune to the spell.

[edit] Manhunter

Manhunters are rangers who specialize at hunting others for variety of reasons, from profit to justice.

  • Ambush Attack (Ex): If a 2nd level ranger can catch an opponent unprepared, he can make a deadly blow. Any time the ranger’s opponent is unaware of the manhunter, ranger that makes a successful attack against that opponent deals +1d10 points of precision damage. In addition, if the damage would be lethal, it can be nonlethal instead. The ranger may use ambush attack with ranged weapons from a distance equal to total Spot bonus * 5ft. Creatures immune to critical hits are immune to precision damage. The bonus damage increases to +2d10 at 8th level, to +3d10 at 14th level, and to +4d10 at 20th level. If a ranger deals damage to enemy who is aware of him but denied his Dex bonus to AC, bonus damage decreases: each d10 becomes d6.
  • Bloodhounds' Mark (Ex): At 2nd level, a ranger can target an individual foe (typically humanoid or monstrous humanoid) to better hunt that enemy. To do so, he must focus on a foe who is present and visible, or on the depiction or description of one who is not, for 10 minutes without interruption; once completed, that target is the Mark. A ranger adds any three Hunting Ground abilities (with ranks appropriate to his level) as an insight bonus on all checks made to determine the whereabouts and expidite the capture of a mark. The mark effectively fullfills all relevent conditions when they would apply and stacks with itself, but overlaps (cannot stack) with any existing Hunting Ground bonus that applies to mark. As a ranger gains levels, additional Outdoorsman abilities may be used against a mark. If a ranger chooses a new mark before apprehending an existing one, the latter becomes unmarked, and the ranger loses experience points equal to the amount he would have earned for defeating that creature. A ranger can only choose a mark once a week. Initially, a ranger can have only one mark at any time. For every three ranger levels gained beyond 2nd level, a ranger can have one additionl mark, but only if all the marks are chosen during the same process (see above). If the ranger gives up any of his marks, all remaining marked creatures become unmarked (as described above).
  • Swift Tracker (Ex): At 5th 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.
  • Dead or Alive (Ex): At 8th level, a ranger doesn't suffer a -4 penalty on attack rolls when dealing nonlethal damage -- and when he deals nonlethal damage, the weapon-roll part of damage is maximized.
  • Mutilate (Ex): At 11th level, whenever a manhunter deals precision damage, he also reduces all of the victim's speed forms by half (round the remaining speed up) for 10 minutes. Multiple applications of this ability don't stack on the same target.
  • Astonishing Tracking (Su): A 14th level ranger is able to track a target even if the target is under the influence of abilities or spells that prevent tracking or detection (like Trackless Step) but with a -5 penalty on the Survival check. Manhunter is also able to track a target that is flying or swimming, but at a -10 on the Survival skill check.
  • Inconvenient Delivery (Ex): At 17th level, the DC to escape bonds (be it manacles, rope, or something else entirely) the manhunter puts on increases by +20.
  • Cripple (Ex): At 20th level, whenever a manhunter deals nonlethal precision damage, he also deals 2d4 points of Strength and Dexterity damage.

[edit] Scout

Scouts are rangers who specialize in moving through rural terrain undetected and gathering intelligence.

  • Rover (Ex): A 2nd level ranger's speed increases by 5 ft. It further increases by 5 ft at 8th, 14th, and 20th level.
  • Trackless Step (Ex): At 2nd level, a ranger leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
  • Running Strike (Ex): When a 5th level ranger takes a double move action, he can make a single attack at any point of that move.
  • Woodland Stride (Ex): A 8th level 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 have been magically manipulated to impede motion still affect him.
  • Camouflage (Ex): At 11th level, a ranger 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 a 14th level ranger is in any sort of natural terrain, he can use the Hide skill even while being observed.
  • Wild Sight (Ex): A 17th level ranger can ignore nonmagical concealment other than total (such as mist, smoke, foliage, etc).
  • Running Assault (Ex): At 17th level, when a ranger takes a double move action, he can make 2 attacks at any point of that move. Second attack is made at a -5 penalty.
  • Duck and Cover (Ex): A 20th level ranger who is not immobilized or unconscious is treated as prone at all times if that is beneficial to him.

[edit] Tempest

Tempests are rangers who excel at combat with two weapons, surpassing even most fighters with their uncanny skill at blades.

  • Riposte Attack (Ex): A 2nd level ranger advantage of the openings their foes provide in combat when making their own attacks. Any time she attacks a foe that has made a melee or ranged weapon attack against her within the past round (whether or not the attack hit you), her attack deals an extra 1d6 points of damage. In addition, ranger gains a +1 competence bonus to Armor Class against any creature to which she has dealt riposte damage, as described above. This bonus lasts until the start of her next turn. The bonus damage increases to +2d10 at 8th level, to +3d10 at 14th level, to +4d10 at 20th level, and every 6 levels thereafter. The ranger must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. She can apply this extra damage to ranged attacks, but only if the target is within 30 feet. The bonus AC increases to +2 at 8th level, to +3 at 14th level, to +4 at 20th level, and every 6 levels thereafter. If she deals riposte damage to more than one creature in a round, she gains this bonus against all of them; it is not limited to a single foe. Ranger loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load,
  • Two-Weapon Fighting: At 2nd level, a ranger gains this feat for free even if he doesn't meet the prerequisites.
  • Double Threat (Ex): At 5th level, whenever a ranger is wielding 2 weapons, he gains +2 bonus on disarm, sunder, and trip attempts.
  • Improved Two-Weapon Fighting (Ex): At 8th level, a ranger gains this feat for free, even if he doesn't meet the prerequisites.
  • Greater Two-Weapon Fighting (Ex): At 11th level, a ranger gains this feat for free, even if he doesn't meet the prerequisites.
  • Double Opportunity (Ex): At 14th level, whenever a ranger is allowed to make an attack of opportunity while wielding 2 weapons, he can make 2 such attacks (one with each weapon). The extra attack of opportunity does not count against total number of attacks a ranger can make in a round.
  • Protect Side (Ex): At 17th level, when a ranger fights defensively or uses Combat Expertise, up to 4 points of penalty on attack rolls applies only to one weapon he wields.
  • Death from Everywhere (Ex): At 20th level, a ranger wielding 2 weapons can flank opponents by himself. This ability is only effective against opponents who can be flanked and are no bigger than the ranger.
  • Perfect Grip (Ex): A 20th level ranger suffers no penalties for wielding 2 weapons, even if both weapons are one-handed. Tempest uses his full Str bonus with off-hand attacks.

[edit] Outdoorsman

A 3rd level ranger learns a special ability. He gains another ability at 6th level and every 3 levels thereafter.

  • Bonus Feat: A ranger gains feat from the list below.
Player's Handbook: Alertness, Animal Affinity, Endurance, Run, Self-Sufficient, Stealthy, Toughness.
New Feats: Aquatic Traveler, Bog Dweller, Cavern Crawler, Desert Strider, Enlarged Companion, Highlander, Northerner.
  • Totem Abilities: A ranger may choose one totem ability.
  • Danger Reaction (Ex): A ranger is very aware of his surrounding when he dwells well known lands. He gains benefits of the Uncanny Dodge ability when in his favored terrain, versus his favored rival, or against his favored enemy. If the ranger already has the uncanny dodge ability, he gains Improved Uncanny Dodge when in his favored terrain, versus his favored rival or against his favored enemy.
  • Dodge the Hunted (Ex): A ranger knows how to avoid his enemies’ blows. His Hunting Ground bonus applies also to his Armor Class (as a dodge bonus). (Does not stack.)
  • Evade the Hunted (Ex): A ranger knows how utilize his agility to dodge unusual attacks. He gains the benefits of Evasion against his favored enemy or in his favored terrain or if dealing with favored rival. If the ranger already has the evasion ability, he gains Improved Evasion when in his favored terrain, versus his favored rival or against his favored enemy.
  • Familiar Territory (Ex): A ranger knows every trick the terrain has to offer. His bonus in favored terrain applies also to initiative rolls and Reflex saves against area effects.
  • Home Ground (Ex): A ranger draws inner strength when in familiar area or against familiar foes. His bonus in Hunting Ground applies also to Will saves. (Does not stack.)
  • Information Network (Ex): A ranger establishes an information network. Against his rival organization, his Gather Information check takes only half an hour. In addition, if any event occurs pertaining to his rival organization, he may make a Gather Information check to learn of the event as a free action. Knowledge of such events reaches her ears in 1d4 hours (unless in an area that cannot be reached by her contacts).
  • Outmaneuver the Hunted (Ex): A Ranger knows how to move in such way that his enemies and rivals are cornered and flanked easily. His Hunting Ground bonus applies also to attack rolls against flanked enemies. (Does not stack.)
  • Resist the Hunted (Ex): A ranger’s Hunting Ground bonus applies also to his saving throws against extraordinary, spell-like, and supernatural abilities used by his favored enemies, favored terrains or favored rivals. (Does not stack.)
  • Wound Enemy (Ex): A ranger knows how to wound his favored enemies that are normally resistant to mundane weapons. He bypasses (ignores) up to 3 points of Damage Reduction of his favored enemy for every point of Hunting Grounds bonus.

[edit] Epic Ranger

Whether cunning protector of the wild or cold-blooded hunter of the weak, the epic ranger is one with the wilderness, moving with deadly grace and keen mind through natural world.

Ranger
Level    Special       .
21st     Outdoorsman
22nd     -
23rd     Bonus feat
24th     Outdoorsman
25th     Hunting grounds
26th     Bonus feat
27th     Outdoorsman
28th     -
29th     Bonus feat
30th     Outdoorsman

Outdoorsman: An epic ranger gains extra special ability at 21st level and every 3 levels thereafter (24th, 27th, 30th, and so on).

Bonus Feat: An epic ranger gains bonus feat at 23rd level and every 3 levels thereafter (26th, 29th, 32nd, and so on). Whenever he gains a bonus feat from this ability, he may either take an epic feat, or two non-epic feats. The list of available epic feats is same as in Epic Level Handbook.

Hunting Grounds: An epic ranger gains additional favored enemy or terrain at 25th level and every 6 levels thereafter (31st, 37th, 43rd, and so on).

[edit] Notes

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