Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter’s dedication to the craft of fighting.
RANGER
Instead, the ranger focuses his skills and training on a specific enemy—a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger’s Wisdom score should be high, as this determines the maximum spell level that he can cast.
CLASS FEATURES
Hit Die: d10.
Proficiencies: All simple and martial weapons, light armor, medium armor, and shields.
Skill Points (*4 at 1st level): 4 + Int Modifier.
Spellcasting: Divine (Wisdom based, armor-related chance of spell failure is ignored).
Bonus Feats: The epic ranger gains a bonus feat every three levels after 20th
Epic Ranger Bonus Feats: Bane of Enemies, Blinding Speed, Epic Toughness, Epic Prowess, Epic Weapon Focus, Favored Enemy, Improved Combat Casting
topic See Also: Ranger Spells, page 136.
RANGER ABILITIES
Trackless Step
Rangers move stealthily through wooded areas.
Gained: 1st level.
Use: Automatic.
Bonuses: The ranger gains a +4 competence bonus to Hide and
Move Silently checks when in outdoor areas.
Favored Enemy
Rangers study their enemies and develop a keen understanding of
the weakness of various creatures.
Gained: 1st level and every five levels thereafter.
Use: Automatic.
Bonuses: Rangers gain a +1 bonus to Listen, Spot, and Taunt
checks against their favored enemy, as well as a +1 bonus to any
physical damage applied to the enemy. These bonuses improve by
+1 every five levels. For example, at 1st level, a ranger chooses
aberrations as his favored enemy and receives a +1 bonus against
them. At level 5, he chooses dragons for his second favored
enemy. He now has a +2 bonus to damage (and Listen, Spot, and
Taunt checks) against both aberrations and dragons.
| Racial Groups | |
| Aberration | Half-elf |
| Animal | Half-orc |
| Beast | Halfling |
| Construct | Human |
| Dragon | Monstrous humanoid |
| Elemental | Orc |
| Fey | Reptilian humanoid |
| Giant | Magical beast |
| Dwarf | Outsider |
| Elf | Shapechanger |
| Gnome | Undead |
| Goblinoid | Vermin |
Bonus Feats
Rangers gain the Ambidexterity and Two-Weapon Fighting feats
for free at 1st level. At 9th level they gain the Improved Two-
Weapon Fighting feat for free.
Animal Companion
Rangers may summon forth a stalwart animal companion.
Gained: 6th level.
Use: Once per day, until killed or unsummoned.
Bonuses: Animal companions may be changed with each new
ranger class level.
CUSTOM FEATURES
Expanded Spell Lists - As a practitioner of the arcane arts (magic), RANGERS have a SPELLBOOK which may contain SPECIAL SPELLS your PC has learned.
Hidden Trails - RANGERs can find, use and aid PARTY MEMBERS to use hidden trails.
Rest - RANGERs can rest without gear, and can even create fireless campsites for others to use.
Scavenging - RANGERs can scavenge for resources others would likely overlook.
Tracking - RANGERs can track.
Wild Craft - RANGERs can expect favorable results in most hunting / fishing / gathering actions.
Wilderness Lore - RANGERS can read nature's signs (by targetting the LONG RANGE POWER of the RUNESTONE on the ground) in any wilderness Area.