The ranger as an archetype is one of my favorites, but I have never been satisfied with any of the third edition DnD incarnations. I really would like to play a ranger but like others I have seen on these boards I found that class features like favored enemy were limiting my enjoyment because I could go many games and never see anything resembling a favored enemy. Additionally my DM was largely unaware of when to inform me that I was in fact attacking a favored enemy and unless I made a skill check to ID the foe I would not add the extra damage. I was also unhappy with the locked choices for two-weapon fighting and archery.
So after a lot of consideration I felt that the key to making the ranger a better player character was to instill more choices into the character class that would give it a unique set of core abilities usable at most or all times against most or all foes. Not unlike the ability sets of the rouge or fighter. The fighter of course is the hallmark of customization, the rouge has his own unique ability set that can even be traded for feats. I think the Pathfinder ranger is a fine step in the right direction, but could go further. That said I would like to throw some ideas out there for discussion. The following is a ranger concept I came up with and draws inspiration from a variety of feats and spells and other rules. I don't want to present this as my own material in any way. Much of it is derived and is presented here only for the sake of discussion about the ranger class features.
Please let me know what you like or dislike. My apologies in advance for some of the formating.
RANGER
Alignment: Any.
Hit Die: d8/d10?.
Class Skills
The ranger’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Preception (Wis), Ride (Dex), Search (Int), Stealth (Dex) Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
Table: The Ranger
—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, Boundless Tracker, Wild Empathy — — — —
2nd +2 +3 +3 +0 Endurance, Wild Sense — — — —
3rd +3 +3 +3 +1 Bonus Feat, Terrain Adaptation — — — —
4th +4 +4 +4 +1 Animal Companion 0 — — —
5th +5 +4 +4 +1 2nd Favored Enemy 0 — — —
6th +6/+1 +5 +5 +2 Blindstalker, Close-Quarters Shot 1 — — —
7th +7/+2 +5 +5 +2 Woodland Stride 1 — — —
8th +8/+3 +6 +6 +2 Swift Tracker, Camouflage, Improved Terrain Adaptation 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 Run, Woodland Sprint 1 1 0 —
12th +12/+7/+2 +8 +8 +4 Traceless Tracker 1 1 1 —
13th +13/+8/+3 +8 +8 +4 Bonus Feat, Greater Terrain Adaptation 1 1 1 —
14th +14/+9/+4 +9 +9 +4 Hide In Plain Sight 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 Improved Swift Tracker 2 2 1 1
17th +17/+12/+7/+2 +10 +10 +5 Silent Sprint 2 2 2 1
18th +18/+13/+8/+3 +11 +11 +6 Improved Evasion, Elemental Terrain Master 3 2 2 1
19th +19/+14/+9/+4 +11 +11 +6 Immune to Fatigue 3 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 5th Favored Enemy 3 3 3 3
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).
Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, Knowledge and Survival checks 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.
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, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Table: Ranger Favored Enemies
Type (Subtype) Type (Subtype)
Aberration Humanoid (reptilian)
Animal Magical Beast
Construct Monstrous humanoid
Dragon Ooze
Elemental Outsider (air)
Fey Outsider (chaotic)
Giant Outsider (earth)
Humanoid (aquatic) Outsider (evil)
Humanoid (dwarf) Outsider (fire)
Humanoid (elf) Outsider (good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll) Outsider (native)
Humanoid (gnome) Outsider (water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid (orc) Vermin
Boundless Tracker: A ranger’s tracking ability is more potent than the average person. This ability is identical to the Track feat, but increases in power as the ranger gains levels. The ranger need only make one Survival check per mile for every ranger level attained to a maximum of twenty miles per Survival check at 20th level. Changes in circumstance still apply, but only if the new DC is higher than the DC of the original check.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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 visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Endurance: A ranger gains Endurance as a bonus feat at 2nd level. A ranger gains a +4 bonus on the following checks and saves: Swim checks made to resist non-lethal damage (PH, p84), Constitution checks made to continue running (PH, p144), Constitution checks made to avoid non-lethal damage from a forced march (PH p164), Constitution checks made to hold his breath (PH, p84), Constitution checks made to avoid non-lethal damage from starvation and thirst (DMG, p304), Fortitude saves made to avoid non-lethal damage from hot or cold environments (DMG, p302-303) and Fortitude saves made to resist damage from suffocation (DMG, p304). Also the ranger may sleep in light or medium armor without becoming fatigued.
Wild Sense: At 2nd level a ranger can detect secret doors in natural terrain as an elf. A ranger who merely passes within 5 feet of a secret or concealed door located in a natural terrain is entitled to a Search to notice it as if he were actively looking for it. In addition the ranger is unimpeded by secret doors found in natural terrain when tracking. In short a discovered secret door in a natural terrain will not constitute a sudden change in circumstance for a ranger and does not require a new Survival check when tracking. Finally the ranger may choose to make a single Perception check as a free action once per round whenever he is in a natural terrain. This ability even functions while the Ranger is in active combat.
Bonus Feats: At 3rd level and 13th level a ranger may choose one bonus feat from the following list: Point Blank Shot, Rapid Shot, Precise Shot, Improved Precise Shot, Far Shot, Manyshot, Shot on the Run, Improved Initiative, Weapon Finesse, Quick Draw, Blind-Fight, Dodge, Mobility, Spring Attack and Extra Favored Enemy. A ranger must have the required prerequisites to choose a particular feat.
Terrain Adaptation: At 3rd level at ranger gains the ability to attune himself to the local natural terrain. After spending 24 hours in a new natural terrain a ranger is able to choose one of the following abilities to enhance his ability to survive and stalk prey in the new terrain. Once chosen the ranger may not choose a new terrain adaptation unless he enters a new terrain. Each time the ranger enters a new terrain he loses his terrain based ability, but may gain a new one on spending 24 hours in a free and uninhibited state in the new terrain.
Terrains are defined as the following: Aquatic (including Oceans), Arctic, Desert, Forest, Jungle, Mountain, Plains, Swamp and the Underground. If a particular terrain qualifies as more than one terrain the ranger may still choose only one terrain adaptation at a time.
1. Sleep Adaptation: The ranger may go without sleep for one day per ranger level and takes no penalties for doing so. Magical spells and extraordinary abilities that induce sleep, the illusion of sleep or a similar state function normally on the ranger.
2. Thirst Adaptation: The ranger may go without water or liquid for one day per ranger level and takes no penalties for doing do. Magical spells and extraordinary abilities that induce thirst, the illusion of thirst or a similar state function normally on the ranger.
3. Hunger Adaptation: The ranger may go without food (but not water) for one day per ranger level and takes no penalties for doing so. Magical spells and extraordinary abilities that induce hunger, the illusion of hunger or a similar state function normally on the ranger.
4. Aquatic Adaptation: The ranger may take 10 on all swim skill checks and may hold his breath underwater for up to one hour per ranger level. When using this ability the ranger is still subject to potential lethal and non-lethal damage from such hazards as water pressure and cold. Magical spells and extraordinary abilities that induce drowning function normally on the ranger.
5. Underground Adaptation: The ranger gains darkvision 30’’ for one day per ranger level. Rangers who already possess darkvision have their darkvision extended by 30 feet.
6. Mount Adaptation: The ranger may take 10 on all ride skill checks to ride any mount in any manner. He suffers no penalty to his ride skill when riding bareback. Nor is his ride skill rank reduced when he rides different types of animals. This ability lasts up to one day per ranger level. The ranger is still subject to the physical limitations and unique qualities of the mount or mounts in question. This ability does not guarantee the presence of a mount.
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. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
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. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger 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 gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. 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 Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, 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 is one-half his ranger level.
Blindstalker: A ranger knows how to stalk and surprise creatures whose senses are very different from those of a humanoid. When the ranger hides creatures with blind-sense, blind-sight, scent or tremor-sense must make a perception check to notice him, just as sighted creatures would make spot checks to detect him. A ranger may use this ability in conjunction with his camouflage and hide in plain sight class abilities.
Close-Quarters Shot (Ex): A ranger’s training includes the efficient use of the bow in close quarters. The ranger may use a use a longbow, shortbow, composite longbow or a composite shortbow, while threatened, without provoking an attack of opportunity. The ranger may also use his bow to threaten others adjacent to him as if he were wielding a melee weapon. The ranger’s bow now threatens all squares within normal melee reach (5 feet if the ranger is a small or medium character or 10 feet if the ranger is a large character). Any attacks of opportunity he receives because he threatens nearby areas are normal ranged attacks, and these count against his maximum number of attacks of opportunity per round. This ability does not apply to any type of mighty bow or another ranged weapon, such as a crossbow. A ranger may only use this ability while wearing light or no armor. He loses all benefits of this ability when wearing medium or heavy armor.
When choosing feats the ranger may use Close-Quarters Shot in place of Point Blank Shot whenever Point Blank Shot is called for as a prerequisite.
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. The Ranger may not use this ability while wearing medium or heavy armor.
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.
Camouflage (Ex): A ranger of 8th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. The ranger may not use this ability while wearing medium or heavy armor.
Improved Terrain Adaptation: At 8th level the ranger becomes even more adept at attuning himself to the local terrain. The ranger need no longer spend 24 hours to attune himself to his new terrain. Providing the ranger is free to spend time in the terrain walking or meditating he need only spend one hour in the terrain before simply declaring himself attuned.
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, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger (such as one who is paralyzed or unconscious) does not gain the benefit of evasion.
Run: Experienced rangers are fleet of foot and rangers gain Run as a bonus feat at 11th level. When running the ranger may move five times his normal speed (if wearing light armor or carrying no more than a light load) or four times his normal speed (if wearing medium or heavy armor or carrying a medium or heavy load). If you make a jump after a running start he gains a +4 bonus on his jump check. While running a ranger, retains his dexterity bonus to AC.
Woodland Sprint (Ex): Starting at 11th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his full 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. The Ranger may not use this ability while wearing medium or heavy armor.
Traceless Tracker: At 12th level a ranger gains the ability to track any quarry even when they are under the influence of Traceless Step, Pass without Trace, or a similar ability or spell, though he takes a –10 penalty on his Survival checks when doing so in natural terrain and a –20 on his Survival checks to do so in all other terrains.
Greater Terrain Adaptation: At 13th level a ranger need no longer spend one hour to attune himself to his new terrain. Providing the ranger is free to spend time in the terrain walking or meditating he may simply declare himself attuned the actual process only taking a few seconds to take note of the new surroundings.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 14th level or higher can use the Hide skill even while being observed. The ranger may not use this ability while wearing medium or heavy armor.
Improved Swift Tracker (Ex): Beginning at 16th level, a ranger takes only a –10 penalty when moving at up to full speed while tracking.
Silent Sprint (Ex): A ranger of 17th level may run or charge at full speed and takes no penalty to his move silently checks in any sort of natural terrain. The ranger may not use this ability while wearing medium or heavy armor.
Improved Evasion (Ex): At 18th level, a ranger gains improved evasion. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks such as a Dragon’s breath weapon or a fireball, henceforth he takes only half damage on a failed save. Improved evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.
Elemental Terrain Master: At 18th level the ranger becomes immune to natural lethal and non-lethal damage from travel in the elemental planes. The ranger takes no damage from simple exposure to the terrain of the elemental planes. Magic and extraordinary abilities that involve elemental energies (fire, cold, lightning, acid) all function normally on the ranger.
Immune to Fatigue (Ex): At 19th level a ranger becomes efficient at conserving his body’s resources and learns to endure where others perish. The ranger is immune to fatigue and anything that would cause him to become exhausted makes him fatigued instead. Alternatively the DM may allow the Ranger to take 20 on any check or save that would otherwise cause him to become fatigued or exhausted. A successful save against exhaustion would cause him to become fatigued instead.