Ranger
Whereas the fighter is a general, all-purpose warrior the ranger is a specialist. In a straight-up fight the ranger is a decent warrior but he really excels under specific situations and against certain foes. Through tactical appraisal and the use of his wits the ranger gains the advantage to win the fight.
Alignment: Any.
Hit Die: d8.
Class Skills
The ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier
Good BAB, Good Fort and Ref saves.
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, medium armor, and shields (except tower shields).
Favoured Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favoured 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 favoured enemy. In addition, at each such interval, the bonus against any one favoured enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favoured 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 favoured 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 or identify tracks.
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). 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 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.
Combat Style (Ex): At 2nd level, a ranger must select one combat style to pursue: archery, two-handed weapons, or two-weapon combat. 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.
If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, Rapid Shot, and Rapid Reload. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
If the ranger selects two-handed weapon style, he can choose from the following list whenever he gains a combat style feat: Cleave, Power Attack, Quick Draw, Weapon Focus (must be two-handed weapon). At 6th level, he adds Great Cleave and Improved Sunder to the list. At 10th level, he adds Dreadful Carnage and Dazing Assault to the list.
If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Shield Focus, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Shield Slam and Two-Weapon Defense to the list. At 10th level, he adds Shield Master and Two-Weapon Rend to the list.
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.
Favoured Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favoured Terrains table. 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 favoured 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 favoured terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favoured terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favoured terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Hunter’s Strike (Ex): The ranger excels when he can observe his prey, taking his time to plan and execute an attack. By studying the appearance, bearing, and mannerisms of his target the ranger picks out weaknesses that others overlook, and by the time his victims have shown their faults the damage has already been done.
At 2nd level a ranger who spends a full-round action studying a foe adds his Wisdom bonus (if positive) to his next attack and weapon damage roll against that target. The attack must be made within one round after the ranger stops studying. To make a hunter’s strike with a ranged weapon, the target must be no more than 60 feet or 1 range increment away (whichever is greater). If the weapon attack roll is a critical hit the Wisdom bonus to damage is not multiplied.
A ranger may continue to study the target for consecutive rounds in order to maintain the hunter's strike however he does not gain additional bonuses for doing so.
At 6th level, a ranger need only spend a standard action studying to execute a hunter's strike. In addition if the ranger scores a critical hit he increases the Wisdom bonus to weapon damage by the critical multiplier of the weapon used.3
At 10th level, a ranger need only spend a move action studying to execute a hunter's strike. Against his favoured enemies the ranger may use two different ranger talents linked to the hunter's strike.
At 14th level, if the hunter's strike is a hit the attack is automatically considered a critical hit.
At 18th level, the ranger may use up to three different ranger talents against his favoured enemies. Against all other foes the ranger may use two different ranger talents.
Ranger Talent (Ex): As a ranger gains experience, he learns a number of talents that aid him in combat and help him survive in the wilds.
At 4th level, a ranger gains one ranger talent. He gains additional ranger talents as he increases in level. A ranger cannot select an individual talent more than once.
Additional Favoured Enemy: The ranger may choose an additional, new favoured enemy. Bonuses to skills, weapon attack and damage rolls start at +2 but may be increased as normal through the favoured enemy ability as the ranger gains experience.
Additional Favoured Terrain: The ranger may choose an additional, new favoured terrain. Bonuses to initiative and skills start at +2 but may be increased as normal through the favoured terrain ability as the ranger gains experience.
Crippling Attack (Ex): The ranger may use this ability in conjunction with a hunter's strike. If the attack hits, the target takes a –2 penalty on all attack rolls for a number of rounds equal to the Wisdom modifier of the ranger (at least 1).
Distracting Attack (Ex): The ranger may use this ability in conjunction with a hunter's strike. A number of allies equal to the ranger's Wisdom bonus gain a +2 circumstance bonus on all attack rolls for 1 round.
Hobbling Attack (Ex): The ranger may use this ability in conjunction with a hunter's strike. The target of the hunter's strike has their land speed reduced by 1/2 for a number of rounds equal to the ranger's Wisdom modifier (at least 1).
Nature’s Healing (Ex): The ranger gains a +2 bonus to Heal skill checks when administering first aid or treating a poison. When providing long-term care the ranger heals an additional number of hit points equal to half his ranger level plus his Wisdom modifier (if positive). Nature’s healing can only be used when the ranger is in one of his favoured terrains. A ranger does not require a Healer’s Kit in order to use this ability.
Quick Healing (Ex): The ranger heals double the normal amount of hit points for a night's rest. In addition, if the ranger is given long-term care by another he recovers more hit points than normal: 3 hit points per level for a full 8 hours of rest in a day, 5 hit points per level for each full day of complete rest. The ranger does not recover any additional ability score loss than is normal for long-term care.
Upending Strike (Ex): The ranger may use this ability in conjunction with a hunter's strike. If the attack hits, he may make a free trip attempt against the target using his attack roll in place of the combat manoeuvre.
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.
Camouflage (Ex): A ranger of 12th level or higher can use the Stealth skill to hide in any of his favoured terrains, even if the terrain doesn't grant cover or concealment.
Hide in Plain Sight (Ex): While in any of his favoured terrains, a ranger of 17th level or higher can use the Stealth skill even while being observed.