RandyWalker
Explorer
Base Attack Bonus: as per PHB ranger
Saves: As per PHB Ranger
Skills: As per PHB Ranger
Favored Enemy: At the onset of combat, a ranger may make a Wilderness Lore check versus 12 + one creature's challenge rating (minimum 1). If he succeeds, he gets +1 to attack rolls made against that type of creature for the remainder of combat. A ranger may use this ability a number of times per day equal to his Wisdom modifier plus three. The ranger gets +1 to his check if he has encountered that creature earlier in the day. At 5th level, this ability increases to +2, at 10 level to +3, at 15th level to +4 and at 20th level to +5.
Tracking: A ranger gains this feat for free.
Favored Combat Style: At 1st level, a Ranger gains one ability from list A. At 3th level, one from list B, and at 5th level, one from list C. These abilities are as per the feats of the same name (virtual feats).
A:
Ambidexterity, Point Blank Shot, Dodge
B:
Two-Weapon Fighting, Precise Shot, Mobility
C:
Quick Draw, Rapid Shot, Lighting Reflexes.
Natural Healing: At 8th level, once per day, when casting a cure spell, a ranger may make a Wilderness Lore check vs the DC of his cure spell. If he succeeds, he finds enough local vegetation to cure half as much more damage.
Spells: Starting at 4th level, a Ranger has the ability to cast a small number of divine spells starting at first level. To cast a spell, the Ranger must have a Wisdom score of at least 10 + the spell's level. A Ranger's bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When a Ranger gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the Ranger gets only bonus spells. A Ranger without a bonus spell for that level cannot yet cast a spell of that level. A Ranger has access to any spell on the Ranger's spells list and can freely choose which to prepare. A Ranger prepares and casts spells just as a cleric does (though a Ranger cannot use spontaneous casting to lose a spell and cast a cure or inflict spell in its place).
Through third level, a Ranger has no caster level. Starting at 4th level, a Ranger's caster level is one-half his class level.
Spells Per Day:
__| 1 2 3 4
01| - - - -
02| - - - -
03| - - - -
04| 0 - - -
05| 0 - - -
06| 1 - - -
07| 1 0 - -
08| 1 0 - -
09| 1 1 - -
10| 1 1 0 -
11| 2 1 0 -
12| 2 1 1 -
13| 2 1 1 0
14| 2 2 1 0
15| 2 2 1 1
16| 3 2 2 1
17| 3 3 2 1
18| 3 3 2 2
19| 3 3 3 2
20| 4 3 3 3
Ranger's Spell List:
1 - Alarm, Animal Friendship, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Entangle, Expeditious Retreat, Magic Fang, Pass without Trace, Read Magic, Resist Elements, Speak with Animals, Summon Nature's Ally I.
2 - Animal Messenger, Barkskin, Cure Light Wounds, Detect Chaos/Evil/Good/Law, Hold Animal, Protection from Elements, Sleep, Snare, Speak with Plants, Summon Nature's Ally II.
3 - Control Plants, Cure Moderate Wounds, Diminish Plants, Greater Magic Fang, Neutralize Poison, Plant Growth, Remove Disease, Summon Nature's Ally III, Tree Shape, Water Walk.
4 - Commune with Nature, Cure Serious Wounds, Freedom of Movement, Nondetection, Polymorph Self, Summon Nature's Ally IV, Tree Stride, Wall of Thorns, Wind Wall.
Saves: As per PHB Ranger
Skills: As per PHB Ranger
Favored Enemy: At the onset of combat, a ranger may make a Wilderness Lore check versus 12 + one creature's challenge rating (minimum 1). If he succeeds, he gets +1 to attack rolls made against that type of creature for the remainder of combat. A ranger may use this ability a number of times per day equal to his Wisdom modifier plus three. The ranger gets +1 to his check if he has encountered that creature earlier in the day. At 5th level, this ability increases to +2, at 10 level to +3, at 15th level to +4 and at 20th level to +5.
Tracking: A ranger gains this feat for free.
Favored Combat Style: At 1st level, a Ranger gains one ability from list A. At 3th level, one from list B, and at 5th level, one from list C. These abilities are as per the feats of the same name (virtual feats).
A:
Ambidexterity, Point Blank Shot, Dodge
B:
Two-Weapon Fighting, Precise Shot, Mobility
C:
Quick Draw, Rapid Shot, Lighting Reflexes.
Natural Healing: At 8th level, once per day, when casting a cure spell, a ranger may make a Wilderness Lore check vs the DC of his cure spell. If he succeeds, he finds enough local vegetation to cure half as much more damage.
Spells: Starting at 4th level, a Ranger has the ability to cast a small number of divine spells starting at first level. To cast a spell, the Ranger must have a Wisdom score of at least 10 + the spell's level. A Ranger's bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When a Ranger gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the Ranger gets only bonus spells. A Ranger without a bonus spell for that level cannot yet cast a spell of that level. A Ranger has access to any spell on the Ranger's spells list and can freely choose which to prepare. A Ranger prepares and casts spells just as a cleric does (though a Ranger cannot use spontaneous casting to lose a spell and cast a cure or inflict spell in its place).
Through third level, a Ranger has no caster level. Starting at 4th level, a Ranger's caster level is one-half his class level.
Spells Per Day:
__| 1 2 3 4
01| - - - -
02| - - - -
03| - - - -
04| 0 - - -
05| 0 - - -
06| 1 - - -
07| 1 0 - -
08| 1 0 - -
09| 1 1 - -
10| 1 1 0 -
11| 2 1 0 -
12| 2 1 1 -
13| 2 1 1 0
14| 2 2 1 0
15| 2 2 1 1
16| 3 2 2 1
17| 3 3 2 1
18| 3 3 2 2
19| 3 3 3 2
20| 4 3 3 3
Ranger's Spell List:
1 - Alarm, Animal Friendship, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Entangle, Expeditious Retreat, Magic Fang, Pass without Trace, Read Magic, Resist Elements, Speak with Animals, Summon Nature's Ally I.
2 - Animal Messenger, Barkskin, Cure Light Wounds, Detect Chaos/Evil/Good/Law, Hold Animal, Protection from Elements, Sleep, Snare, Speak with Plants, Summon Nature's Ally II.
3 - Control Plants, Cure Moderate Wounds, Diminish Plants, Greater Magic Fang, Neutralize Poison, Plant Growth, Remove Disease, Summon Nature's Ally III, Tree Shape, Water Walk.
4 - Commune with Nature, Cure Serious Wounds, Freedom of Movement, Nondetection, Polymorph Self, Summon Nature's Ally IV, Tree Stride, Wall of Thorns, Wind Wall.
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