Ranger Spell List:
o 1st: Alarm, charm animal, delay poison, detect poison, detect animals or plants, detect snares and pits, entangle, endure elements, hide from animals, jump, longstrider, magic fang, pass without trace, read magic, resist energy, speak with animals, summon nature’s ally I
o 2d: barkskin, Bear’s endurance, Cat’s Grace, Cure Light Wounds, Detect chaos/good/evil/law, Owl’s Wisdom, Hold Animal, protection from elements, snare, speak with plants, spike growth, summon nature’s ally II, wind wall
o 3rd: Command Plants, Cure Moderate Wounds, darkvision, diminish plants, greater magic fang, neutralize poison, plant growth, remove disease, remove paralysis, repel vermin, summon nature’s ally III, tree shape, water walk
o 4th: Animal growth, Commune with Nature, cure serious wounds, freedom of movement, nondetection, summon nature’s ally IV, tree stride
Jump notes:
- speed, 30 is base, every 10 less gives a -6 penalty to jump, every 10 more gives a +4 bonus
- all jump DC's assume a 20 ft running start, otherwise double jump DC
- jump trained = same, jump untrained = prone at landing, unless jump DC is beaten by 5 or more
- long jump, fail by less than 5, reflex DC 15 to hold on to the far end, pulling yourself up is a climb DC 15
- long jump DC's: 5 ft = DC 5, with 5 added to the DC for every 5 ft further
- high jump, DC = 4 x distance in ft
- vertical reach table, long creatures are treated one size smaller ... fine: 1/2 ft, dimininuative 1 ft, tiny 2 ft, small 4 ft, medium 8 ft, large 16 ft, huge 32 ft, gargantuan 64 ft, colossal 128 ft.
- hop up to waist heigh object = jump DC 10, counts as 10 ft movement
- jump down intentionally, DC 15 for damage as fallen 10 ft less.
- jump is part of movement
- run feat: +4 to jump
- halflings: +2 to jump
- 5 ranks in tumble: +2 to jump
- 5 ranks in jump: +2 to tumble
vv. Rage spell Enc (Com)[Mind], Brd2, Sor/Wiz 2, range: Medium, target: willing creature/3 lvls within 30 ft of each other, dur: Con + 1 r/l (D); Morale bonuses: +2 Str, +2 Con, +1 Will Save, -2 AC, otherwise same as barbarian's rage, subjects aren't fatigued at the end of the rage.
ww. Ray of Exhaustion, Sor/Wiz 3, VSM, range: Close, dur: 1 m/l, save: Fort partial, sr: Yes
Ranged touch, subject is immediately exhausted for the spell's duration. Successful save means creature is only fatigued. A character that is already fatigued becomes exhausted. No effect on an already exhausted creature.
s. Adamantine light armor gives DR 1/-, medium gives 2/-, heavy gives 3/-
c. The 25gp spell scribing cost listed in the Boccob’s Blessed Books description is a typo. It should read 100gp.