I mixed the ultimate and the player's handbook's rangers
I tryed to make something balance between the two version of ranger to make one with no spell.
Ranger
GAME RULE INFORMATION
Rangers have the following game statistics.
Abilities: Same as in Player’s Handbook.
Alignment: Any.
Hit Die: d8.
Class Skills
Same as in Player’s Handbook.
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Code:
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 track, 1st favored enemy or terrain wilderness ability
2nd +2 +3 +3 +0 Combat Style
3rd +3 +3 +3 +1 Grace +1
4th +4 +4 +4 +1 Wilderness ability
5th +5 +4 +4 +1 2nd favored enemy or terrain,
6th +6/+1 +5 +5 +2 Improved combat style
7th +7/+2 +5 +5 +2 Wilderness ability
8th +8/+3 +6 +6 +2 Grace +2
9th +9/+4 +6 +6 +3 Wilderness ability
10th +10/+5 +7 +7 +3 3rd favored enemy or terrain
11th +11/+6/+1 +7 +7 +3 Combat style mastery, special ability
12th +12/+7/+2 +8 +8 +4 Wilderness ability
13th +13/+8/+3 +8 +8 +4 Grace +3
14th +14/+9/+4 +9 +9 +4 Special ability
15th +15/+10/+5 +9 +9 +5 4th favored enemy or terrain,
16th +16/+11/+6/+1 +10 +10 +5 Wilderness ability
17th +17/+12/+7/+2 +10 +10 +5 special ability
18th +18/+13/+8/+3 +11 +11 +6 Grace +4
19th +19/+14/+9/+4 +11 +11 +6 Wilderness ability
20th +20/+15/+10/+5 +12 +12 +6 5th favored enemy or terrain,Special ability
•
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, with light armor and with shields (but not tower shield).
Track (Ex): A 1st level ranger gains this feat for free.
Wilderness Ability: At 1st, 4th, 7th, 9th, 12th, 16th, and 19th level, a ranger gains one wilderness ability of her choice from among the following options.
• Animal Companion (Ex): Same as in Player’s Handbook.
• Bonus Feats The ranger gains an additional bonus feat. These bonus feats must be taken from the list below. A ranger must still meet all prerequisites for a bonus feat.
• Snaremastery (Ex): A ranger gains the ability to build traps made from natural components (such as pit traps from sharpened sticks) with great skill. He gains a +4 competence bonus to all relevant Craft (trapmaking) checks.
• Survivalist (Ex): A ranger can fend for himself in nearly any environment. When in natural environment, a ranger gains a +8 competence bonus to Survival checks when trying to forage for food.
• Swift Tracker (Ex): 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. Same as in Player’s Handbook.
• Trackless Step (Ex): A ranger leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if he so desired. Same as in Player’s Handbook. To take trackless step, ranger must have 5 ranger levels.
• Trailblazing (Ex): A ranger becomes adept at overland travel through favored terrain types. In effect, travel is considered to be on a trail when the terrain is trackless (see Table 9-5, PHB). The Ranger may extend this benefit to himself, plus one person for every five points by which his Survival skill check exceeds 10. A new check must be made after resting and when new terrain is encountered, to a minimum of once per day (once per hour when hustling). (Thx niko718)
• Tunneller (Ex): A ranger does not lose speed when moving through tight or low spaces (but no smaller than 1/2 of his space and no lower than half his height) and retains his Dexterity bonus to AC while doing so. All penalties for fighting in narrow or low places are halved.
• Urban Ranger (Ex): Gather Information, Knowledge (local), and Sense Motive become ranger's class skills. If ranger has camouflage or hide in plain sight abilities, he can use them in urban terrain. A ranger must have urban as a favored terrain to take this ability.
• Wild Empathy (Ex): Same as in Player’s Handbook.
• Woodland Stride (Ex): 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. Same as in Player’s Handbook.
Bonus Feats list: These bonus feats must be taken from the list below. A ranger must still meet all prerequisites for a bonus feat.
• Feats (Player’s Handbook): Blind-Fight, Combat Expertise, ( Improved Disarm, Improved, Feint Improved Trip), Combat Reflexes, Circle of Friends, Diehard, Endurance, Eyes of Fury, Fearless, Great Fortitude, Iron Will, Leadership, Lighting Reflexes, Quick Draw, Run, Skill Focus, Toughness.
Feats (Complete Warrior): Favored Power Attack, Greater Two-Weapon Defense, Improved Favored Enemy, Improved Two-Weapon Defense, Pin Shield, Ranged Disarm, Ranged Pin, Ranged Sunder, Sharp-Shooting, Zen Archery.
Favored Enemy or Terrain (Ex): At 2nd level, a ranger may select a type of creature or land. In case of favored enemy, the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type, and he gets a +2 bonus on weapon damage rolls against such creatures. In case of favored terrain, the ranger gains a +2 circumstance bonus to Climb, Hide, Listen, Move Silently, Search, Spot, and Survival checks made within his favored kind of terrain, and all track checks made against him suffer –2 penalty. At 7th level and every five levels thereafter (12th, and 17th level), the ranger may select an additional favored enemy or terrain from those given on the table. In addition, at each such interval, the bonus against any one favored enemy or terrain (including the one just selected, if so desired) increases by 2 (-2 in case of track penalty). Ranger can choose enemies and terrains interchangeably. Bonuses from enemies and terrains stack, if ranger encounters favored enemy on favored terrain. Otherwise, same as in Player’s Handbook. Available terrains are: arctic, deserts, forests, hills, mountains, plains, seas, swamps, underground, and urban.
Grace (Ex): A ranger gains a +1 competence bonus on Reflex saves at 3rd level. This bonus increases to +2 at 8th level, to +3 at 13th level, and to +4 at 18th level. A ranger loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Special Abilities: On attaining 11th level, and at every three levels thereafter (14th, 17th, and 20th), a ranger gains a special ability of her choice from among the following options. Ranger can take wilderness ability in place of special ability, if he chooses so.
• Ambush Attack (Ex): If ranger can catch an opponent unprepared, he can strike for extra damage. Any time the ranger’s opponent is denied his Dexterity bonus to AC, ranger deals extra 3d6 points of damage. If a ranger scores critical hit, this damage is not multiplied. Creatures immune to sneak attacks or critical hits are immune to this ability. The ranger may use ambush attack with ranged weapons if the range is 30 feet or less.
• Armored Grace (Ex): A ranger can wear medium armor without loosing grace bonuses to Reflex saves. A ranger must be proficient with medium armor to gain this ability.
• Astonishing Tracking (Ex): A ranger is able to track a target even if the target is under the influence of abilities or spells that prevent tracking or detection (like Trackless Step) but only at –5 penalty on Survival skill check. Ranger is also able to track a target that is flying or swimming provided that the target is wounded (i.e., bleeding) and some type of blood trail exists. In such circumstances only, the ranger would use this supernatural ability to track such a target, but at -10 on Survival skill check. (Thx niko718)
• Camouflage (Ex): A ranger can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. Same as in Player’s Handbook.
• Commune with Nature (Sp): A ranger may commune with nature (as per spell) a number of times per day equal to his Wisdom bonus. To activate this ability, a ranger needs to concentrate for 10 minutes. A ranger becomes one with nature, attaining knowledge of the surrounding territory. He instantly gain knowledge of up to three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting. In outdoor settings, the range of this ability is one mile radius. In natural underground settings — caves, caverns, etc. the range is limited to 100 feet. This ability does not function where nature has been replaced by construction or settlement (such as in dungeons and towns). (Thx niko718)
• Dodge Favored Enemy (Ex): A ranger’s favored enemy bonuses apply also to his Armor Class (this is dodge bonus).
• Fast Movement (Ex): A ranger’s land speed is faster than the norm for his race by +10 feet. Same as in Player’s Handbook.
• Hawk Totem (Ex): A ranger dedicates himself to an animal totem. Once per day, he can take an additional standard action during each round, for two rounds. A ranger can only have one totem ability.
• Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger can use the Hide skill even while being observed. A ranger must have camouflage ability to take this ability. Same as in Player’s Handbook.
• Improved Favored Terrain (Ex): A ranger gains benefits of camouflage, fast movement, and survivalist abilities, but only when he is at his favored terrain. This ability may only be taken by ranger who has designated one or more favored terrains.
• Owl Totem (Ex): A ranger dedicates himself to an animal totem. He gains low-light vision ability and Alertness feat for free. A ranger can only have one totem ability.
• Resist Favored Enemy (Ex): A ranger’s favored enemy bonuses apply also to his saving throws against spells, extraordinary, spell-like, and supernatural abilities originating from favored enemies.
• Snake Totem (Ex): A ranger dedicates himself to an animal totem. He never loses his Dexterity bonus to Armor Class when caught flat footed. A ranger can only have one totem ability.
• Viper Totem (Ex): A ranger dedicates himself to an animal totem. He gains immunity to all poisons that are not magical in origin (like the one from poison spell), and gains +4 bonus against magical poisons. A ranger can only have one totem ability.
• Wolf Totem (Ex): A ranger dedicates himself to an animal totem. He gains scent ability. A ranger can only have one totem ability.
Tell me what you think.