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SouthernPride

First Post
Could anyone post me the first 5-6 levels of Monte Cook's Ranger? Somethin is wrong with my Acrobat Reader and it won't let me DL. So once again, any help would be great.
 

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Sorry it's ugly, but PDF -> TXT is like that.

1
I was always worried about the ranger. The fact
that his abilities kick in when the DM wants them
to (when the adventure contains his favored enemies)
rather than when the player wants them to,
like the barbarian, always seemed to me to be a
drawback. So, I took a second stab at the ranger.
While I did not change the way favored enemies
work in this version, I did add more skill
points, bonus feats, better saves, and a slightly
more generous spell progression and spell list.
There are even some new ranger-specific feats and
spells.
By this point, I decided I’d gone a little too far.
To scale him back a bit, he uses d8s for hit dice
rather than d10s—a bit of a throwback to the old
ranger of 1st Edition.
GAME RULE
INFORMATION
Rangers have the following game statistics.
Alignment: Any.
Hit Die: d8.
Class Skills
The ranger’s class skills (and the key ability for each
skill) are Animal Empathy (Cha, exclusive skill),
Climb (Str), Concentration (Con), Craft (Int),
Handle Animal (Cha), Heal (Wis), Hide (Dex),
Intuit Direction (Wis), Jump (Str), Knowledge
(nature) (Int), Listen (Wis), Move Silently (Dex),
Profession (Wis), Ride (Dex), Use Rope (Dex),
Search (Int), Spot (Wis), Swim (Str), and Wilderness
Lore (Wis). See Chapter 6 in the Player’s Handbook
for skill descriptions.
Skill Points at 1st Level: (6+Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int
modifier
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, light
armor, medium armor, and shields. Note that wearing
armor heavier than leather imposes a penalty to the
ranger skills Climb, Hide, Jump, and Move Silently.
Swim checks also suffer a –1 penalty for every 5 lbs.
The Ranger
Fort. Ref. Will —Spells per Day—
Level Attack Bonus Save Save Save Special 1 2 3 4
1 +1 +2 +2 +0 Bonus feat, Track, — — — —
1st favored enemy
2 +2 +3 +3 +0 — — — —
3 +3 +3 +3 +1 — — — —
4 +4 +4 +4 +1 Bonus Feat 0 — — —
5 +5 +4 +4 +1 2nd favored enemy 0 — — —
6 +6/+1 +5 +5 +2 1 — — —
7 +7/+2 +5 +5 +2 Bonus feat 1 0 — —
8 +8/+3 +6 +6 +2 1 0 — —
9 +9/+4 +6 +6 +3 1 1 — —
10 +10/+5 +7 +7 +3 Bonus feat, 3rd favored enemy 1 1 0 —
11 +11/+6/+1 +7 +7 +3 2 1 0 —
12 +12/+7/+2 +8 +8 +4 2 1 1 —
13 +13/+8/+3 +8 +8 +4 Bonus feat 2 1 1 0
14 +14/+9/+4 +9 +9 +4 2 2 1 0
15 +15/+10/+5 +9 +9 +5 4th favored enemy 2 2 1 1
16 +16/+11/+6/+1 +10 +10 +5 Bonus feat 3 2 2 1
17 +17/+12/+7/+2 +10 +10 +5 3 3 2 1
18 +18/+13/+8/+3 +11 +11 +6 3 3 2 2
19 +19/+14/+9/+4 +11 +11 +6 Bonus feat 3 3 3 2
20 +20/+15/+10/+5 +12 +12 +6 5th favored enemy 4 3 3 3

2
of armor or equipment carried.
Spells: Beginning at 4th level, a ranger gains the
ability to cast a small number of divine, nature or
wilderness-related spells.To cast a spell, the ranger
must have a Wisdom score of at least 10 plus the
spell’s level, so a ranger with a Wisdom of 10 or lower
cannot cast these spells. Ranger bonus spells are based
on Wisdom, and saving throws against these spells
have a DC of 10 plus spell level plus Wisdom modifier
When the ranger gets zero spells of a given
level, such as zero 1st-level spells at 4th level, the
ranger gets only bonus spells. A ranger without a
bonus spell for that level (see the Player’s Handbook
Table 2–1: Ability Modifiers and Spells) cannot
cast a spell of that level yet. The ranger’s spell list
appears in a list provided below. A ranger has
access to any spell on the list and can freely choose
which to prepare. A ranger prepares and casts spells
just as a cleric does (though the ranger cannot use
spontaneous casting to lose a spell and cast a cure
or inflict spell in its place).
For all spell effects dependent on the caster’s level
(such how many Hit Dice worth of animals he or she
can befriend with animal friendship), treat the ranger
as one-half the character’s actual level, rounded down.
Track: A ranger gains Track as a bonus feat (see
the Track feat description).
Bonus Feats: At 1st level, the ranger gets a bonus
feat in addition to the feat that any 1st-level character
gets or the bonus feat granted to humans. The
ranger gains an additional bonus feat at 4th level and
every three levels thereafter (7th 10th, 13th, 16th,
and 19th).
These bonus feats must be drawn from the following
list: Ambidexterity, Blind-Fight, Combat
Reflexes, Dodge (Mobility, Spring Attack), Exotic
Weapon Proficiency, Expertise (Improved Disarm,
Improved Trip,Whirlwind Attack), Favored Enemy
Critical Strike, Favored Enemy Strike,Mounted
Combat (Mounted Archery, Trample, Ride-By
Attack, Spirited Charge), Point Blank Shot (Far
Shot, Precise Shot, Rapid Shot, Shot on the Run),
Quick Draw, Two-Weapon Fighting (Improved
Two-Weapon Fighting),Weapon Finesse*, and
Weapon Focus*.
Feats dependent on other feats are listed parenthetically
under the prerequisite feat. A character can
select feats marked with an asterisk (*) more than
once, but it must be for a different weapon each
time. Characters must still meet all prerequisites for a
feat, including ability score and base attack
minimums (see Chapter 5 in the Player’s Handbook
for descriptions of feats and their prerequisites).
Important: These feats are in addition to the feat
that a character of any class gets every three levels
(per Player’s Handbook Table 4–2: Experience and
Level-Dependent Benefits). The ranger is not limited
to the list given here when choosing those feats.
Favored Enemy: At 1st level, a ranger may select a
type of creature (dragons, giants, goblinoids, undead,
etc.) as a favored enemy. (Only evil rangers can select
their own race as a favored enemy.) Due to their
extensive study of their foes and training in the
proper techniques for combating them, rangers gain a
+1 bonus to Bluff, Listen, Sense Motive, Spot, and
Wilderness checks when using these skills against this
type of creature.
Likewise, rangers get the same bonus to weapon
damage rolls against creatures of this type. A ranger
also gets this damage bonus with ranged weapons, but
only against targets within 30 feet (the ranger cannot
strike with deadly accuracy beyond that range). The
bonus doesn’t apply to damage against creatures that
are immune to critical hits.
Every five levels (at 5th, 10th, 15th, and 20th
level), the ranger may select a new favored enemy,
and the bonus associated with every previously
selected favored enemy goes up by +1. For example, a
15th-level ranger will have four favored enemies,
with bonuses of +4, +3, +2, and +1.
The Ranger Favored Enemies table that follows
lists possible categories for a ranger’s favored enemy.
Ranger Favored
Enemies List
Type Example
Aberrations Beholders
Animals Bears
Beasts Owlbears
Constructs Golems
Dragons Black dragons
Elementals Xorns
Fey Dryads
Giants Ogres
Humanoid type *
Magical beasts Displacer beasts
Oozes Gelatinous cubes
Outsider type *
Plants Shambling mounds
Shapechangers Werewolves
Undead Zombies
Vermin Giant spiders
* Rangers may not select “humanoid” or “outsider” as a
favored enemy, but they may select a more narrowly
defined type of humanoid (such as goblinoids,
humans, or reptilian humanoids) or outsider (such as
devils, efreet, or slaadi). See the Monster Manual for
more information on types of creatures. A ranger can
only select his own race as a favored enemy if the
character is evil.

He has custom spell lists too, but they're just about the same.
 


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