Tzudralkor
First Post
I have never really liked that the ranger is a spellcaster, so i decided to make a non-spellcasting version. i would love some feed back on this, so tell me what you think. i was trying to keep to the format in the PHB, but if something is unclear, just ask me and i'll try to clarify it. the changes are a drop in HD, good reflex saves, 2 extra skill points, no spells, and a reworking of the special abilities.
level BAB Fort Ref Will
1 +1| +2| +2| +0|
2 +2| +3| +3| +0|
3 +3| +3| +3| +1|
4 +4| +4| +4| +1|
5 +5| +4| +4| +1|
6 +6/+1| +5| +5| +2|
7 +7/+2| +5| +5| +2|
8 +8/+3| +6| +6| +2|
9 +9/+4| +6| +6| +3|
10 +10/+5| +7| +7| +3|
11 +11/+6/+1| +7| +7| +3|
12 +12/+7/+2| +8| +8| +4|
13 +13/+8/+3| +8| +8| +4|
14 +14/+9/+4| +9| +9| +4|
15 +15/+10/+5| +9| +9| +5|
16 +16/+11/+6/+1| +10| +10| +5|
17 +17/+12/+7/+2| +10| +10| +5|
18 +18/+13/+8/+3| +11| +11| +6|
19 +19/+14/+9/+4| +11| +11| +6|
20 +20/+15/+10/+5| +12| +12| +6|
level Special
1 track
2 skill affinity
3
4 sneak attack +1d6
5 ranged specialization +1
6 skill affinity, low-light vision
7
8 Sneak attack +2d6
9
10 ranged specialization +2, skill affinity
11
12 sneak attack +3d6, scent
13
14 skill affinity
15 ranged specialization +3
16 sneak attack +4d6
17
18 skill affinity, low-light vision II
19
20 ranged specialization +4, sneak attack +5d6
Game Rule Information
Rangers have the following game statistics.
Abilities: Dexterity is important for a ranger because rangers tend to wear light armor and because several ranger skills are based on dexterity. Strength is important for them because rangers frequently get involved in combat. Several ranger skills are based on wisdom.
Alignment: any
Hit Die: d8
Class Skills
The ranger 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), Search (int), Spot (wis), Swim (str), Use Rope (dex), Wilderness Lore (wis)
Skill Points at 1st Level: (6+int modifier)*4
Skill Points at Each Additional Level: 6+int modifier
Class Features
All the following are class features of the ranger.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, light armor, and medium armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor or equipment carried.
Track: The ranger gains track as a bonus feat.
Skill Affinity: Each time the ranger gains this ability, they may pick one of the following affinities. Their effects stack if chosen more than once
· Sneaky: +2 to all hide and move silently checks
· Wild: +2 to all survival and knowledge(nature) checks
· Alert: +2 to all spot and listen checks
· Bestial: +2 to all handle animal and animal empathy checks
Sneak Attack: if a ranger can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, any time the ranger’s target would be denied his dexterity bonus to AC (whether he actually has a dexterity bonus or not), or when the ranger flanks the target, the ranger’s attack deals extra damage. The extra damage is +1d6 at 4th level and an additional 1d6 every 4 levels thereafter. Should the ranger score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can only count as sneak attacks if the target is within 30ft. the ranger cannot strike with deadly accuracy from beyond that range.
Ranged Specialization: At 5th level, the ranger gets a +1 bonus to attack and damage when using a ranged weapon. Every 5 levels thereafter this bonus improves by +1.
Low-light Vision: At 6th level, the ranger gains low-light vision, if he did not already have it. If he does, then it improves to be 3*as far as a normal human can see in low-light conditions. At 18th level this improves by 1 multiplier.
Scent: At 12th level the ranger gains the scent ability as it is described in the Monster Manual.
level BAB Fort Ref Will
1 +1| +2| +2| +0|
2 +2| +3| +3| +0|
3 +3| +3| +3| +1|
4 +4| +4| +4| +1|
5 +5| +4| +4| +1|
6 +6/+1| +5| +5| +2|
7 +7/+2| +5| +5| +2|
8 +8/+3| +6| +6| +2|
9 +9/+4| +6| +6| +3|
10 +10/+5| +7| +7| +3|
11 +11/+6/+1| +7| +7| +3|
12 +12/+7/+2| +8| +8| +4|
13 +13/+8/+3| +8| +8| +4|
14 +14/+9/+4| +9| +9| +4|
15 +15/+10/+5| +9| +9| +5|
16 +16/+11/+6/+1| +10| +10| +5|
17 +17/+12/+7/+2| +10| +10| +5|
18 +18/+13/+8/+3| +11| +11| +6|
19 +19/+14/+9/+4| +11| +11| +6|
20 +20/+15/+10/+5| +12| +12| +6|
level Special
1 track
2 skill affinity
3
4 sneak attack +1d6
5 ranged specialization +1
6 skill affinity, low-light vision
7
8 Sneak attack +2d6
9
10 ranged specialization +2, skill affinity
11
12 sneak attack +3d6, scent
13
14 skill affinity
15 ranged specialization +3
16 sneak attack +4d6
17
18 skill affinity, low-light vision II
19
20 ranged specialization +4, sneak attack +5d6
Game Rule Information
Rangers have the following game statistics.
Abilities: Dexterity is important for a ranger because rangers tend to wear light armor and because several ranger skills are based on dexterity. Strength is important for them because rangers frequently get involved in combat. Several ranger skills are based on wisdom.
Alignment: any
Hit Die: d8
Class Skills
The ranger 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), Search (int), Spot (wis), Swim (str), Use Rope (dex), Wilderness Lore (wis)
Skill Points at 1st Level: (6+int modifier)*4
Skill Points at Each Additional Level: 6+int modifier
Class Features
All the following are class features of the ranger.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, light armor, and medium armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor or equipment carried.
Track: The ranger gains track as a bonus feat.
Skill Affinity: Each time the ranger gains this ability, they may pick one of the following affinities. Their effects stack if chosen more than once
· Sneaky: +2 to all hide and move silently checks
· Wild: +2 to all survival and knowledge(nature) checks
· Alert: +2 to all spot and listen checks
· Bestial: +2 to all handle animal and animal empathy checks
Sneak Attack: if a ranger can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, any time the ranger’s target would be denied his dexterity bonus to AC (whether he actually has a dexterity bonus or not), or when the ranger flanks the target, the ranger’s attack deals extra damage. The extra damage is +1d6 at 4th level and an additional 1d6 every 4 levels thereafter. Should the ranger score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can only count as sneak attacks if the target is within 30ft. the ranger cannot strike with deadly accuracy from beyond that range.
Ranged Specialization: At 5th level, the ranger gets a +1 bonus to attack and damage when using a ranged weapon. Every 5 levels thereafter this bonus improves by +1.
Low-light Vision: At 6th level, the ranger gains low-light vision, if he did not already have it. If he does, then it improves to be 3*as far as a normal human can see in low-light conditions. At 18th level this improves by 1 multiplier.
Scent: At 12th level the ranger gains the scent ability as it is described in the Monster Manual.
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