RANGER
Alignment: Any.
Hit Die: d10.
Class Skills
The ranger’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (dungeoneering/geography/nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Search (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points Per Level: 6 + Int modifier.
Class Features
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Perception, Persuasion, Sense Motive, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
(snip)
Improved Reaction (Ex): At 1st level, the ranger receives a +1 bonus to initiative. This bonus increases by an additional +1 at 6th, 11th, and 16th level.
[sblock]A nod to the 1e ranger: rarely surprised.[/sblock]
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Persuasion check made to improve the attitude of a person. When making a wild empathy Persuasion check, the ranger gains a bonus equal to his ranger level. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
(snip)
Combat Style (Ex): Rangers are adept at archery and two-weapon combat. At 2nd, 6th, 11th, and 16th level, a ranger may select a bonus feat from the following list:
Far Shot, Greater Two-Weapon Fighting, Improved Precise Shot, Improved Two-Weapon Fighting, Manyshot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Shot On the Run, Superior Two Weapon Fighting, Two Weapon Defense, Two Weapon Fighting.
As long as the ranger is wearing light or no armor, he can ignore the Dexterity prerequisites of any of his combat style bonus feats. A ranger in medium or heavy armor who does not meet the Dexterity prerequisites of his bonus feats loses access to those feats. The ranger must still meet all other prerequisites of the chosen feat, including base attack bonus and other feats.
Master Survivalist (Ex): A ranger adds half his ranger level as a bonus to all Survival checks.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Uncanny Dodge (Ex): At 4th level, the ranger gains uncanny dodge. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below) instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Spells: At 1st level, the ranger gains access to all the spells on the druid spell list. To ready or cast a druid spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier. He receives bonus spell slots and ready spells per rest if he has a high Wisdom score.
Woodland Stride (Ex): Starting at 7th level, 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.
Improved Uncanny Dodge (Ex): A ranger of 8th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has ranger levels.
Swift Tracker (Ex): Beginning at 8th level, 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.
Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.
Camouflage (Ex): A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.
Code:
Level BAB BMB Class Features
1 +1 +0 1st favored enemy, improved reaction (+1), wild empathy
2 +2 +1 Combat style feat, master survivalist
3 +3 +1 Endurance
4 +4 +2 Uncanny dodge
5 +5 +2 2nd favored enemy
6 +6 +3 Combat style feat, improved reaction (+2)
7 +7 +3 Woodland stride
8 +8 +4 Improved uncanny dodge, swift tracker
9 +9 +4 Evasion
10 +10 +5 3rd favored enemy
11 +11 +5 Combat style feat, improved reaction (+3)
12 +12 +6
13 +13 +6 Camouflage
14 +14 +7
15 +15 +7 4th favored enemy
16 +16 +8 Combat style feat , improved reaction (+4)
17 +17 +8 Hide in plain sight
18 +18 +9
19 +19 +9
20 +20 +10 5th favored enemy