comrade raoul
Explorer
This one began with the Monte Cook version but aims to maximize the ranger's versatility. I've eliminated any favored enemy abilities entirely -- I wanted the ranger to be able to use his abilities when he wants to, not when he happens to be confronted with the appropriate monsters for it. This ranger should be a specialized scout and skirmisher who is a bit of a jack of all trades -- a pretty good combatant (although a d8 hit die and light armor makes him rather fragile) with bits of rogue (skills, uncanny dodge and a lesser version of sneak attack) and druid (spells). Altogether, about the way I've always envisioned the ranger in the first place. So -- thoughts?
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, and a Wisdom of 14 or higher is required to get access to the most powerful ranger spells. A Wisdom score of 11 or higher is required to cast any ranger spells at all.
Alignment: Any
Hit Die: d8
Base Attack Bonus: As fighter
Good Saves: Fortitude, Reflex
Class Skills
The ranger's class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Climb, Concentration, 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), and Wilderness Lore (Wis). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 6 + Int modifier.
Ranger Class Feature Advancement
1st -- Track, Ambush +1d6
2nd -- Uncanny Dodge (retains Dex bonus)
3rd -- Bonus Feat
4th --
5th -- Ambush +2d6
6th --
7th -- Uncanny Dodge (cannot be flanked)
8th -- Bonus Feat
9th --
10th -- Ambush +3d6
11th --
12th -- Uncanny Dodge (+1 vs. traps)
13th -- Bonus Feat
14th --
15th -- Ambush +4d6
16th --
17th -- Uncanny Dodge (+2 vs. traps)
18th -- Bonus Feat
19th --
20th -- Ambush +5d6
Class Features
Weapon and Armor Proficiency: A ranger is proficient in all simple and martial weapons and light 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 and equipment carried.
Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of arcane spells based on special techniques and mystic lore gained from a long association with nature. To cast a spell, the ranger must have a Wisdom score of at least 10 + 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 Difficulty Class of 10 + spell level + Wisdom modifier. When the ranger gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the ranger gets only bonus spells. The ranger's spell list appears at the bottom of this document. He prepares spells in a manner similar to that of a wizard, but has access to any spell on the list and can freely choose which to prepare. A ranger's mastery of his spells are based on practice and insight, not study, and he has no need of a spellbook or the other trappings of a wizard.
Through 3rd level, a ranger has no caster level. Starting at 4th level, a ranger's caster level is one-half his class level.
Because rangers are both warriors and spellcasters, ranger spells are designed to be easy to cast even when one's movements are somewhat restricted by armor. Thus, ranger spells are not subject to arcane spell failure chances imposed by light armor (though medium armor, heavy armor, and shields impose arcane spell failure chances as normal).
The number of spells that a ranger may prepare and cast each day varies with their level; see the appropriate table in the Player's Handbook.
Track: A ranger gains Track (see page 85 of the Player's Handbook) as a bonus feat.
Ambush: A ranger's training as a hunter and stalker allows him to target a vital spot for extra damage against unsuspecting foes. Whenever the ranger attacks a flat-footed target who is denied her Dexterity bonus to AC, the ranger's attack deals extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 at 5th level and every five levels thereafter.
Except for the fact that it is limited to flat-footed targets, a ranger's ambush is like a rogue's sneak attack in all respects, and it stacks with any sneak attack or similar abilities that the character might have. Should the ranger score a critical hit with an ambush, this extra damage is not multiplied. Ranged attacks can only count as ambushes if the target is within 30 feet.
A ranger can only ambush living creatures with discernible anatomies – undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature that is immune to critical hits is also not vulnerable to ambushes. Also, the ranger must be able to see the target well enough in order to pick out a vital spot and must be able to reach a vital spot. The ranger cannot ambush a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Bonus Feats: At 3rd level, the ranger gains a bonus feat, like a fighter. The ranger gains an additional bonus feat at 8th level and every five levels thereafter (13th and 18th levels). These bonus feats must be drawn from the following list: Alertness, Ambidexterity, Blind-Fight, Brew Potion, Combat Casting, Dodge (Mobility, Spring Attack), Endurance, Great Fortitude, Improved Initiative, Improved Unarmed Strike (Deflect Arrows), Iron Will, Lightning Reflexes, Mounted Combat (Mounted Archery, Trample, Ride-By Attack), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Quick Draw, Run, Skill Focus (any class skill), Toughness, Two-Weapon Fighting (Improved Two-Weapon Fighting).
Some of the bonus feats available to a ranger cannot be acquired until the ranger has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A ranger must still meet all prerequisites for a feat, including ability score and base attack bonus minimums. (See Chapter 5: Feats 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. The ranger is not limited to the list given here when choosing those feats.
Uncanny Dodge (Ex): Starting at 2nd level, the ranger gains the extraordinary ability to react to danger before his senses would normally allow him to do so. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized).
At 7th level, the ranger can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the ranger. The exception to this defense is that a rogue at least four levels higher than the ranger can flank him (and thus sneak attack him).
At 12th level, the ranger gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 17th level, these bonuses rise to +2.
Ranger Spell List
Rangers choose their spells from the following list (see the Player's Handbook for spell descriptions):
1st level – Alarm, Animal Friendship, Delay Poison, Detect Animals or Plants, Detect Snares or Pits, Entangle, Expeditious Retreat*, Faerie Fire*, Magic Fang, Pass without Trace, Read Magic, Resistance*, Resist Elements, Speak with Animals, Summon Nature's Ally I, True Strike*
2nd level – Animal Messenger, Barkskin*, Bull's Strength*, Cat's Grace*, Cure Light Wounds, Darkvision*, Daylight*, Detect Chaos/Evil/Good/Law, Endurance, Fog Cloud*, Hold Animal, Protection from Elements, Sleep, Speak with Plants, Snare, Summon Nature's Ally II
3rd level – Control Plants, Blur*, Cure Moderate Wounds, Diminish Plants, Greater Magic Fang, Gust of Wind, Keen Edge*, Neutralize Poison, Phantom Steed*, Remove Disease, Summon Nature's Ally III, Spike Growth*, Tree Shape, Water Breathing*, Water Walk
4th level – Cure Serious Wounds, Flame Arrow*, Freedom of Movement, Haste*, Nondetection, Polymorph Self, Summon Nature's Ally IV, Tree Stride, Wind Wall
* Denotes a new addition.
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, and a Wisdom of 14 or higher is required to get access to the most powerful ranger spells. A Wisdom score of 11 or higher is required to cast any ranger spells at all.
Alignment: Any
Hit Die: d8
Base Attack Bonus: As fighter
Good Saves: Fortitude, Reflex
Class Skills
The ranger's class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Climb, Concentration, 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), and Wilderness Lore (Wis). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 6 + Int modifier.
Ranger Class Feature Advancement
1st -- Track, Ambush +1d6
2nd -- Uncanny Dodge (retains Dex bonus)
3rd -- Bonus Feat
4th --
5th -- Ambush +2d6
6th --
7th -- Uncanny Dodge (cannot be flanked)
8th -- Bonus Feat
9th --
10th -- Ambush +3d6
11th --
12th -- Uncanny Dodge (+1 vs. traps)
13th -- Bonus Feat
14th --
15th -- Ambush +4d6
16th --
17th -- Uncanny Dodge (+2 vs. traps)
18th -- Bonus Feat
19th --
20th -- Ambush +5d6
Class Features
Weapon and Armor Proficiency: A ranger is proficient in all simple and martial weapons and light 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 and equipment carried.
Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of arcane spells based on special techniques and mystic lore gained from a long association with nature. To cast a spell, the ranger must have a Wisdom score of at least 10 + 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 Difficulty Class of 10 + spell level + Wisdom modifier. When the ranger gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the ranger gets only bonus spells. The ranger's spell list appears at the bottom of this document. He prepares spells in a manner similar to that of a wizard, but has access to any spell on the list and can freely choose which to prepare. A ranger's mastery of his spells are based on practice and insight, not study, and he has no need of a spellbook or the other trappings of a wizard.
Through 3rd level, a ranger has no caster level. Starting at 4th level, a ranger's caster level is one-half his class level.
Because rangers are both warriors and spellcasters, ranger spells are designed to be easy to cast even when one's movements are somewhat restricted by armor. Thus, ranger spells are not subject to arcane spell failure chances imposed by light armor (though medium armor, heavy armor, and shields impose arcane spell failure chances as normal).
The number of spells that a ranger may prepare and cast each day varies with their level; see the appropriate table in the Player's Handbook.
Track: A ranger gains Track (see page 85 of the Player's Handbook) as a bonus feat.
Ambush: A ranger's training as a hunter and stalker allows him to target a vital spot for extra damage against unsuspecting foes. Whenever the ranger attacks a flat-footed target who is denied her Dexterity bonus to AC, the ranger's attack deals extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 at 5th level and every five levels thereafter.
Except for the fact that it is limited to flat-footed targets, a ranger's ambush is like a rogue's sneak attack in all respects, and it stacks with any sneak attack or similar abilities that the character might have. Should the ranger score a critical hit with an ambush, this extra damage is not multiplied. Ranged attacks can only count as ambushes if the target is within 30 feet.
A ranger can only ambush living creatures with discernible anatomies – undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature that is immune to critical hits is also not vulnerable to ambushes. Also, the ranger must be able to see the target well enough in order to pick out a vital spot and must be able to reach a vital spot. The ranger cannot ambush a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Bonus Feats: At 3rd level, the ranger gains a bonus feat, like a fighter. The ranger gains an additional bonus feat at 8th level and every five levels thereafter (13th and 18th levels). These bonus feats must be drawn from the following list: Alertness, Ambidexterity, Blind-Fight, Brew Potion, Combat Casting, Dodge (Mobility, Spring Attack), Endurance, Great Fortitude, Improved Initiative, Improved Unarmed Strike (Deflect Arrows), Iron Will, Lightning Reflexes, Mounted Combat (Mounted Archery, Trample, Ride-By Attack), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Quick Draw, Run, Skill Focus (any class skill), Toughness, Two-Weapon Fighting (Improved Two-Weapon Fighting).
Some of the bonus feats available to a ranger cannot be acquired until the ranger has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A ranger must still meet all prerequisites for a feat, including ability score and base attack bonus minimums. (See Chapter 5: Feats 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. The ranger is not limited to the list given here when choosing those feats.
Uncanny Dodge (Ex): Starting at 2nd level, the ranger gains the extraordinary ability to react to danger before his senses would normally allow him to do so. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized).
At 7th level, the ranger can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the ranger. The exception to this defense is that a rogue at least four levels higher than the ranger can flank him (and thus sneak attack him).
At 12th level, the ranger gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 17th level, these bonuses rise to +2.
Ranger Spell List
Rangers choose their spells from the following list (see the Player's Handbook for spell descriptions):
1st level – Alarm, Animal Friendship, Delay Poison, Detect Animals or Plants, Detect Snares or Pits, Entangle, Expeditious Retreat*, Faerie Fire*, Magic Fang, Pass without Trace, Read Magic, Resistance*, Resist Elements, Speak with Animals, Summon Nature's Ally I, True Strike*
2nd level – Animal Messenger, Barkskin*, Bull's Strength*, Cat's Grace*, Cure Light Wounds, Darkvision*, Daylight*, Detect Chaos/Evil/Good/Law, Endurance, Fog Cloud*, Hold Animal, Protection from Elements, Sleep, Speak with Plants, Snare, Summon Nature's Ally II
3rd level – Control Plants, Blur*, Cure Moderate Wounds, Diminish Plants, Greater Magic Fang, Gust of Wind, Keen Edge*, Neutralize Poison, Phantom Steed*, Remove Disease, Summon Nature's Ally III, Spike Growth*, Tree Shape, Water Breathing*, Water Walk
4th level – Cure Serious Wounds, Flame Arrow*, Freedom of Movement, Haste*, Nondetection, Polymorph Self, Summon Nature's Ally IV, Tree Stride, Wind Wall
* Denotes a new addition.
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