The ranger's
class skills (and the key ability for each skill) are
Climb (Str),
Concentration (Con),
Craft (Int),
Handle Animal (Cha),
Heal (Wis),
Hide (Dex),
Jump (Str),
Knowledge (dungeoneering) (Int),
Knowledge (geography) (Int),
Knowledge (nature) (Int),
Listen (Wis),
Move Silently (Dex),
Profession (Wis),
Ride (Dex),
Search (Int),
Spot (Wis),
Survival (Wis),
Swim (Str), and
Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x.4.
Skill Points at Each Additional Level: 6 + Int modifier.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional
favored enemy from those given on the table. In addition, at each such interval, the bonus against any one
favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a
favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Table: Ranger Favored Enemies
|
Type (Subtype)
|
Type (Subtype)
|
Aberration |
Humanoid (reptilian) |
Animal |
Magical beast |
Construct |
Monstrous humanoid |
Dragon |
Ooze |
Elemental |
Outsider (air) |
Fey |
Outsider (chaotic) |
Giant |
Outsider (earth) |
Humanoid (aquatic) |
Outsider (evil) |
Humanoid (dwarf) |
Outsider (fire) |
Humanoid (elf) |
Outsider (good) |
Humanoid (goblinoid) |
Outsider (lawful) |
Humanoid (gnoll) |
Outsider (native) |
Humanoid (gnome) |
Outsider (water) |
Humanoid (halfling) |
Plant |
Humanoid (human) |
Undead |
Humanoid (orc) |
Vermin |
Track: A ranger gains
Track as a bonus feat.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a
Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the
wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use
wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility
conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Combat Style (Ex): At 2nd level, a ranger must select one of two
combat styles to pursue: archery or two-weapon combat. This choice affects the character's
class features but does not restrict his selection of feats or
special abilities in any way.
If the ranger selects archery, he is treated as having the
Rapid Shot feat, even if he does not have the normal
prerequisites for that feat.
The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his
combat style when wearing medium or heavy armor.
Endurance: A ranger gains
Endurance as a bonus feat at 3rd level.
Animal Companion (Ex): At 4th level, a ranger gains an
animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
This ability functions like the
druid ability of the same name, except that the ranger's effective
druid level is one-half his ranger level. A ranger may select from the alternative lists of
animal companions just as a
druid can, though again his effective
druid level is half his ranger level. Like a
druid, a ranger cannot select an alternative animal if the choice would reduce his effective
druid level below 1st.
Spells: Beginning at 4th level, a ranger gains
the ability to cast a small number of divine
spells, which are drawn from the ranger spell list. A ranger must choose and prepare his
spells in advance (see below).
To prepare or cast a
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.
Like other spellcasters, a ranger can cast only a certain number of
spells of each spell level per day. His base daily spell allotment is given on
Table: The Ranger. In addition, he receives bonus
spells per day if he has a high Wisdom score. When
Table: The Ranger indicates that the ranger gets 0
spells per day of a given spell level, he gains only the bonus
spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain
spells or granted powers, as a
cleric does.
A ranger prepares and casts
spells the way a
cleric does, though he cannot lose a prepared spell to cast a
cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast
spells of that level, but he must choose which
spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.
Improved Combat Style (Ex): At 6th level, a ranger's aptitude in his chosen
combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the
Manyshot feat, even if he does not have the normal
prerequisites for that feat.
As before, the benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his
combat style when wearing medium or heavy armor.
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.
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.
Combat Style Mastery (Ex): At 11th level, a ranger's aptitude in his chosen
combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the
Improved Precise Shot feat, even if he does not have the normal
prerequisites for that feat.
As before, the benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his
combat style when wearing medium or heavy armor.
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.
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