Thursday, March 20, 2014

Ranger

BaB: Full
Good Saves: Fortitude, Reflex 

Class Features by Level
1: Favored Enemy +1, Wild Empathy
2:
3: Endurance
4: Bonus Feat
5: Favored Enemy +2
6:
7: Woodland Stride
8: Swift Tracker, Bonus Feat
9:
10: Favored Enemy +3
11: Improved Rapid Shot
12: Bonus Feat
13: Camouflage
14:
15: Favored Enemy +4
16: Bonus Feat
17: Hide in Plain Sight
18:
19:
20: Master Hunter, Bonus Feat, Favored Enemy +5
21:
22:
23:
24: Bonus Feat
25: Favored Enemy +6
26:
27:
28: Bonus Feat
29:
30: Favored Enemy +7

HP/Level: 8 + Constitution Modifier

Class Skills: Athletics, Concentration, Craft, Handle Animal, Heal, Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (Nature), Perception, Profession, Ride, Stealth, Survival, Use Rope

Skill Points: 6 + Intelligence Modifier

Starting Feats
Armor Proficiency: Light
Rapid Shot
Shield Proficiency
Track
Weapon Proficiency: Martial
Weapon Proficiency: Simple 

Free Feat Tree: Two Weapon Fighting

Spellcasting: Half, Wisdom


Class Features

     Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the list below. He gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +1 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
     At 5th level and every five levels thereafter (10th, 15th, and 20th level), these bonuses increase by +1.  A ranger may change his choice of favored enemy any time he gains a level.  The DM may rule against any choice if he feels the character has not had enough opportunity to study that particular creature type.
     Favored Enemies: Aberration, Animal, Construct, Dragon, Fey, Humanoid (aquatic), Humanoid (dwarf), Humanoid (elf), Humanoid (giant), Humanoid (goblinoid), Humanoid (gnoll), Humanoid (gnome), Humanoid (halfling), Humanoid (human), Humanoid (orc), Humanoid (reptilian), Humanoid (other subtype), Magical beast, Monstrous humanoid, Ooze, Outsider (air), Outsider (chaotic), Outsider (earth), Outsider (evil), Outsider (fire), Outsider (good), Outsider (lawful), Outsider (native), Outsider (water), Plant, Undead, Vermin

     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 modifier 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.

     Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

     Bonus Feat: At 4th level and every 4 levels thereafter (8th, 12th, 16th, etc.), a ranger gains a bonus feat.  These bonus feats must be drawn from either the Ranged Feats or Weapon Feats lists.

     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.

     Improved Rapid Shot (Ex): At 11th level, the ranger may fire 2 additional shots instead of 1 when using the rapid shot feat. 

     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): A ranger of 17th level or higher can use he Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar effect).

     Master Hunter (Ex): At 20th level a ranger may use an action to make a single attack against a favored enemy. If the attack hits, the target takes damage normally and must make a Fortitude save DC 10 + 1/2 the ranger's level + the ranger's Wisdom modifier or either die or go unconscious (ranger's choice).


Class Specific Feats
Animal Companion
     Prerequisite: Ranger Level 4
     Benefit: You gain an animal companion as per the Ranger class feature.
     Special: Rangers may choose this as a bonus feat.

 Extra Favored Enemy
     Prerequisite: Ranger Level 1
     Benefit: You may choose an additional creature type to apply your favored enemy bonuses to.  You may change any 1 of your choices any time you gain a level.
     Special:  You may select this feat multiple times choosing an additional creature type for each.  Rangers may choose this as a bonus feat.