Ranger: Difference between revisions
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Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. | |||
' | Rangers from the Material Plane stalk and protect forests and hills, and the same is true for rangers who live on other planes. Of course, they may be crystal forests and hills of frame, but the deep personal connection and dedicated remain exactly the same. Whatever the nature of a planar ranger's chosen home, he is as comfortable there as a noble is upon a throne. He can sense trouble on the wind, glean details of recent events from a single footprint, and know the habits of the local flora and fauna the way a mother bear knows her cubs. | ||
''' | '''Hit Die''': d10 | ||
'''Proficiencies | '''Proficiencies''': Armor (Light, Medium), Shields, Weapons (Martial, Simple) | ||
''' | '''Skill Points''': 6 + INT | ||
'''Skills | '''Class Skills''': Animal Empathy, Concentration, Craft (all), Discipline, Heal, Hide, Knowledge (Engineering, Geography, Nobility, Planes, Psionic, Religion), Listen, Lore, Move Silently, Parry, Profession, Ride, Search, Set Trap, Spot, Wilderness Lore | ||
'''Spellcasting:''' [[Divine]] ([[spell failure]] from armor is ignored), [[wisdom]]-based (a base wisdom score of 10 + the spell's level is required to cast a spell, [[bonus spells]] are based on modified wisdom, and the wisdom modifier affects spell [[difficulty class|DCs]]), and requires preparation. | '''Spellcasting:''' [[Divine]] ([[spell failure]] from armor is ignored), [[wisdom]]-based (a base wisdom score of 10 + the spell's level is required to cast a spell, [[bonus spells]] are based on modified wisdom, and the wisdom modifier affects spell [[difficulty class|DCs]]), and requires preparation. | ||
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|40th ||align=left|bonus feat ||200-400 || +9 | |40th ||align=left|bonus feat ||200-400 || +9 | ||
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Revision as of 12:20, 14 March 2013
Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.
Rangers from the Material Plane stalk and protect forests and hills, and the same is true for rangers who live on other planes. Of course, they may be crystal forests and hills of frame, but the deep personal connection and dedicated remain exactly the same. Whatever the nature of a planar ranger's chosen home, he is as comfortable there as a noble is upon a throne. He can sense trouble on the wind, glean details of recent events from a single footprint, and know the habits of the local flora and fauna the way a mother bear knows her cubs.
Hit Die: d10
Proficiencies: Armor (Light, Medium), Shields, Weapons (Martial, Simple)
Skill Points: 6 + INT
Class Skills: Animal Empathy, Concentration, Craft (all), Discipline, Heal, Hide, Knowledge (Engineering, Geography, Nobility, Planes, Psionic, Religion), Listen, Lore, Move Silently, Parry, Profession, Ride, Search, Set Trap, Spot, Wilderness Lore
Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation.
Spells
1st level spells | 2nd level spells | 3rd level spells | 4th level spells |
---|---|---|---|
Level progression
The bonuses against favored enemies are bonus damage added to weapon(s), and bonuses to the spot, listen, and taunt skills.
Level | BAB | Saves | Feats | HP range | Base spells per day | Bonuses vs. fav. enemy | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | 1st | 2nd | 3rd | 4th | |||||||
1st | +1 | +2 | +0 | +0 | bonus feat, dual-wield, trackless step | 5-10 | - | - | - | - | +1 | ||
2nd | +2 | +3 | +0 | +0 | 10-20 | - | - | - | - | +1 | |||
3rd | +3 | +3 | +1 | +1 | 15-30 | - | - | - | - | +1 | |||
4th | +4 | +4 | +1 | +1 | 20-40 | 0 | - | - | - | +1 | |||
5th | +5 | +4 | +1 | +1 | bonus feat | 25-50 | 0 | - | - | - | +2 | ||
6th | +6/+1 | +5 | +2 | +2 | animal companion | 30-60 | 1 | - | - | - | +2 | ||
7th | +7/+2 | +5 | +2 | +2 | 35-70 | 1 | - | - | - | +2 | |||
8th | +8/+3 | +6 | +2 | +2 | 40-80 | 1 | 0 | - | - | +2 | |||
9th | +9/+4 | +6 | +3 | +3 | improved two-weapon fighting | 45-90 | 1 | 0 | - | - | +2 | ||
10th | +10/+5 | +7 | +3 | +3 | bonus feat | 50-100 | 1 | 1 | - | - | +3 | ||
11th | +11/+6/+1 | +7 | +3 | +3 | 55-110 | 1 | 1 | 0 | - | +3 | |||
12th | +12/+7/+2 | +8 | +4 | +4 | 60-120 | 1 | 1 | 1 | - | +3 | |||
13th | +13/+8/+3 | +8 | +4 | +4 | 65-130 | 1 | 1 | 1 | - | +3 | |||
14th | +14/+9/+4 | +9 | +4 | +4 | 70-140 | 1 | 1 | 1 | 0 | +3 | |||
15th | +15/+10/+5 | +9 | +5 | +5 | bonus feat | 75-150 | 2 | 1 | 1 | 1 | +4 | ||
16th | +16/+11/+6/+1 | +10 | +5 | +5 | 80-160 | 2 | 2 | 1 | 1 | +4 | |||
17th | +17/+12/+7/+2 | +10 | +5 | +5 | 85-170 | 2 | 2 | 2 | 1 | +4 | |||
18th | +18/+13/+8/+3 | +11 | +6 | +6 | 90-180 | 3 | 2 | 2 | 1 | +4 | |||
19th | +19/+14/+9/+4 | +11 | +6 | +6 | 95-190 | 3 | 3 | 3 | 2 | +4 | |||
20th | +20/+15/+10/+5 | +12 | +6 | +6 | bonus feat | 100-200 | 3 | 3 | 3 | 3 | +5 |
Being able to cast 0 spells of a certain level per day means the ranger cannot cast spells of that level unless bonus spell slots of the appropriate level are granted by a high wisdom.
Epic ranger
The epic ranger moves through the natural world with deadly grace and a keen mind. The epic ranger is both a protector and a hunter, and his powers reflect this.
Hit die: d10
Skill points: 4 + int modifier
Bonus feats: The epic ranger gains a bonus feat every three levels and every five levels after the 20th. In other words, at levels 23, 25, 26, 29, 30, 32, 35(two bonus feats), 38, and 40.
Epic ranger bonus feats: bane of enemies, blinding speed, epic prowess, epic spell focus, epic toughness, epic weapon focus, improved combat casting, perfect health
Epic favored enemy: The epic ranger gains a further +1 bonus in weapon damage, spot, listen, and taunt versus favored enemies for every 5 levels after the 20th.
Unavailable epic feats:
automatic quicken spell, automatic silent spell, automatic still spell,
construct shape, dragon shape, epic spell penetration,
epic spell: dragon knight, epic spell: epic mage armor, epic spell: epic warding, epic spell: greater ruin, epic spell: hellball, epic spell: mummy dust,
epic weapon specialization, great smiting,
improved ki strike 4, improved ki strike 5, improved sneak attack,
improved spell resistance, improved stunning fist,
lasting inspiration, mighty rage, outsider shape,
planar turning, terrifying rage, thundering rage, undead shape
These general epic feats cannot be selected when taking a level of ranger.
Epic ranger level progression
Level | Feats | HP range | Bonuses vs. fav. enemy | |
---|---|---|---|---|
21st | 105-210 | +5 | ||
22nd | 110-220 | +5 | ||
23rd | bonus feat | 115-230 | +5 | |
24th | 120-240 | +5 | ||
25th | bonus feat | 125-250 | +6 | |
26th | bonus feat | 130-260 | +6 | |
27th | 135-270 | +6 | ||
28th | 140-280 | +6 | ||
29th | bonus feat | 145-290 | +6 | |
30th | bonus feat | 150-300 | +7 | |
31st | 155-310 | +7 | ||
32nd | bonus feat | 160-320 | +7 | |
33rd | 165-330 | +7 | ||
34th | 170-340 | +7 | ||
35th | 2 bonus feats | 175-350 | +8 | |
36th | 180-360 | +8 | ||
37th | 185-370 | +8 | ||
38th | bonus feat | 190-380 | +8 | |
39th | 195-390 | +8 | ||
40th | bonus feat | 200-400 | +9 |