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Racial Progressions
Skill Sets
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HD: d8

Level BAB Fort Ref Will Special
1st +1 +1 +2 +0 Favored Terrain, Track
2nd +2 +1 +3 +0 Ambush +1d4, Natural Bond
3rd +3 +2 +3 +1 Woodland Stride
4th +4 +2 +4 +1 Momentum
5th +5 +3 +4 +1 Ambush +2d4, Favored Terrain
6th +6/+1 +3 +5 +2 Dire Charge
7th +7/+2 +3 +5 +2 Armored Mobility -1
8th +8/+3 +4 +6 +2 Ambush +3d4, Trackless Step
9th +9/+4 +4 +6 +3 Camouflage
10th +10/+5 +5 +7 +3 Favored Terrain, Armored Mobility -2
11th +11/+6/+1 +5 +7 +3 Ambush +4d4
12th +12/+7/+2 +6 +8 +4 Hide in Plain Sight
13th +13/+8/+3 +6 +8 +4 Armored Mobility -3
14th +14/+9/+4 +6 +9 +4 Ambush +5d4
15th +15/+10/+5 +7 +9 +5 Favored Terrain
16th +16/+11/+6/+1 +7 +10 +5 Armored Mobility -4
17th +17/+12/+7/+2 +8 +10 +5 Ambush +6d4
18th +18/+13/+8/+3 +8 +11 +6 Trackless Troupe
19th +19/+14/+9/+4 +9 +11 +6 Armored Mobilty -5
20th +20/+15/+10/+5 +9 +12 +6 Favored Terrain, Ambush +7d4, Improved Momentum

Skills (4 + Int, x4 at first level): A ranger starts with either the Explorer, the Adventurer, or the Trapper skill set and selects one other. She also receives Initiative as a bonus skill.

Prowess: A ranger receives four points of prowess per level.

Proficiencies: A ranger is proficient with simple weapons and three other weapon groups, as well as light and medium armor and shields (but not tower shields).

Favored Terrain (Ex): At 1st level, a ranger may select a natural environment from among those given on the table below. Due to the ranger's experience in that environment, she gains a +2 bonus on Awareness, Stealth, and Survival checks when using these skills in that environment. She also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the ranger has selected underground as a favored environment).

At 5th level and every five levels thereafter (at 10th, 15th, and 20th level), the ranger may select an additional favored environment from those given on the table and gains an identical bonus on the appropriate skill checks in that environment. In addition, at each such interval, the bonuses in any one favored environment (including the one just selected, if so desired) increase by 2. For example, a 5th-level ranger has two favored environments. In one she has a +4 bonus on the appropriate skill checks, and in the other he has a +2 bonus. At 10th level, she has three favored environments, and she gains an additional +2 bonus, which she can allocate to any of her three favored environments. Thus, her bonuses could be either +4, +4, and +2 or +6, +2, and +2.

If the ranger chooses desert or forest, she must also choose a climate type, as indicated on the table (either "cold" or "temperate or warm" for desert, or "cold or temperate" or "warm" for forest).

The game master may rule that a ranger can't select an environment that she has never visited.

Environment Examples
Aquatic sea, ocean (on or under water)
Desert, cold tundra
Desert, temperate or warm badlands, sandy desert
Forest, cold or temperate forest
Forest warm jungle
Hills rugged terrain up to 2,000 feet elevation
Marsh bog, moor, swamp
Mountain rugged terrain above 2,000 feet elevation
Plains farmland, grassland, steppe, prairie
Underground dungeons, caverns
Urban towns, cities

Track: A ranger gains the Track feat as a bonus feat at first level. A ranger who has the urban Favored Environment can instead opt to take Urban Tracking as a bonus feat instead.

Ambush: Starting at second level, a ranger becomes better able to take advantage of surprised foes. Whenever she strikes a foe that is flat-footed, the ranger adds 1d4 damage. This damage improves by 1d4 each three levels thereafter (to 2d4 at 5th, 3d4 at 8th, and so on), to a maximum of 7d4 at 20th level. Since this is not precision damage, this additional damage affects even creatures who are immune to sneak attack or critical hits.

Natural Bond: At second level, the ranger becomes more in tune with nature. She may select between one of the following powers: either she may obtain an animal companion, or she may become more like an animal herself.

If she chooses the animal companion option, she may gain the services of 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 are also available: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on her adventures as appropriate for its kind.

A 2nd level ranger's companion is completely typical for its kind except as noted below. As a ranger advances in level, the animal’s power increases as shown on the table. If a ranger releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

A ranger of 4th level or higher may select from alternative lists of animals. Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s ranger level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s ranger level and compare the result with the ranger level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the ranger’s effective level to 0 or lower, she can’t have that animal as a companion.)

Animal Companion Basics Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class Level Bonus HD Natural Armor Adj. Str/Dex Adj. Bonus Tricks Special
1st-2nd +0 +0 +0 1 Link, share spells
3rd-5th +2 +2 +1 2 Evasion
6th-8th +4 +4 +2 3 Devotion
9th-11th +6 +6 +3 4 Multiattack
12th-14th +8 +8 +4 5 -
15th-17th +10 +10 +5 6 Improved evasion
18th-20th +12 +12 +6 7 -

Class Level: The character’s ranger level. The ranger’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.

Bonus HD: Extra Animal-type Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. See the Animal type for details.

Natural Armor Adj.: The number noted here is an improvement to the animal companion’s existing natural armor bonus.

Str/Dex Adj.: Add this value to the animal companion’s Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the ranger might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The ranger selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex): A ranger can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The ranger gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): At the ranger’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the ranger before the duration expires. Additionally, the ranger may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A ranger and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

blarglflarg stuff on Natures

Alternatively, a ranger may choose to specialize in becoming more animalistic herself.

At 2nd level, a ranger gains an Aspect Instinct from one of the following Natures: Hunter, Predator, Slayer, Stalker, Survivor or Watcher. At 9th level, she gains a Heart Instinct from one of the same Natures (it does not need to be the same specific Nature). At 16th level, she gains a Mind Instinct from one of the same Nature. Selecting Instincts from the same Nature results in Dedication bonuses, which aggregate depending on the number of Instincts held.

Skill Mind Spirit Heart Soul


Woodland Stride (Ex): Starting at 3rd level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her 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 her.

Momentum (Ex): Starting at 4th level, a ranger increases her initiative score (not her modifier) by 1 at the end of each of her turns. This may alter her place in the initiative order: if so, she acts at her new placement. This bonus dissipates at the end of combat.

As a function of this ability, the ranger may use a swift action to force an opponent within 30' to make a Will save (DC 10 + 1/2 ranger level + Wis mod). If the foe fails, they become flat-footed until the end of the ranger's turn. At the end of this round of combat--that is, when initiative passes the bottom of the initiative order and returns to the top of the list--the ranger lowers their initiative score by 5 and acts at this new placement.

Dire Charge (Ex): Starting at 6th level, whenever a ranger charges a flat-footed opponent, she may make a full-attack at the end of her charge, including Ambush damage.

Armored Mobility (Ex): At 7th level and beyond, a ranger decreases the armor check penalty on any armor she wears and which she is proficient by 1. This reduction increases each three levels thereafter, to 2 at 10th, 3 at 13th, and so on, to a maximum of 5 at 19th level. Any medium or heavy armor whose armor check penalty is reduced to zero no longer causes the ranger to decrease their movement speed.

Trackless Step (Ex): Starting at 8th level, a ranger leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. A ranger who has the urban Favored Terrain may apply this abilities effects while in an urban setting.

Camouflage (Ex): A ranger of 9th level or higher can use the Stealth skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. A ranger who has the urban Favored Terrain may apply this abilities effects while in an urban setting.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 12th level or higher can use the Hide skill even while being observed. A ranger who has the urban Favored Terrain may apply this abilities effects while in an urban setting.

Trackless Troupe (Ex): At 18th level, the ranger gains the ability to hide her allies' tracks as well as her own. She may apply her Trackless Stride ability to a number of allies equal to her Wisdom modifier while using that ability.

Improved Momentum (Ex): At 20th level, the ranger is able to aid her allies into moving more adroitly. Any ally who ends their turn within 30' of the ranger improves their initiative score by 1, in the same fashion as the Momentum ability. The ranger may also utilize a swift action to gain an extra move action this round. At the end of this round of combat--that is, when initiative passes the bottom of the initiative order and returns to the top of the list--the ranger lowers their initiative score by 5 and acts at this new placement.

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