Ranger

For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries.

Knowledgeable, patient, and skilled hunters, rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game—even fugitives among their own people.

Ranger are deft skirmishers, either in melee or at range, capable of skillfully dancing in and out of battle. Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable against all manner of enemies.

Table: The Ranger

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialSpellcasting
1st2nd3rd4th
1st+1+2+2+01st favored enemy, Track, wild empathy
2nd+2+3+3+0Combat style, ranger talent
3rd+3+3+3+1Endurance, 1st favored environment
4th+4+4+4+1Animal companion, ranger talent0
5th+5+4+4+12nd favored enemy1
6th+6/+1+5+5+2Improved combat style, ranger talent1
7th+7/+2+5+5+2Woodland stride10
8th+8/+3+6+6+22nd favored environment, ranger talent, swift tracker11
9th+9/+4+6+6+3Evasion, quarry21
10th+10/+5+7+7+33rd favored enemy, ranger talent210
11th+11/+6/+1+7+7+3Combat style mastery211
12th+12/+7/+2+8+8+4Camouflage, ranger talent221
13th+13/+8/+3+8+8+43rd favored environment3210
14th+14/+9/+4+9+9+4Ranger talent3211
15th+15/+10/+5+9+9+54th favored enemy3221
16th+16/+12/+6/+1+10+10+5Ranger talent3321
17th+17/+12/+7/+2+10+10+5Hide in plain sight4321
18th+18/+13/+8/+3+11+11+64th favored environment, ranger talent4322
19th+19/+14/+9/+4+11+11+6Improved quarry4332
20th+20/+15/+10/+5+12+12+65th favored enemy, ranger talent4432
Hit Die: d8
Class Skills (6 + Int modifier per level): Athletics, Handle Animal, Heal, Insight, Natural Lore, Perception, Profession, and Stealth.

Class Features

Weapon and Armor Proficiency

A Ranger is proficient with Basic weapons plus any three other weapon groups of your choice. They are proficient with light armor and with shields (but not with tower shields).

If not using weapon groups, a Ranger is proficient with simple and martial weapons.

Favored Enemy

Table: Ranger Favored Enemies
Type (Subtypes)
Aberration
Animal
Beast
Construct
Dragon
Fey
Humanoid (aquatic & reptilian)
Humanoid (dwarf, gnome, halfling)
Humanoid (elf, human)
Humanoid (giant)
Humanoid (gnoll, goblinoid, orc)
Humanoid (monstrous)
Ooze
Outsider (any two subtypes)
Plant
All (Undead)

At 1st level, a ranger may select a type of creature from among those given on the Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Deception, Insight, Natural Lore, and Perception checks as well as any skill check to Recall Knowledge (regardless of the skill) when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

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 as a favored enemy, he must also choose an associated subtype group, as indicated on the table. If he chooses outsiders as a favored enemy, he must choose two any two subtypes from the following list: air, chaotic, earth, evil, fire, good, lawful, light, native, shadow, and water. He may choose outsider more than once, but each time he must select new subtypes. If the ranger chooses the Undead subtype, it applies to all undead, regardless of their base creature type.

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.

Track

A ranger gains Track as a bonus feat, even if he doesn’t meet the prerequisites.

Wild Empathy

A ranger can improve the attitude of an animal. This ability functions just like a Persuasion 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 beast, magical beast, or spirit beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Combat Style

At 2nd level, a ranger gains access to the two combat styles for which their class is best known: archery and two-weapon combat. He gains Rapid Shot and Two-Weapon Fighting as bonus feats, even if he does not have the normal prerequisites.

At 6th level, gains Manyshot and Improved Two-Weapon Fighting as bonus feats, even if he does not have the normal prerequisites.

At 11th level, he gains Improved Precise Shot and Greater Two-Weapon Fighting as bonus feats, even if he does not have the normal prerequisites.

The benefits of the ranger’s combat style feats apply only when he wears light or no armor. He loses all benefits of his combat style feats when wearing medium or heavy armor.

Ranger Talents

Beginning at 2nd level, the ranger learns his first ranger talent. He gains an additional talent every even level thereafter.

Some talents require the ranger to have a minimum class level, while others interact with specific class features. If he does not have a specific class feature mentioned in the talent, he cannot gain that talent.

List of Ranger Talents

Endurance

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

Favored Environment

Table: Ranger Favored Environments
EnvironmentExamples
Aquaticon or under water
Coldglaciers, snow, tundra
Desertbadlands and sandy deserts
Forestconiferous and deciduous
Junglerain forests, monsoon forests
Marshbogs, swamps, mangrove forests
Mountainmountains and foothills
Plainsgrassland, savanna, steppe, prairie
Undergroundcaverns, dungeons
Urbancities, towns

At 3rd level, a ranger may select an environment from among those given on Table: Ranger Favored Environments. The ranger gains a +2 bonus on Natural Lore, Perception, and Stealth checks when using these skills in that environment.

At 8th level and every five levels thereafter (at 13th and 18th 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.

If a specific terrain falls into more than one category of favored environment, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Animal Companion

At 4th level, a ranger gains an animal companion as a Beast Master Druid, except that his effective druid level for determining his animal companion’s abilities is equal to his ranger class level –3. He gains no other benefits of the Beast Master Druid class.

Table: Ranger Spells Accessed

Level1st2nd3rd4th
1st
2nd
3rd
4th2
5th2
6th3
7th32
8th32
9th33
10th332
11th432
12th433
13th4332
14th4432
15th4433
16th5433
17th5443
18th5443
19th5543
20th5544

Spellcasting

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 can spontaneously cast any spell he has accessed without preparing it ahead of time.

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.

A ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Wisdom score. When the table 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.

A ranger’s access to divine spells is limited. A ranger gains access to two 1st-level spells of your choice at 4th level. At each new ranger level, he may gain access to a new spell, as indicated on Table: Ranger Spells Accessed. A ranger may spontaneously cast any spell he has accessed.

Once per week, a ranger may conduct a ritual during his daily meditation to replace one of his accessed spells with a new ranger spell. In effect, the ranger “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, but it may be any level that the ranger can cast. A ranger may swap only a single spell in any given week and must wait a full week between rituals to change spell access.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is his ranger level -3.

Woodland Stride

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

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

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.

Quarry

At 9th level, a ranger can use a standard action to denote one target within his line of sight as his quarry. The target’s creature type must correspond to one of his favored enemy types. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Natural Lore skill checks while moving at normal speed, without penalty.

In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed.

A ranger can have no more than one quarry at a time. He can dismiss this effect at any time as a free action, but he cannot select a new quarry until he completes a short or long rest.

If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 minute.

Camouflage

A ranger of 12th level or higher can use the Stealth skill in any of his favored environments, even if the terrain doesn’t grant cover or concealment.

Hide in Plain Sight

While in one of his favored environments, a ranger of 17th level or higher can use the Stealth skill even while being observed.

Improved Quarry

At 19th level, the ranger’s ability to hunt his quarry improves. He can now select a quarry as a free action and can take 20 while using Natural Lore to track his quarry, even while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4

If his quarry is killed or dismissed, he can select a new one immediately.

Ranger Archetypes

You may choose to use one or more of these archetypes to modify the class features of this class. You may not choose more than one archetype unless they replace or modifiy different class features. See the section on Class Archetypes for full rules.

Table: Ranger Archetypes

ArchetypesClass Features Replaced or Modified
Favored EnemyTrackWild EmpathyCombat StyleRanger TalentsEnduranceFavored EnvironmentAnimal CompanionSpellcastingWoodland StrideSwift TrackerEvasionQuarryCamouflageHide in Plain SightImproved Quarry
Dungeon WalkerXCCXXX
Mystic HuntsmanXXC
Planar RangerCCCXX
Wild Shift RangerXX
X = replaced, C = changed, blank = as original class

Ranger Alternate Class Features

The following alternate features replace one or more of a normal class features. As a Ranger, you may choose any number of these for which you can meet the requirements. Classes with an archetype may also select these options if they meet all of the requirements.

Variant Combat Styles

You have received unique training, gaining a completely different set of weapon skills to use in combat.
Level: 2nd.
Replaces: Archery and/or Two-Weapon Combat styles.

Benefit

You gain access to one of the following combat styles for each of the basic ranger combat styles sacrificed.

Beast Wrangling

You have learned to subdue enemies with your bare hands, eschewing weapons entirely. You rely on your brute strength to for enemies to the ground where they can be incapacitated and captured alive.

Feats: 2nd – Brawl, 6th – Improved Grapple, 11 – Stunning Fist

Mounted Huntsman

Your bond with animals gives you greater ability to fight while mounted. Rangers with this combat style often choose animal companions large enough to ride.

Feats: 2nd – Ride-By Attack, 6th – Spirited Charge, 11th – Trample

Piscator Style

Originally developed for use gladiatorial arenas, the piscator style has been adopted by some rangers for its ability to easily entangle and trip foes. It’s also fairly common among aquatic rangers.

Feats: 2nd – Weapon Proficiency (net) and Two-Weapon Fighting (only when using a net in one hand), 6th – Improved Trip, 11th – Improved Critical (any one proficient weapon)

Swift Hunter

Focused on mobility, skirmishing against enemies, a swift hunter learns to precisely strike and evade while moving.

Feats: You gain no bonus feats with this style. Instead, if you move at least 10 feet during a round, you deal additional precision damage on any attacks you make before the end of your turn. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four ranger levels thereafter (2d6 at 6th, 3d6 at 10th, and so forth).

This damage otherwise functions similarly to a rogue’s sneak attack and is subject to the same restrictions, except that it is activated only by moving (not flanking or opponents being flat-footed). Extra damage from this ability can stack with sneak attack damage if both conditions apply to the same attack, such as if you move at least 10 feet into a flanking position against an enemy.

At 4th level, you gain a +1 dodge bonus to Armor Class during any round you move at least 10 feet. This bonus lasts until the start of your next turn. This bonus improves every four ranger levels thereafter (+2 at 8th, +3 at 12th, and so forth).

You lose the dodge bonus to AC (but not the extra damage) if you wear armor heavier than light or carry more than a light load.