Alignment: A Ranger may be of any alignment.
Hit Die: d8
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Dungeoneering, Geography, Nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skills/Level: 6 + Intelligence Bonus
|1st||+1||+2||+2||+0||1st Favorite Enemy, Track, Wild Empathy, Spellcasting||0|
|3rd||+3||+3||+3||+1||Animal Companion, Endurance||2|
|4th||+4||+4||+4||+1||Woodland Stride, Woodland Hunter||2|
|5th||+5||+4||+4||+1||2nd Favorite Enemy||3||0|
|6th||+6||+5||+5||+2||Improved Combat Style||3||1|
Weapon and Armor Proficiencies: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Spells: 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. 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. 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.
Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given below. The ranger gains a +2 bonus on Bluff, Hide, Knowledge, Listen, Move Silently, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on attack and damage rolls against such creatures.
At 5th level the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonuses to skills, attack and damage to all previously selected favored enemies (not including currently selected one) increase by 2.
Categories of Favored Enemies:
• Aberration and Ooze
• Animal and Magical Beast
• Elemental and Outsiders (Elemental) – Includes all Outsiders with Fire, Water, Air, or Earth subtypes and without an alignment subtype.
• Fey and Plant
• Giant and Monstrous Humanoid
• Humanoid (Goblinoid, Reptilian, Gnoll, and Orc)
• Outsider (Other)
In addition, each time a ranger’s bonuses to one favored enemy grows higher, he gains a special ability related to that enemy. These special abilities are separately determined for each favored enemy you have, based on the bonus to skills/attack/damage/AC on that favored enemy. All these special abilities are extraordinary.
At +4 bonus, you gain a specific special ability depending on type of favored enemy:
• Aberration and Ooze: You can make critical hits, deal precision damage, and flank against oozes (normally, oozes are immune to critical hits, precision damage, and flanking).
• Animal and Magical Beast: When making a rushed Wild Empathy check (see Diplomacy skill), you do not take any penalty. Instead, taking the normal full minute to make a Wild Empathy check grants an additional +5 bonus to the check. Also, you do not receive a penalty for attempting a Wild Empathy check on a magical beast.
• Construct: You can make critical hits and deal precision damage against constructs (normally, constructs are immune to critical hits and precision damage).
• Dragon: You are immune to the Frightful Presence ability.
• Elemental and Outsider (Elemental): For the purposes of the Earth Mastery ability, you are always considered off the ground. For the purposes of the Air Mastery ability, you are never considered airborne. For the purposes of the Water Mastery ability, you are always considered touching the ground.
• Fey and Plant: You can make critical hits and deal precision damage against plants (normally, plants are immune to critical hits and precision damage).
• Giant and Monstrous Humanoid: You gain half your class level as dodge AC against rock projectiles (such as a thrown boulder or a pebble shot from a sling).
• Humanoid (Goblinoid, Kobold, Reptilian, Orc): Add your favorite enemy bonus to trip or disarm checks. In addition, you do not provoke attacks of opportunity when making a trip or disarm attempt.
• Outsider (Other): You gain half your class level to Spot checks to reveal creatures that changed shape (such as from an Alter Self spell or a Change Shape special ability; see Disguise skill).
• Undead: You can make critical hits and deal precision damage against undead (normally, undead are immune to critical hits and precision damage).
• Vermin: Your weapon deals half damage to swarms and you can flank swarms (normally swarms are immune to weapon damage and cannot be flanked).
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 Wisdom 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.
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.
If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting 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.
Animal Companion (Ex): As the druid. Your effective druid level is equal to your class level. A ranger’s animal companion shares his favored enemy bonuses.
Endurance (Ex): A Ranger gains Endurance as a bonus feat at 3rd level.
Woodland Stride (Ex): 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.
Woodland Hunter (Ex): When reaching 4th level, you may now make “get along in the wild” checks while moving at your full overland speed at the normal DC 10 without penalty (see Survival skill).
Fast Movement (Ex): Starting at 5th level, you gain a +10 ft bonus to your land speed as long as you are on natural terrain or natural ground. This bonus increases by +10 ft every 6 levels thereafter, as shown on the table. You do not gain this bonus if you are wearing medium or heavy armor or carrying a medium or heavy load, or if you are in an artificial or manmade setting (like a city).
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 Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting 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.