Ranger (non-spellcaster) | Character Class
Bonuses by Level
|1||+1||+2||+2||+0||Track, Favored Terrain, Lightfoot|
|2||+2||+3||+3||+0||Trailblazing, Wilderness Caution|
|3||+3||+3||+3||+1||Favored Terrain, bonus feat|
|6||+6/+1||+5||+5||+2||Woodland Stride; access to Weapon Specialization|
|19||+19/+14/+9/+4||+11||+11||+6||Ear to the Earth|
GAME RULE INFORMATION
Rangers have the following game statistics.
Abilities: same as the Ranger presented in the Player's Handbook except that Wisdom is not quite as important.
Hit Die: d8.
The Ranger's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (local, nature, geography; Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival: Wilderness (Wis), Swim (Str), and Use Rope (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
All of the following are class features of the Ranger.
Weapon and Armor Proficiency: A Ranger is proficient with simple and martial weapons, light and medium armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.
Favored Terrain (Ex): At 1st level and every fourth level thereafter (4th, 8th, etc.) the ranger may choose a favored terrain from Table 9-5 (PHB). When making a skill check relating to his favored terrain, he gets a +2 competence bonus to Handle Animal, Hide, Knowledge (nature), Move Silently, and Survival: Wilderness checks due to his familiarity with the surroundings. Alternatively, the ranger may increase the bonus in an already favored terrain by +1.
Lightfoot (Ex): At 1st level the ranger becomes adept at overland travel through favored terrain types. Travel is considered to be one level better (trail instead of trackless, etc.) See Table 9-5, pg. 143 in the Players Handbook for details.
Animal Companion (Sp): As the druid ability of the same name (including the druid scaling vs. the core ranger scaling of animal companion abilities). The share spell ability for the animal companion does not have an effect unless the character possess spell-casting as a result of another class.
Wilderness Caution (Ex): At 2nd level the Ranger may spot a non-magical trap with a Search DC of over 20 in a Favored Terrain.
Trailblazing (Ex): At 3rd level the ranger may extend Lightfoot to a group that he is leading as long as the number of people in the group does not exceed twice his level.
Bonus Feats: A ranger gains Track at 1st level and Endurance at 9th level. They also gain bonus Feats at 3rd, 7th, 10th, 14th and 17th levels. These bonus Feats are in addition to the Feats gained every three character levels.
A ranger�s bonus Feats must be drawn from the following list:
Alertness, Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Endurance, Exotic Weapon Proficiency*, Great Fortitude, Improved Critical*, Lightning Reflexes, Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Quick Draw, Run, Stealthy, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*. A Ranger gains access to Weapon Specialization at 6th level (this feat may only be selected once). Feats marked with an asterisk(*) may be taken multiple times.
Nature Sense: Gained at 5th level. As per the Druid ability.
Woodland Stride: Gained at 6th level. As per the Druid ability.
Trackless Step: Gained at 11th level. As per the Druid ability.
Silent Step (Ex): Beginning at 13th level a Ranger travelling through a favored terrain is nearly silent unless hustling or running. Hearing the Ranger is very difficult (DC +10) when hustling the DC to hear the ranger is +5; running is standard difficulty for the terrain).
Master Tracker (Su): At 15th level a ranger can use his skills at not being noticed or followed to track others of similar skill. He can now track any creature that is using Trackless Step, is incorporeal, or is using magic to hide their tracks at +10 DC.
Ear to the Earth (Sp): At 19th level a Ranger can listen to the earth and sense his prey. This requires that there be little to distract the ranger, that they are already hunting the person they are searching for, and that their target is on the same plane of existence as they are. This works as a Scry and can be used once per day. Wilderness Lore is used for this ability instead of Scry and the DC is 10 higher.