Ranger

Nature�s call is impossible for some to ignore. Some go to get away from civilization, and others go to the place that they feel most at home. Whatever the reason, a Ranger is truly a master of the wild.
Characteristics: A Ranger is the warrior of ...
Hit die: d10

Class Skills:
The ranger�s class skills (and the key ability for each skill) are Animal Empathy (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot ( Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).

Skill Points at each level: 4 + Int modifier.

Class Features:
The following are class features of the Ranger class.
Weapon and Armor Proficiency: A ranger is proficient with full weapons, light and medium armor and shields.
Track: A ranger gains the Track Feat.
Foe Hunter: At 1stlevel a ranger gains the ability to be more effective against the evil creatures that plague all lands. When fighting the evil creature that is most prevalent in their homeland (as dictated by the DM), the ranger gains +1 to attack and damage rolls against that creature. The ranger also acts as if they had the Improved Critical Feat for the weapon that they are using, including ranged weapons within 30 feet (This benefit does not stack with the Improved Critical Feat). None of the above bonuses apply to creatures that are immune to critical hits. And finally, the ranger gains a +1 bonus to Hide, Intimidate, Listen, Move Silently, Search and spot checks when using these skills against that creature.
At 10th and 17th levels the ranger gains the non-skill benefits from foe hunter for an entire type of enemies (giants, goblinoids, undead, etc.)
Nature�s Warrior: When fighting in a single natural environment of their choice (forest, swamp, plains, mountains, desert, or frozen areas), the ranger gets to add half of their Dexterity bonus to attack rolls against humanoid opponents in addition to their Strength bonus. Whenever fighting wild beasts, in any terrain, this bonus is also applied. At 7th and 14th level the ranger selects another different terrain to be proficient in, or may select the same environment a second time to add the entirety of their Dexterity bonus. A single environment can only be chosen twice.
Partial Improved Initiative: When wearing light or no armor, a ranger can fight as if they had the Improved Initiative Feat. When fighting in medium or heavy armor this bonus is lost.
Combat Style: At 2nd level a ranger must choose which fighting style suits them best; archery or two-weapon fighting. If a ranger chooses archery they gain the feats Precise Shot and Rapid Shot. If the ranger instead chooses the two-weapon fighting path they gain the Ambidexterity and Two-Weapon Fighting Feats.
Trackless Step: At 4th level a ranger leaves no trail in natural surroundings and cannot be tracked.
Patron Animal/Animal Characteristic: TBD
Woodland Stealth: At 5th level a ranger gains a +2 to Hide and Move Silently checks whenever in a natural environment.
Nature Sense: At 6th level a ranger gains the Nature Sense Feat. Evasion: At 8th level a ranger gains the ability to avoid damage. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the ranger instead takes no damage on a successful save and only half damage all the time. Evasion is an extraordinary ability.
Combat Specialization: At 9th level a ranger further refines their combat style. A ranger choosing the archery path receives the Many Shot Feat. If the ranger instead selects the two-weapon fighting path they gain Improved Two-Weapon Fighting Feat.
Swift Tracker: At 13th level a ranger enhances their ability to track. When tracking a ranger can move at normal speed, thus ignoring the -10 penalty. When moving at double their speed the ranger only receives a -10 penalty and not the normal -20.
Combat Mastery: At 15th level a ranger completes their specialized combat style. A ranger choosing the archery path receives the Improved Precise Shot Feat. A ranger instead choosing the two-weapon fighting path gains the Greater Two-Weapon Fighting Feat.
Hide in Plain Sight: At 20th level a ranger can use the Hide skill in any natural terrain even if they are being directly observed.



Class Level Base Attack Bonus Fort Save Reflex Save Will Save Def Rep Special
1 +1 +2 +0 +0 +3 +0 Track, Foe Hunter, Nature's Warrior (I)
2 +2 +3 +0 +0 +4 +0 Partial Improved Initiative, Combat Style
3 +3 +3 +1 +1 +4 +1
4 +4 +4 +1 +1 +4 +1 Trackless Step, Patron Animal
5 +5 +4 +1 +1 +5 +1 Woodland Stealth
6 +6/1 +5 +2 +2 +5 +2 Nature Sense
7 +7/2 +5 +2 +2 +6 +2 Nature's Warrior (II), Animal Characteristic (I)
8 +8/3 +6 +2 +2 +6 +2 Evasion
9 +9/4 +6 +3 +3 +6 +3 Combat Specialization
10 +10/5 +7 +3 +3 +7 +3 Foe Hunter
11 +11/6/1 +7 +3 +3 +7 +3 Animal Characteristic (II)
12 +11/4/2 +8 +4 +4 +8 +4
13 +13/8/3 +8 +4 +4 +8 +4 Swift Tracker
14 +14/9/4 +9 +4 +4 +8 +4 Nature's Warrior (III)
15 +15/10/5 +9 +5 +5 +9 +5 Combat Mastery
16 +16/11/6/1 +10 +5 +5 +9 +5 Animal Characteristic (III)
17 +17/12/7/2 +10 +5 +5 +10 +5 Foe Hunter
18 +18/13/8/3 +11 +6 +6 +10 +6
19 +19/14/9/4 +11 +6 +6 +10 +6 Animal Characteristic (IV)
20 +20/15/10/5 +12 +6 +6 +11 +6 Hide in Plain Sight
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