FD Ranger

Requirements

To qualify to become a Fighter, a character must fulfill the following criteria.

Base Attack Bonus: +3.

Will Save: +3

Skill: Handle Animal 3, Knowledge (nature) 3, Survival 3

Class Information

Alignment: Any

Hit Die: d10

Class Skills:

The ranger’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Level BAB Fort Save Ref Save Will Save Class Features Spells per Day Armor Class
1st 2nd 3rd
1st +1 +2 +2 +0 1st favored enemy, animal companion, track, wild empathy +1
2nd +2 +3 +3 +0 Combat style feat +
3rd +3 +3 +3 +1 Endurance, 1st favored terrain +2
4th +4 +4 +4 +1 Companion bond 0 +2
5th +5 +4 +4 +1 2nd favored enemy 1 +3
6th +6 +5 +5 +2 Combat style feat 1 +3
7th +7 +5 +5 +2 Woodland stride 1 0 +4
8th +8 +6 +6 +2 Swift tracker, 2nd favored terrain 1 1 +4
9th +9 +6 +6 +3 Evasion 2 1 +5
10th +10 +7 +7 +3 3rd favored enemy, combat style feat 2 1 0 +5

Animal Companion (Ex)

At 1st level the ranger forms close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger’s animal companion shares his favored enemy and favored terrain bonuses.

Favored Enemy (Ex)

Type (Subtype)
Aberration
Animal
Fey
Humanoid (human)
Plant
Undead
Vermin

At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th and 10th level, the ranger may select an additional favored enemy. In addition, at each of these levels, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

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 (Ex)

A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex)

A ranger can use handle animal to improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Skills). 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 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 Feat (Ex)

At 2nd level, a ranger must select one combat style to pursue. The choices depend on if the APG is being used.

The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Combat Style Options

Archery

The character can choose from the following list whenever he gains a combat style feat:

Far Shot, Focused Shot, Improved Precise Shot, Manyshot, Parting Shot, Point Blank Master, Point Blank Shot, Precise Shot, and Rapid Shot.

At 6th level, he adds Pinpoint Targeting and Shot on the Run to the list.

Mounted Combat

The character can choose from the following list whenever he gains a combat style feat:

Mounted Combat, Mounted Archery, Mounted Shield, Ride-By Attack, Spirited Charge and Trick Riding.

At 6th level, he adds Mounted Skirmisher and Unseat to the list.

Natural Weapon

The character can choose from the following list whenever he gains a combat style feat:

Aspect of the Beast, Eldritch Claws, Improved Natural Attack, Rending Claws, Vital Strike and Weapon Focus.

At 6th level, he adds Multiattack and Improved Vital Strike to the list.

Thrown Weapon

The character can choose from the following list whenever he gains a combat style feat:

Close-Quarters Thrower, Distance Thrower, False Opening, Precise Shot, Quick Draw, Two-Weapon Fighting.

At 6th level, he adds Pinpoint Targeting and Shot on the Run to the list.

Two-Handed Weapon

The character can choose from the following list whenever he gains a combat style feat:

Cleave, Furious Focus, Great Cleave, Power Attack, Pushing Assault, and Shield of Swings.

At 6th level, he adds Dreadful Carnage and Improved Sunder to the list.

Two-Weapon Combat

The character can choose from the following list whenever he gains a combat style feat:

Double Slice, Improved Shield Bash, Improved Two-Weapon Fighting, Quick Draw, Two-Weapon Defense and Two-Weapon Fighting.

At 6th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.

Weapon and Shield

The character can choose from the following list whenever he gains a combat style feat:

Improved Shield Bash, Saving Shield, Shield Focus, Shield Master, Shield Slam and Two-Weapon Fighting.

At 6th level, he adds Bashing Finish and Greater Shield Focus to the list.

Endurance

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

Favored Terrain (Ex)

Favored Terrains
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Swamp
Underground (caves and dungeons)
Water (above and below the surface)

At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level, the ranger may select an additional favored terrain. In addition, the skill bonus and initiative bonus in any of her favored terrains (including the one just selected, if so desired), increases by +2.

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

Companion Bond (Ex)

At 4th level, a ranger forms a bond with his hunting companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him (including his animal companion). This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

Spells

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 must choose and prepare his spells in advance.

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. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger 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 must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. 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.

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

Woodland Stride (Ex)

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.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Swift Tracker (Ex)

Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow 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 (Ex)

When he reaches 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, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.

Animal Companions

An animal companion’s abilities are determined by the ranger’s level and its animal racial traits. Table: Animal Companion Base Statistics determines many of the base statistics of the animal companion. They remain creatures of the animal type for purposes of determining which spells can affect them.

Character Level HD BAB Fort Ref Wis Skills Feats Armor Bonus Str/Dex Bonus Bonus Tricks Special
1st 2 +1 +3 +3 +0 2 1 +0 +0 1 Link, share spells
2nd 3 +2 +3 +3 +1 3 2 +0 +0 1
3rd 3 +2 +3 +3 +1 3 2 +2 +1 2 Evasion
4th 4 +3 +4 +4 +1 4 2 +2 +1 2 Ability score increase
5th 5 +3 +4 +4 +1 5 3 +2 +1 2
6th 6 +4 +5 +5 +2 6 3 +4 +2 3 Devotion
7th 6 +4 +5 +5 +2 6 3 +4 +2 3
8th 7 +5 +5 +5 +2 7 4 +4 +2 3
9th 8 +6 +6 +6 +2 8 4 +6 +3 4 Ability score increase, Multiattack
10th 9 +6 +6 +6 +3 9 5 +6 +3 4

Character Level

The character’s Ranger level.

HD

This is the total number of eight-sided (d8) Hit Dice the animal companion possesses, each of which gains a Constitution modifier, as normal.

BAB

This is the animal companion’s base attack bonus. Animal companions do not gain additional attacks using their natural weapons for a high base attack bonus.

Fort/Ref/Will

These are the animal companion’s base saving throw bonuses. An animal companion has good Fortitude and Reflex saves.

Skills

This lists the animal’s total skill ranks. Animal companions can assign skill ranks to any skill listed under Animal Skills. If an animal companion increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. Animal companions with an Intelligence of 3 or higher can purchase ranks in any skill. An animal companion cannot have more ranks in a skill than it has Hit Dice.

Animal companions can have ranks in any of the following skills:

Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis), and Swim* (Str).

All of the skills marked with an (*) are class skills for animal companions. Animal companions with an Intelligence of 3 or higher can put ranks into any skill.

Feats

This is the total number of feats possessed by an animal companion. Animal companions should select their feats from those listed under Animal Feats. Animal companions can select other feats, although they are unable to utilize some feats (such as Martial Weapon Proficiency). Note that animal companions cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice.

Animal companions can select from the following feats:

Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus.

Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using. GMs might expand this list to include feats from other sources.

Natural Armor Bonus

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

Str/Dex Bonus

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)

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 may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

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

An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Ability Score Increase (Ex)

The animal companion adds +1 to any one of its ability scores.

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.

Ranger Spell List

Rangers gain access to the following spells.

1st-Level

animal messenger, animal purpose training, ant haul, aspect of the falcon, aspect of the nightingale, call animal, calm animals, charm animal cheetah’s sprint, detect aberrations, detect animals and plants, detect poison, detect snares and pits, gravity bow, keen senses, lead blades, magic fang, read weather, summon minor ally, summon nature’s ally i

2nd-Level

animal aspect, ant haul (communal), aspect of the bear, barkskin, bear’s endurance, cure light wounds, hold animal, hunter’s lore, improve trap, pack empathy, snare, stone call, summon nature’s ally ii, undetectable trap, wild instinct

FD Ranger

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