Nomad

Ranger Archetype

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Fortitude
High
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Will
Low
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Reflex
High
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Base Attack Bonus
High
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HP per level
6/ Level
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HP
10
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Max level of Spells
4
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Caster ability
Wisdom
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Caster type
Memorizing Spells

Class Initial Features

Class Skills

Nomad is a class in Pathfinder: Wrath of the Righteous. Nomads can use both melee and ranged weapons. They cane specialize on a specific type of enemy providing with additional damage against it.

 

"For some rangers living in vast plains, their horses are an irreplaceable parts of their lives, and their bows are a natural extension of their arms."

  

Nomad Information

 

Nomad Progression

Level

Base Attack Bonus

Fort

Ref

Will

Special

Spells

1 +1 +2 +2 0 Ranger ProficienciesFavored Enemy -
2 +2 +3 +3 0 Combat Style Feat  -
3 +3 +3 +3 +1 Favored Terrain, Endurance -
4 +4 +4 +4 +1   0
5 +5 +4 +4 +1 Favored Enemy, Favored Enemy, Point-Blank Master 1
6 +6/+1 +5 +5 +2 Combat Style Feat  1
7 +7/+2 +5 +5 +2   1/0
8 +8/+3 +6 +6 +2 Favored Terrain 1/1
9 +9/+4 +6 +6 +3 Evasion 2/1
10 +10/+5 +7 +7 +3 Combat Style FeatFavored EnemyFavored Enemy 2/1/0
11 +11/+6/+1 +7 +7 +3 Quarry 2/1/1
12 +12/+7/+2 +8 +8 +4 Camouflage 2/2/1
13 +13/+8/+3 +8 +8 +4 Favored Terrain 3/2/1/0
14 +14/+9/+4 +9 +9 +4 Combat Style Feat 3/2/1/1
15 +15/+10/+5 +9 +9 +5 Favored EnemyFavored Enemy 3/2/2/1
16 +16/+11/+6/+1 +10 +10 +5 Improved Evasion 3/3/2/1
17 +17/+12/+7/+2 +10 +10 +5   4/3/2/1
18 +18/+13/+8/+3 +11 +11 +6 Favored TerrainCombat Style Feat 4/3/2/2
19 +19/+14/+9/+4 +11 +11 +6 Improved Quarry 4/3/3/2
20 +20/+15/+10/+5 +12 +12 +6 Master HunterFavored EnemyFavored Enemy 4/4/3/3


 

Ranger Abilities

 

Ranger Proficiencies

A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Animal Companion

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes Of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.

Archery

At 2nd level, the ranger can select from Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot, point Blank Master, and Manyshot to the list. At 10th level, he adds mproved Critical to the list.

Endurance

Harsh conditions or long exertions do not easily tire you. Benefit: You gain +2 bonus on Athletics checks and +4 bonus on Fortitude saves against fatigue and exhaustion. You may sleep in light or medium armor without becoming fatigued.

 

Favored Enemy

At 1st level, a ranger selects a creature type from the ranger favored enemies list. He gets a +2 bonus on weapon attack and damage rolls against them.

At 5th level and every five levels thereafter (10th, 15th,and 20th level), the ranger may select an additional favored enemy. 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 or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. 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.

Favored Terrain

At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and Lore (Nature), Perception, and Stealth skill checks when he is in this terrain. At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired) increases by +2.

Camouflage (Ranger)

A ranger of 12th level or higher can, as a move action, use the Stealth skill to hide in any of his favored terrains, even in combat.

Hunter's Bond

At 4th level, a ranger forms a bond with his hunting companions. This bond can take one Of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his 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. 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. The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose one from the list of available creatures. 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. This ability functions like the druid animal companion ability, except that the ranger's effective druid level is equal to his ranger level -3.

 

Master Hunter

A ranger of 20th level becomes a master hunter. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC Of this save is equal to 10 + 1/2 the ranger's level + the ranger's Wisdom modifier. A ranger can use this ability five times per day, but not against the same creature more than once in a 24-hour period.

Point-Blank Master

At 5th level, nomad gains Point-Blank Master feat, ignoring all the prerequisites. 

Archery

At 2nd level, the ranger can select from Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot, Point Blank Master, and Manyshot to the list. At 10th level, he adds Improved Critical to the list.

Evasion

A character can avoid even magical and unusual attacks with great agility. If a character makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless character does not gain the benefit of evasion.

 

Improved Evasion

This ability works like evasion, except that while the character still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless haracter does not gain the benefit of improved evasion.

Quarry

A character can, as a standard action, denote one target within his line of sight as his quarry. He receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A character can have no more than one quarry at a time.

Improved Quarry

At 19th level, the character's ability to hunt his quarry improves. He can now select a quarzy as a free action and his insight bonus to attack his quarry increases to +4.

 

 

 

Classes
Alchemist  ♦  Aldori Swordlord  ♦  Arcane Trickster  ♦  Arcanist  ♦  Assassin  ♦  Barbarian  ♦  Bard  ♦  Bloodrager  ♦  Cavalier  ♦  Cleric  ♦  Dragon Disciple  ♦  Druid  ♦  Duelist  ♦  Eldritch Knight  ♦  Fighter  ♦  Hellknight  ♦  Hellknight Signifer  ♦  Hunter  ♦  Inquisitor  ♦  Kineticist  ♦  Loremaster  ♦  Magus  ♦  Monk  ♦  Mystic Theurge  ♦  Oracle  ♦  Paladin  ♦  Ranger  ♦  Rogue  ♦  Shaman  ♦  Skald  ♦  Slayer  ♦  Sorcerer  ♦  Stalwart Defender  ♦  Student of War  ♦  Warpriest  ♦  Winter Witch  ♦  Witch  ♦  Wizard



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    • Anonymous

      For anyone who is considering trying a Nomad, try dual wielding throwing axes, you'll thank me later. This build is bananas.

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