Base Attack Bonus
HP per level
Max level of Spells
Class Initial Features
Ranger is a class in Pathfinder: Wrath of the Righteous. Rangers can use a variety of combat styles effectively, but they often choose to specialize in archery or two-weapon fighting. They become experts in fighting specific types of enemies, granting them significant bonuses against those foes.
"Rangers are deft skirmishers, either in melee or at range, capable of skillfully dancing in and out of battle. Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable against all manner of enemies."
- Alignment Requirement: Any
- Hit Die: +6
- Skill Points per Level: 4
- Level 1 Base Attack Bonus: +1
- Favored Enemy
- Combat Style Feat
- Favored Terrain
- Proficient with all simple and martial weapons, light armor, medium armor and shields (except tower shields).
- At 4th level the Ranger gains spellcasting. See the Ranger spell list.
- The Ranger can cast up to 4th level spells.
- The Ranger must prepare their spells ahead of time. They automatically know all spells on their spell list.
- The Ranger is a divine spellcaster, and thus can wear armor while casting spells.
- The Ranger uses their Wisdom score to determine their bonus spell slots and spell save DCs. (The Espionage Expert archetype uses Charisma instead)
- The Ranger's caster level for their spells is equal to their Ranger level - 3. The Ranger does not have a caster level before 4th level.
Ranger Video Guide
Bonus: Freebooter Ranged Skills,
Penalty: No Favoured Enemy
Bonus: Archery, Storm Skills
Penalty: No Combat Style Feat, No Improved Evasion, No Quarry
Bonus: Spellcasting, Flame skills
Penalty: No Hunter's Bond, No Evasion
Bonus: Undercover, Espionage Master
Penalty: Less Favored Terrain
Bonus: Favored Enemy - Outsiders, Demonslayer Favored Enemy, Demonologist, Expanded Spell List, Fiendish Quarry
Penalty: Less Favored Enemy
Bonus: Endurance, Free point-blank master.
Penalty: no Hunter's Bond, locks Archery combat style
Base Attack Bonus
|1||+1||+2||+2||0||Ranger Proficiencies, Favored Enemy||-|
|2||+2||+3||+3||0||Combat Style Feat||-|
|5||+5||+4||+4||+1||Favored Enemy, Favored Enemy||1|
|6||+6/+1||+5||+5||+2||Combat Style Feat||1|
|10||+10/+5||+7||+7||+3||Combat Style Feat, Favored Enemy, Favored Enemy||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 Enemy, Favored Enemy||3/2/2/1|
|18||+18/+13/+8/+3||+11||+11||+6||Favored Terrain, Combat Style Feat||4/3/2/2|
|20||+20/+15/+10/+5||+12||+12||+6||Master Hunter, Favored Enemy, Favored Enemy||4/4/3/3|
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
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.
Combat Style Feat
At 2nd level, a ranger must select one combat style to pursue. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
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.
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.
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.
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.
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 ormally 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.
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 ave, he instead takes no damage. A helpless character does not gain the benefit of 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 character does not gain the benefit of improved evasion.
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.
At 19th level, the character's ability to hunt his quarry improves. He can now select a quarry as a free action and his insight bonus to attack his quarry increases to +4.
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Crazy how they take a ranger best feat and give it to the war priest smh.