Ranger Class Features/Abilities

Ranger Features
Freebooter Features
Stormwalker Features
Flame Warden Features
Espionage Expert Features
Demonslayer Features
Nomad Features

 

Ranger Features

Ranger Proficiencies

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

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.

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.

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

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.

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.

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  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.

 

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 ave, 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 character 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 quarry as a free action and his insight bonus to attack his quarry increases to +4.

 

 

Freebooter Features

Ranger Proficiencies

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

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.

Freebooter's Bond

A freebooter is a natural leader, a pirate who works well with a variety of people and in a variety of roles. Her specialized combat tactics Freebooter's Bond At 4th level, a freebooter forms a bond with her crewmates. This bond allows her to spend a move action to grant her allies extra combat prowess when they work as a team. All allies within 30 feet who cansee or hear the freebooter gain an additional +2 bonus on attack rolls when flanking for 1 minute.

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.

 

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

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.

Freebooter's Bane

At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by l. The freebooter's bane lasts until the target dies or the freebooter selects a new target.

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.

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 ave, 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 character 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 quarry as a free action and his insight bonus to attack his quarry increases to +4.

 

 

 

 

 

Stormwalker Features

Ranger Proficiencies

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

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.

Wind Treader

At 4th level, a stormwalker can wreathe his weapon in lightning. As a standard action, he can grant a single weapon he holds the shock special ability for 1 minute; while under this effect, the weapon counts as magic for the purpose of overcoming damage eduction. A stormwalker can use this ability a number Of times per day equal to 3 + his Wisdom modifier. At 12th level, weapons affected by this ability gain the shocking burst special ability.

 

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.

Flash Step

At 11th level, a stormwalker can move across the battlefield like a bolt of lightning. As a full-round action, he can transform into lightning and move to any unoccupied square within 50 feet without provoking attacks Of opportunity. He makes a single ranged attack against closest opponent after this movement. 

One with the Storm

At 16th level, a stormwalker gains immunity to electricity. 

Flash Shot

At 19th level, when a stormwalker uses flash step, he can make two ranged attacks after his movement. Both of these attacks are made at his highest base attack bonus.

 

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.

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.

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.

 

 

Flame Warden Features

Ranger Proficiencies

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

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.

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.

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.

 

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.

Touch of Flame

At 4th level, a flamewarden can cause his weapons to burst into flame. As a standard action, the ranger can grant a single weapon he holds the flaming special ability for 1 minute; while under this effect, the weapon counts as magic for the purpose of overcoming damage reduction. A flamewarden can use this ability a number of times per day equal to 3 + his Wisdom modifier. At 12th level, weapons affected by this ability gain the flaming burst special ability instead. 

Stoking the Embers

At 9th level, a flamewarden can fan the last spark of a away recently slain creature's life force back into a full flame. Once per day as a standard action, a flamewarden can touch the corpse of a creature to grant it the effects of breath of life.

Breath of Life: This spell cures 5d8 points of damage +1 point per caster level (maximum +25).

Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.

Creatures slain by death effects cannot be saved by breath of life.

Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring themback to life.

Burning Renewal

At 12th level, a flamewarden can use the cleansing power of fire to remove afflictions from his body, mind, and soul. When the flamewarden takes 10 or more points of fire damage, he removes the following conditions: fatigued, shaken, sickened, exhausted, frightened, and nauseated. Additionaly, he removes Id6 points of ability damage and Id6 points of ability drain from the most damaged ability scores of his choice.

The ranger can use this ability only once each time he takes fire damage, regardless of how much damage it deals over the required amount. He can use this ability a number of times per day equal to 3 + his Wisdom modifier.

If the flamewarden has fire resistance or immunity to fire, fire damage he would have otherwise taken still counts toward activating burning renewal.

 

Phoenix Blast

At 16th level, if a flamewarden dies, his body explodes in a conflagration in a 20-foot spread. Each hostile creature in the area takes 1 Od6 points of fire damage unless it succeeds at a Reflex save (DC = 10 + half the ranger's level + his Constitution modifier) for half damage. The flames don't harm the flamewardenls allies, who instead are healed 5d6 points of damage, and any poisons they are currently suffering are neutralized.

Phoenix Rising

At 20th level, the flamewarden gains immunity to fire, ning away and once per day, the flamewarden rises from the ashes of g to decay his own destruction 1 round after dying. The flamewarden's body re-forms with all his equipment, and he returns to life with half his maximum hit points.

Spellcasting

At 4th level, a flamewarden adds firebelly and summon small fire elemental to his ranger spell list as 1st-level spells.

At 7th level, a flamewarden adds scorching ray to his list ranger spell list as a 2nd-level spell

At 10th level, flamewarden adds summon medium fire elemental to his list ranger spell list as a 3nd-level spell

At 13th level, flamewarden adds flamestrike, volcanic storm, and smmon large fire elemental to his list ranger spell list as a 4nd-level spell

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 quarry as a free action and his insight bonus to attack his quarry increases to +4.

 

 

 

 

 

Espionage Expert Features

Ranger Proficiencies

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

Trapfinding

An espionage expert gets a bonus equal to 1/2 her level on Perception checks.

Ranger's Bond


A ranger forms a bond with 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.

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.

 

 

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.

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.

Undercover

An espionage expert gets a bonus equal to 1/2 her level on Persuasion (when used to bluf0 and Stealth checks.

Espionage Expert Magic

While usually rangers use their Wisdom to cast divine spells, espionage experts use the power of their personality. The main casting ability for the espionage expert is Charisma. 

 

Espionage Master

An espionage expert of 20th level becomes an espionage master. She can, as a standard action, make a single attack against a favored enemy at her 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 espionage expert's level + the espionage expert's Charisma modifier. An espionage expert can use this ability five times per day, but not against the same creature more than once in a 24-hour period. 

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.

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 ave, 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 character 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 quarry as a free action and his insight bonus to attack his quarry increases to +4.

 
 

 

 

Demonslayer Features

Ranger Proficiencies

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

Expanded Spell List

A demonslayer adds the following spells to his spell list: 1st — protection from evil; 2nd — protection from evil, communal.

Fiendish Quarry

At 1 Ith level, when a demonslayer chooses an evil outsider as his quarry, he can the forgo the normal +2 attack bonus and instead treat his weapon as if it were good-aligned versus his quarry.

Improved Fiendish Quarry

At 19th level, when a demonslayer chooses an evil outsider as his quarry, he can forgo the normal +4 attack bonus and instead treat his weapon as if it had the holy weapon special ability while attacking his quarry.

 

Demonslayer Favored Enemy

At 1st level, a demonslayer must choose favored enemy (evil outsider). At 5th level and every time he advances his favored enemy bonus, the demonslayer must advance his bonus against evil outsiders. In addition to the normal benefits of favored enemy, a demonslayer gains a bonus equal to half his favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilities of evil outsiders.

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.

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.

Evasion

A character can avoid even magical and unusual 3 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 character 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 quarry as a free action and his insight bonus to attack his quarry increases to +4.

Demonologist

At 3rd level, a demonslayer gains insight into his Abyssal enemies. The demonslayer gains a bonus equal to half his class level on Knowledge: Arcana skill checks.

 

 

 

Nomad Features

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.

 

 

 

 




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