D20
D20
CLASSES
CLASSES
RANGER
RANGER
Class Description
Loners taming the wilds and fighting against those who would do them harm, Rangers are nature's answer to the fighter. As skilled hunters they stand against torrents of enemies emanating inside or outside of the forest with great passion. The ranger knows his enemies as well as he knows his home.

Hit Die: d8
Alignment: Any nonlawful
Abilities: Dexterity is of much importance to a Ranger. Rangers tend to be lightly armored and whether pursuing archery or two-weapon fighting they will make use of their Dexterity. Strength is important for Rangers caught in the thick of Melee, and Constitution is always important for a front-line fighter. To have access to all Ranger spells a ranger will need a Wisdom score of at least 14, or a Wisdom score of at least 11 to cast any ranger spells at all.
Level
Base Attack Bonus
1st
2nd
3rd
4th
5th
6th
Fort Save
Ref Save
Will Save
Special
Skill Points: (6 + INT mod)  (x4 at first level)
Class Skills: Climb (STR), Concentration (CON), Craft (INT), Handle Animal (CHA), Heal (WIS), Hide (DEX),
Jump (STR), Knowledge (Dungeoneering) (INT), Knowledge (Geography) (INT), Knowledge (Nature) (INT),
Listen (WIS), Move Silently (DEX), Profession (WIS), Ride (DEX), Search (INT), Spot (WIS),
Survival (WIS), Swim (STR), and Use Rope (DEX).
7th
8th
9th
10th
11th
12th
+7/2
+8/3
+9/4
+10/5
+11/6/1
+12/7/2
+5
+2
+2
+6
+3
+6
+7
+3
+7
+3
+8
+4
Swift Tracker
3rd Favored Enemy

1st
2nd
3rd
4th
5th
6th
+1
+2
+3
+4
+5
+6/1
+2
+0
+0
+3
+1
+3
+4
+1
+4
+1
+5
+2
1st Favored Enemy, Track, Wild Empathy
Combat Style
Animal Companion
Improved Combat Style
13th
14th
15th
16th
17th
18th
+11
+6
+6
+12
5th Favored Enemy
+13/8/3
+14/9/4
+15/10/5
+8
+4
+4
+9
+5
+9
+10
+5
+10
+5
+11
+6



Ability Descriptions
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, light armor,
and shields (except tower shields).
Favored Enemy (Ex): At first level a ranger may select a type of creature shown below. Due to extensive
training and study of his chosen foe the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and
Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on
weapon damage rolls against such creatures. A Ranger may choose his own race only if he is evil.
At 5th level and every 5 levels thereafter the ranger may select an additional favored enemy. In
addition, at each such interval the Ranger may increase any of his favored enemy bonuses (including the
one he has just chosen) by 2. For example, a ranger who becomes level 5 has 2 favored enemies at
+2/+2 and my select one of them to increase by 2 (making the bonses either +4/+2 or +2/+4). A ranger
who becomes 10th level and has favored enemy bonuses of +4/+2 gains an additional favored enemy,
making his bonuses +4/+2/+2 and may again increase one of the bonuses by 2 (+6/+2/+2, +4/+4/+2,
or +4/+2/+4).
If the Ranger chooses Humanoids or Outsiders he must also select a subcategory to be his favored
enemy. Humanoids and Outsiders are far too varied to be chosen as a favored enemy, though
Humanoid (Elves) or Outsider (Evil) is more defined. If a Ranger fights a foe who falls under two categories
(such as Devils who are Outsider (Evil) and Outsider (Lawful)) the bonuses do not stack. Simply use the
highest bonus if any.

































Track: A ranger gains Track as a bonus feat.
Wild Empathy (Ex): A ranger can use body language, vocalizations, and demeanor to improve the attitude of
an animal (such as a bear). This ability functions just like a Diplomacy check to improve a person's attitude.
Roll 1d20 and add your ranger level and CHA bonus to determine the result. A typical domestic animal
usually begins as indifferent while a wild animal will usually be unfriendly.
A ranger must be able to study the animal and vice-versa, so they must be within 30 feet of each
other under normal visibility conditions to use wild empathy. Generally, influencing an animal takes 1
minute, though it may take more or less time.
The Ranger may attempt to influence a magical beast with an Intelligence score of 1 or 2, but he
takes a -4 penalty on the check.
Combat Style (Ex): A ranger must select one of two combat styles to purse: Archery or Two-Weapon Combat.
This selection influences his class features but not feat selection.
If the Ranger selects Archery he gains the Rapid Shot feat even if he does not meet the prerequisites.
A ranger slecting the Two-Weapon Fighting style gains the Two_Weapon Fighting  feat even if he does not
meet the prerequisites. These feats only function if the ranger is wearing light armor. They are lost while
wearing armor heavier than light.
Endurance: A ranger gains Endurance as a bonus feat.
Animal Companion (Ex): The ranger gains an animal companion selected from the following list:
Badger, Camel, Dire Rat, Dog, Riding Dog, Eagle, Hawk, Horse (Light or Heavy), Owl, Pony, Snake (Small or
Medium Viper.
If the campaign takes place wholly or partly in an aquatic environment the DM may add the following
creatures to the list of options.
Crocodile, Propoise, Medium Shark, and Squid.
The animal is a loyal companion that accompanies the ranger on his adventure as appropriate for his
kind. In most cases the animal companion serves as a mount, sentry, scout, or hunting animal rather than
as a protector.
A Ranger's effective druid level for determining animal companion benefits is one-half his ranger
level. This also affects his ability to gain an alternative animal companion.
Spells: Beginning at 4th level a ranger gains acess to a small number of spells. Spells must be prepared in
advance as a Priest does, though the Ranger does not have access to domains or spontaneous casting.
A ranger must have a Wisdom Score of 10 + Spell Level (11 for 1st Level, 12 for 2nd level, etc...) to
cast a spell of that level. The Difficulty Class for saving throws against a ranger's spell is
10 + Spell Level + Wisdom Modifier.
A ranger gains spells according to the chart and receives bonus spells for a high Wisdom score. If the
table indicates a ranger receives 0 spells of any level he receives only bonus spells. Through 3rd level a
ranger has no caster level. Upon reaching 4th level his caster level is one-half his ranger level.
Improved Combat Style (Ex): The ranger's aptitude in the chosen combat style improves. If Archery was
selected the ranger gains the Manyshot feat even if he does not meet the prerequisites. If he chose Two-
Weapon Fighting he gains the Improved Two-Weapon Fighting feat even if he does not meet the
prerequisites.
As with Combat Style, these benefits are lost while a ranger wears armor heavier than light.
Woodland Stride (Ex): A ranger may move through any sort of undergrowth without taking damage or
suffering reduced speed. However, such undergrowth that is magically enchanted or manipulated will still
affect him.
Swift Tracking (Ex): A ranger can move at his normal speed while following tracks without taking the normal
-5 penalty. He takes only a -10 penalty (instead of -20) when moving at up to twice his normal speed while
tracking.
Evasion (Ex): A ranger can avoid even magical and unusual attacks with great agility. If the ranger is subjected
to any effect allowing a reflex saving throw he takes no damage on a passed save and normal damage on
a failed save. This benefit is lost if the ranger wears armor heavier than light or is otherwise rendered
helpless.
Combat Style Mastery (Ex): The ranger's aptitude in his chosen combat style improves again. If he selected
Archery he is treated as having the Improved Precise Shot If he selected Two-Weapon Fighting then he is
treated as having Greater Two-Weapon Fighting. These abilities are gained even if he does not meet the
prerequisites.
As before, these benefits are lost if the ranger wears any armor heavier than light.
Camouflage (Ex): A ranger can use the hide skill in any sort of natural terrain even if it doesn't grant cover or
concealment.
Hide in Plain Sight (Ex): While in any sort of natural terrain a ranger can use the Hide skill even while being
observed.

Endurance
2nd Favored Enemy
Woodland Stride
Evasion
Combat Style Mastery
Camouflage
4th Favored Enemy
Hide in Plain Sight

+12
+11
+11
+10
+10
+9
+9
+8
+8
+7
+7
+6
+6
+5
+5
+4
+4
+3
+3
+2
+16/11/6/1
+17/12/7/2
+18/13/8/3
+19/14/9/4
+20/15/10/5
19th
20th
Spells
1234
----
----
----
0--       -
0--       -
1--       -
1--       -
10       -       -
10       -       -
11       -       -
11       0      -
11       1      -
11       1      -
21       1      0
21       1      1
22       1      1
22       2      1
32       2      1
333     2
333     3
Favored Enemy
Example
Favored Enemy
Example
Aberration
Animal
Construct
Dragon
Elemental
Fey
Giant
Humanoid (Aquatic)
Humanoid (Dwarf)
Humanoid (Elf)
Humanoid (Goblinoid)
Humanoid (Orc)
Humanoid (Human)
Humanoid (Halfling)
Humanoid (Gnome)
Humanoid (Gnoll)
Beholder
Bear
Golem
Black Dragon
Invisible Stalker
Fairy
Hill Giant
Merfolk
Dwarf
Elf
Hobgoblin
Orc
Human
Halfling
Gnome
Gnoll
Humanoid (Reptilian)
Magical Beast
Monstrous Humanoid
Ooze
Outsider (Air)
Outsider (Chaotic)
Outsider (Earth)
Outsider (Evil)
Outsider (Fire)
Outsider (Good)
Outsider (Lawful)
Vermin
Undead
Plant
Outsider (Water)
Outsider (Native)
Kobold
Displacer Beast
Centaur
Gelatinous Cube
Arrowhawk
Demon
Xorn
Devil
Salamander
Angel
Formian
Monstrous Spider
Zombie
Shambling Mound
Tojanida
Tiefling