Index classes ranger

Ranger

Rangers are skilled hunters, wandering warriors, and guardians of the land. They are defined by their keen survival instincts, spellcasting abilities derived from nature, and steadfast animal companions, making rangers incredibly versatile. They lack the combat specialization of fighters, but they can use their hunting knowledge to level the playing field against specific types of foes.

Ranger Variants

Standard Ranger

The archetypical ranger is a wilderness guide, survivalist, and hunter. They are often employed as scouts, and most are part of some military or militia group as a lookout or as part of a mobile strike team. Each ranger has a special combat style, focusing on dual wielding, archery, or thrown weapons.

Level BAB Fort Ref Will Features Spells per Day
(1st 2nd 3rd 4th)
1 1 2 2 0 Favored Enemy, Animal Companion, Track, Wild Empathy - - - -
2 2 3 3 0 Combat Style - - - -
3 3 3 3 1 Endurance - - - -
4 4 4 4 1 - 0 - - -
5 5 4 4 1 2nd Favored Enemy 0 - - -
6 6/1 5 5 2 Improved Combat Style 1 - - -
7 7/2 5 5 2 Woodland Stride 1 - - -
8 8/3 6 6 2 Swift Tracker 1 0 - -
9 9/4 6 6 3 Evasion 1 0 - -
10 10/5 7 7 3 3rd Favored Enemy 1 1 - -
11 11/6/1 7 7 3 Combat Style Mastery 1 1 0 -
12 12/7/2 8 8 4 - 1 1 1 -
13 13/8/3 8 8 4 Camoflage 1 1 1 -
14 14/9/4 9 9 4 - 2 1 1 0
15 15/10/5 9 9 5 4th Favored Enemy 2 1 1 1
16 16/11/6/1 10 10 5 - 2 2 1 1
17 17/12/7/2 10 10 5 Hide In Plain Sight 2 2 2 1
18 18/13/8/3 11 11 6 - 3 2 2 1
19 19/14/9/4 11 11 6 - 3 3 3 2
20 20/15/10/5 12 12 6 5th Favored Enemy 3 3 3 3

Class Features

Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on the table below. 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.

Type (Subtype) Type (Subtype)
Aberration Humanoid (reptilian)
Animal Magical beast
Construct Monstrous Humanoid
Dragon Ooze
Elemental Outsider (air)
Fey Outsider (chaotic)
Giant Outsider (earth)
Humanoid (aquatic) Outsider (evil)
Humanoid (dwarf) Outsider (fire)
Humanoid (elf) Outsider (good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll) Outsider (native)
Humanoid (gnome) Outsider (water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid (orc) Vermin

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. 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. 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.

Animal Companion (Ex)

A ranger may begin play with 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), or wolf.

A 1st-level ranger’s companion is completely typical for its kind except as noted below. As a ranger advances in level, the animal’s power increases as shown on the table. If a ranger releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

A ranger of 4th level or higher may select from alternative lists of animals. Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s ranger level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s ranger level and compare the result with the ranger level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the ranger’s effective level to 0 or lower, she can’t have that animal as a companion.)

Track (Ex)

A ranger gains Track as a bonus feat.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. 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 able to study each other, which means that they 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 (Ex)

At 2nd level, a ranger selects a combat style. As the ranger levels up, he receives bonuses to the selected combat style. The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Combat Style (level 2)

The ranger gains the Rapid Shot feat.

Improved Combat Style (level 6)

The ranger gains the Manyshot feat. Additionally, if the ranger has the Point Blank Shot feat, its benefits extend from 30 to 60 feet.

Combat Style Mastery (level 11)

The ranger gains the Improved Precise Shot feat. Additionally, the penalty to Hide checks made to hide after sniping an opponent decreases from -20 to -10.

Combat Style (level 2)

The ranger gains the Two Weapon Fighting feat.

Improved Combat Style (level 6)

The ranger gains the Improved Two Weapon Fighting feat. Additionally, the ranger gains a +5 bonus to movement speed.

Combat Style Mastery (level 11)

The ranger gains the Greater Two Weapon Fighting feat. Additionally, whenever the ranger makes a single weapon attack as a standard action or during a charge, he may make an additional attack with an off-hand weapon. Both attacks are made with a -2 penalty to the attack roll.

Combat Style (level 2)

The ranger gains the Quick Draw feat.

Improved Combat Style (level 6)

The ranger gains the Far Shot feat. Additionally, if the ranger has the Point Blank Shot feat, its benefits extend from 30 to 60 feet.

Combat Style Mastery (level 11)

The ranger gains the Deflect Arrows and Snatch Arrows feats.

Endurance (Ex)

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

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 (see below).

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: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The 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. The ranger does not have access to any domain spells or granted powers, as a cleric does.

A ranger prepares and casts spells the way a cleric does. 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 one-half his ranger level.

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.

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

Swift Tracker (Ex)

Beginning at 8th level, 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 the normal -20) when moving at up to twice normal speed while tracking.

Evasion (Ex)

At 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 or no armor. A helpless ranger does not gain the benefit of evasion.

Camouflage (Ex)

A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Hide in Plain Sight (Ex)

While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.

Feral Ranger

A ranger who focuses more on embracing the powers of nature may gain abilities similar to those of a druid. Being familiar only with the far outskirts of society, these rangers abandon focused weapon training in order to take on animal forms.

| Level | BAB | Fort | Ref | Will | Features | Wildshape Forms Known | Spells per Day
(1st 2nd 3rd 4th) | | --- | --- | --- | --- | --- | --- | --- | | 1 | 1 | 2 | 2 | 0 | Favored Enemy, Animal Companion, Track, Wild Empathy | - | - - - - | | 2 | 2 | 3 | 3 | 0 | Fast Movement +10 | - | - - - - | | 3 | 3 | 3 | 3 | 1 | Endurance | - | - - - - | | 4 | 4 | 4 | 4 | 1 | - | - | 0 - - - | | 5 | 5 | 4 | 4 | 1 | Wild Shape, 2nd Favored Enemy | 3 | 0 - - - | | 6 | 6/1 | 5 | 5 | 2 | Fast Movement +20 | 4 | 1 - - - | | 7 | 7/2 | 5 | 5 | 2 | Woodland Stride | 5 | 1 - - - | | 8 | 8/3 | 6 | 6 | 2 | Swift Tracker | 6 | 1 0 - - | | 9 | 9/4 | 6 | 6 | 3 | Evasion | 7 | 1 0 - - | | 10 | 10/5 | 7 | 7 | 3 | 3rd Favored Enemy | 8 | 1 1 - - | | 11 | 11/6/1 | 7 | 7 | 3 | Fast Movement +30 | 9 | 1 1 0 - | | 12 | 12/7/2 | 8 | 8 | 4 | - | 10 | 1 1 1 - | | 13 | 13/8/3 | 8 | 8 | 4 | Camoflage | 11 | 1 1 1 - | | 14 | 14/9/4 | 9 | 9 | 4 | - | 12 | 2 1 1 0 | | 15 | 15/10/5 | 9 | 9 | 5 | 4th Favored Enemy | 13 | 2 1 1 1 | | 16 | 16/11/6/1 | 10 | 10 | 5 | - | 14 | 2 2 1 1 | | 17 | 17/12/7/2 | 10 | 10 | 5 | Hide In Plain Sight | 15 | 2 2 2 1 | | 18 | 18/13/8/3 | 11 | 11 | 6 | - | 16 | 3 2 2 1 | | 19 | 19/14/9/4 | 11 | 11 | 6 | - | 17 | 3 3 3 2 | | 20 | 20/15/10/5 | 12 | 12 | 6 | 5th Favored Enemy | 18 | 3 3 3 3 |

Class Features

Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on the table below. 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.

Type (Subtype) Type (Subtype)
Aberration Humanoid (reptilian)
Animal Magical beast
Construct Monstrous Humanoid
Dragon Ooze
Elemental Outsider (air)
Fey Outsider (chaotic)
Giant Outsider (earth)
Humanoid (aquatic) Outsider (evil)
Humanoid (dwarf) Outsider (fire)
Humanoid (elf) Outsider (good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll) Outsider (native)
Humanoid (gnome) Outsider (water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid (orc) Vermin

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. 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. 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.

Animal Companion (Ex)

A ranger may begin play with 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), or wolf.

A 1st-level ranger’s companion is completely typical for its kind except as noted below. As a ranger advances in level, the animal’s power increases as shown on the table. If a ranger releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

A ranger of 4th level or higher may select from alternative lists of animals. Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s ranger level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s ranger level and compare the result with the ranger level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the ranger’s effective level to 0 or lower, she can’t have that animal as a companion.)

Track (Ex)

A ranger gains Track as a bonus feat.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. 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 able to study each other, which means that they 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.

Fast Movement (Ex)

At 2nd level, the ranger's land speed increases by +10. This benefit applies only when he is wearing medium armor or lighter and is not carrying a heavy load. Apply this bonus before modifying the ranger's speed because of any load carried or armor worn.

This bonus increases to +20 at 6th level and again to +30 at 11th level.

Endurance (Ex)

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

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 (see below).

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: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The 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. The ranger does not have access to any domain spells or granted powers, as a cleric does.

A ranger prepares and casts spells the way a cleric does. 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 one-half his ranger level.

Wild Shape (Su)

At 5th level, a ranger gains the ability to turn himself into an animal and back again once per day. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per ranger level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

The ranger is limited to a list of animal forms that she is deeply familiar with. At 5th level, the ranger may choose any 3 Small or Medium animals whose hit dice do not exceed his ranger level. Every time the ranger gains a level, she may add another animal to this list, following the same restrictions.

Any gear worn or carried by the ranger melds into the new form and becomes nonfunctional. When the ranger reverts to his true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the ranger's feet.

A ranger loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A ranger can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on the table. In addition, he gains the ability to learn the form of Large animals at 8th level, Tiny animals at 11th level, and Huge animals at 15th level.

Beginning at 12th level, a ranger may learn the forms of plant creatures, using the same size restrictions as for animal forms. (A ranger can’t use this ability to take the form of a plant that isn’t considered a creature.)

At 16th level, a ranger becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to his normal wild shape usage, and she may shift into any type of elemental without adding it to his list of normal wild shape forms. In addition to the normal effects of wild shape, the ranger gains all the elemental’s extraordinary, supernatural, and spell-like abilities. He also gains the elemental’s feats for as long as he maintains the wild shape, but he retains his own creature type.

At 18th level, a ranger becomes able to assume elemental form twice per day, and at 20th level he can do so three times per day. At 20th level, a ranger may use this wild shape ability to change into a Huge elemental.

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.

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

Swift Tracker (Ex)

Beginning at 8th level, 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 the normal -20) when moving at up to twice normal speed while tracking.

Evasion (Ex)

At 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 or no armor. A helpless ranger does not gain the benefit of evasion.

Camouflage (Ex)

A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Hide in Plain Sight (Ex)

While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.

The Ranger’s Animal Companion

A ranger’s animal companion is different from a normal animal of its kind in many ways. A ranger’s animal companion is superior to a normal animal of its kind and has special powers, as described below.

Class Level Bonus HD Natural Armor Adj. Str/Dex Adj. Bonus Tricks Special
1st-2nd +0 +0 +0 1 Link, share spells
3rd-5th +2 +2 +1 2 Evasion
6th-8th +4 +4 +2 3 Devotion
9th-11th +6 +6 +3 4 Multiattack
12th-14th +8 +8 +4 5 -
15th-17th +10 +10 +5 6 Improved evasion
18th-20th +12 +12 +6 7 -

Animal Companion Basics

Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class Level

The character’s ranger level. The ranger’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.

Bonus HD

Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a ranger of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.

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

Str/Dex Adj.

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 he 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)

At the ranger’s option, she may have any spell (but not any spell-like ability) he casts upon himself also affect his animal companion. The animal companion must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the ranger before the duration expires.

Additionally, the ranger may cast a spell with a target of "You" on his animal companion (as a touch range spell) instead of on himself. A ranger and his animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

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 (Ex)

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

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.

Alternative Animal Companions

A ranger of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to the ranger’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.

4th Level or Higher (Level -3)

7th Level or Higher (Level -6)

10th Level or Higher (Level -9)

13th Level or Higher (Level -12)

16th Level or Higher (Level -15)



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