Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.
WARNING: To cast a spell, a ranger must have a Wisdom score of 10 + the spell's level. For example, to cast a 4th-level spell, a ranger must have a Wisdom of 14.
- Base Attack Bonus: +1 / Level.
- Hit Die: d8.
- Primary Saving Throws: Fortitude, Reflex.
- Proficiencies: All simple and martial weapons, light armor and shields.
- Skill Points (*4 at 1st level): 6 + Int Modifier.
- Spellcasting: Ranger Spells. Divine (Wisdom based, armor-related chance of spell failure is ignored).
Class Skills: Animal Empathy, Concentration, Discipline, Heal, Hide, Listen, Lore, Move Silently, Parry, Search, Set Trap, Spot.
Unavailable Skills: Use Magic Device.
Bonus Feat Progression:
Being able to cast 0 spells of a certain level per day means the ranger cannot cast spells of that level unless bonus spells of the appropriate level are granted by a high Wisdom.
1: Trackless Step - +4 skill bonus to Hide and Move Silently in wilderness areas.
Dual-Wield - Gain the benefits of Ambidexterity and Two-Weapon Fighting when wearing light armor.
3: Endurance - Better saves against environmental hazards and exhaustion.
6: Animal Companion - Summon an animal ally.
Improved Two-Weapon Fighting - Gain an extra attack per round when dual-wielding.
8: Keen Sense - Detect Mode becomes permanently activated with no movement penalties.
9: Evasion - A successful Reflex save for half damage results in no damage.
17: Hide in Plain Sight - In wilderness areas, rangers can hide even while being observed.