Ranger, Retooled (3.5e Class)

The Ranger
Part defender of nature and part dedicated hunter, the Ranger is a fearsome combatant. Although not as powerful as the Druid in many aspects, nor as focused on their goal as Barbarians, the Ranger uses a variety of combat tactics in tandem with finely honed skills of stealth, aided by nature itself by means of their animal companions and their slight grasp in primal magic.

The ranger does not limit itself to a single terrain. Those who take the mantle of adventurers to hone their skills further begin to adapt to the different lands and eventually to other Planes of existence. Their signature combat style takes their fighting skills to the limits of the extraordinary, unaided by the supernatural; yet, they are capable of expanding their techniques in case the battle hampers their main techniques.

Making a Ranger
Rangers are at their terrain on a variety of areas. Their talents at stealth, tracking and survival are top-notch, allowing them to hide without difficulties, seek their enemy almost effortlessly, and handle traps and scout with the trust that, if combat ensures, they are ready for it. Despite their reliance on light armor, they're quite effective in the front-line, fighting almost as well as a dedicated Fighter or Barbarian for a while. While weaker than that of a Druid, their animal companion is nonetheless quite strong, allowing an archery-specialized Ranger to safely face its enemies from afar, or a melee-specialized Ranger to create flanking opportunities and diversify the damage.

Arguably, their biggest weakness is how spread their abilities are, as while they work well in a variety of situations, they are best when their specializations kick in. In essence, a Ranger is best when such things as their favored enemy and favored terrain bonuses apply and they can make complete use of their signature combat style (or when stealth, a strong combatant, and many traps are expected; essentially, a solo infiltration); yet, even if this does not apply, the Ranger still can collaborate in a variety of ways.

Abilities: A ranger is a melee combatant first and foremost, so you'll want Strength and/or Dexterity to be quite high; however, regardless of what combat style you choose, Dexterity will always be a strong choice. Constitution is also important, as you want a strong Fortitude save and the consequent amount of Hit Points. Wisdom is a minimal requirement: it helps your spellcasting and your Will saves, but no more than a 14 is necessary to take advantage of this class.

Races: Regardless of the baggage, elves make excellent rangers. They have a hit on Constitution, but also a strong Dexterity which helps. Half-orcs, oddly, make also excellent rangers, if they focus on the ability to grapple or use throwing weapons. Dwarves may seem a bit off, but what they actually lose is Charisma; they prefer to use axes, and deal with underground or mountain creatures, and most specifically against the enemies of their people. Amongst other savage humanoids, expect orcs, most large goblinoids such as hobgoblins and bugbears, and others as rangers. Usually, while the barbarian is the warrior of the savage lands, the ranger is the "rogue-type" of the savage lands.

Alignment: Any

Starting Gold: 6d4&times;10 gp (125 gp).

Starting Age: Moderate.

{| class="zebra d20" Hit Die: d8 ! rowspan="2" | Level ! rowspan="2" | Base Attack Bonus ! colspan="3" | Saving Throws ! rowspan="2" | Special ! colspan="5" | Spells per Day ! Fort || Ref || Will ! 0 || 1st || 2nd || 3rd || 4th Class Skills (Skill Points::6 + Int modifier per level, &times;4 at 1st level)
 * 1st||class="left" | +1 || +2 || +2 || +0
 * class="left" | Combat Style, Favored Enemy +2, Track, Wild Empathy
 * 2||—||—||—||—
 * 2nd||class="left" | +2 || +3 || +3 || +0
 * class="left" | Trapfinding
 * 3||—||—||—||—
 * 3rd||class="left" | +3 || +3 || +3 || +1
 * class="left" | Fast Movement
 * 3||0||—||—||—
 * 4th||class="left" | +4 || +4 || +4 || +1
 * class="left" | Animal Companion, Bonus Feat
 * 3||0||—||—||—
 * 5th||class="left" | +5 || +4 || +4 || +1
 * class="left" | Favored Enemy +4, Uncanny Dodge
 * 3||1||—||—||—
 * 6th||class="left" | +6/+1 || +5 || +5 || +2
 * class="left" | Improved Combat Style
 * 3||1||—||—||—
 * 7th||class="left" | +7/+2 || +5 || +5 || +2
 * class="left" | Swift Tracker, Woodland Stride
 * 4||1||0||—||—
 * 8th||class="left" | +8/+3 || +6 || +6 || +2
 * class="left" | Bonus Feat, Camouflage
 * 4||2||0||—||—
 * 9th||class="left" | +9/+4 || +6 || +6 || +3
 * class="left" | Evasion
 * 4||2||1||—||—
 * 10th||class="left" | +10/+5 || +7 || +7 || +3
 * class="left" | Favored Enemy +6, Favored Terrain +2
 * 4||2||1||—||—
 * 11th||class="left" | +11/+6/+1 || +7 || +7 || +3
 * class="left" | Combat Style Mastery, Improved Uncanny Dodge
 * 5||2||1||0||—
 * 12th||class="left" | +12/+7/+2 || +8 || +8 || +4
 * class="left" | Bonus Feat, Hide in Plain Sight
 * 5||3||2||1||—
 * 13th||class="left" | +13/+8/+3 || +8 || +8 || +4
 * class="left" | Trackless Step, Uncanny Tracker
 * 5||3||2||1||—
 * 14th||class="left" | +14/+9/+4 || +9 || +9 || +4
 * class="left" | Improved Evasion
 * 5||3||2||2||0
 * 15th||class="left" | +15/+10/+5 || +9 || +9 || +5
 * class="left" | Favored Enemy +8, Favored Terrain +4
 * 5||3||3||2||1
 * 16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5
 * class="left" | Bonus Feat, Combat Style Supremacy
 * 5||4||3||2||1
 * 17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5
 * class="left" | Survival Mastery
 * 5||4||3||3||2
 * 18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6
 * class="left" | Undetectable
 * 5||4||4||3||2
 * 19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6
 * class="left" |
 * 5||4||4||3||3
 * 20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6
 * class="left" | Bonus Feat, Favored Enemy +10, Favored Plane +2, Favored Terrain +6
 * 5||4||4||3||3
 * - class="noalt"
 * colspan="42" class="skill" |
 * class="left" | Bonus Feat, Combat Style Supremacy
 * 5||4||3||2||1
 * 17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5
 * class="left" | Survival Mastery
 * 5||4||3||3||2
 * 18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6
 * class="left" | Undetectable
 * 5||4||4||3||2
 * 19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6
 * class="left" |
 * 5||4||4||3||3
 * 20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6
 * class="left" | Bonus Feat, Favored Enemy +10, Favored Plane +2, Favored Terrain +6
 * 5||4||4||3||3
 * - class="noalt"
 * colspan="42" class="skill" |
 * class="left" | Bonus Feat, Favored Enemy +10, Favored Plane +2, Favored Terrain +6
 * 5||4||4||3||3
 * - class="noalt"
 * colspan="42" class="skill" |

Class Features
All of the following are class features of the Ranger.

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons plus the bolas and net, with light and medium armor, and with light shields.

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 + half the ranger's 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. A ranger prepares and casts spells the way a druid does, though he cannot lose a prepared spell to cast a Summon Nature's Ally spell in its place. A ranger may prepare and cast any spell on the druid spell list (see Player’s Handbook), with the following exceptions: a ranger may not prepare spells from the evocation or necromancy schools (with a few exceptions). A ranger, however, may prepare spells that are not available on the druid spell list and that are unique to him. A ranger may prepare and cast any spell on his spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Ranger Spells As mentioned before, a ranger may prepare and cast spells from the druid spell list, with a few exceptions. However, a ranger’s spell list differs from that of a druid by means of spells that a druid cannot normally prepare. As well, a ranger may prepare spells from the druid spell list with an effective spell level lower than the usual. The following spell list is a compilation of all the spells that rangers may cast alongside the druid spell list, as well as spells that are reduced from level. All of these spells are on the Player’s Handbook ranger spell list. For other sources than the Player’s Handbook, a ranger may cast spells from the druid spell list and the ranger spell list. If a spell is in both lists, the ranger prepares the spell at the lowest level by which the spell may be cast; for example, if a spell is 3rd level on the druid spell list but 2nd level in the ranger spell list, the ranger prepares the spell as a 2nd level spell. Restrictions on spells are also extended to these spell lists; a ranger may not cast spells of the evocation or necromancy school unless they are part of the ranger’s spell list. 0— message** 1st— alarm**, animal messenger-, animate rope**, cure light wounds-, delay poison-, magic weapon**, resist energy- 2nd— blur**, cure moderate wounds-, darkvision**, glitterdust**, invisibility**, snare-, speak with plants-, spike growth-, wind wall- 3rd— command plants-, cure serious wounds-, dispel magic-, flame arrow**, greater magic weapon**, repel vermin-, see invisibility**, water walk** 4th— animal growth-, commune with nature-, cure critical wounds-, greater invisibility**, haste**, nondetection**, slow**, tree stride- -: reduced from base druid spell level ** : added to Ranger spell list

The following spells are Druid spells inaccessible to the Ranger’s spell list, in addition to the restrictions in schools and spells that the ranger already has. The Dungeon Master may decide which spells from other sourcebooks may not apply, and may use this list as an aid to determine which spells are inaccessible. 1st— shillelagh 2nd— summon swarm 4th— giant vermin, reincarnate, scrying

When determining which spells to remove and which to apply from the druid spell list, a DM is well advised to retain spells that enhance mobility, grant animal features such as natural weapons, spells that enhance animal companions and spells that resemble or behave as spells from the druid spell list on the Player’s Handbook.

 : Rangers are hunters at heart. Whether the ranger learns his trade on the forest, the plain, the desert, or even the open sea, each learns similar tactics. They observe the dominant predators of nature, the tactics they use, and how their quarry adopts typical traits of the common prey. Rangers learn these tactics from the very source, refine them as the hunters have done in earlier times, and improve upon them as only a few are capable of. At 1st level, the ranger may choose from one of the following combat styles. Each combat style grants a set of benefits related to the weapons or tactics used:
 * Archery: A ranger that follows this combat style uses the humble bow and arrow, a common tool used by the earliest hunters. He gains Rapid Shot as a bonus feat even if he doesn’t meet the prerequisites.
 * Capture: A ranger that follows this combat style seeks not to kill, but to capture; some would say play with or humiliate their quarry. He gains Improved Grapple and Improved Trip as bonus feats, even if he doesn’t meet the prerequisites.
 * Throwing: A ranger that follows this combat style prefers using light throwing weapons, covering a close range but remaining useful within melee. He gains Point Blank Shot and Far Shot as bonus feats.
 * Two-Weapon Fighting: A ranger that follows this combat style uses a weapon in each hand, in order to face several enemies within range. He gains Two-Weapon Fighting as a bonus feat even if he doesn’t meet the prerequisites.

 : At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on attack rolls and weapon damage rolls against such creatures. 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 all favored enemies (including the one just selected) 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.

At 5th level, a ranger gains the ability to replace one of his favored enemies by another. To do so, the ranger must spend an entire week studying about and training on the battle techniques of the favored enemy to be chosen. Once chosen, the ranger chooses which of the favored enemies to replace. By accepting a voluntary penalty of -2 on the bonus, the exchange may be done after a day; the penalty vanishes after a week in which the ranger has exchanged his favored enemy bonus.



 : 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 Wisdom bonus 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.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rangers can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A ranger who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

 : A 3rd level ranger’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the ranger’s speed because of any load carried or armor worn. This method of fast movement stacks with other bonuses to speed (such as the enhancement bonus to speed gained by means of the haste spell)

The ranger may choose from the list of fighter bonus feats. A ranger is treated as a fighter of his class level minus four for purpose of feats that have a fighter bonus prerequisite.

 : At 4th level, a 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), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is equal to his ranger level -3. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is equal to his ranger level -3. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

 : At 5th level, a ranger retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a ranger already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

 : At 6th level, a ranger’s aptitude in his chosen combat style improves. The benefits of the ranger’s chosen improved combat style apply only when he wears armor no heavier than medium. He loses all benefits of his combat style when wearing heavy armor.
 * Archery: A ranger may attack in with any ranged weapon without provoking attacks of opportunity if he is in a threatened area. Furthermore, he deals extra damage with ranged attacks equal to his Dexterity modifier to all creatures except those immune to critical hits (unless the ranger treats the creature as a favored enemy; the extra damage is still negated if the creature has some sort of fortification)
 * Capture: A ranger is treated as one size larger for purposes of grappling or tripping opponents. Furthermore, he may use his Dexterity modifier or his Strength modifier for purposes of grappling or tripping, whichever is higher.
 * Throwing: The range increment of all thrown weapons used by the ranger increase by 30 feet. Furthermore, he may attack in with any ranged weapon without provoking attacks of opportunity if he is in a threatened area.
 * Two-Weapon Fighting: A ranger’s penalties when fighting with two weapons are reduced by 2, to a minimum of 0 penalty on the attack roll. Furthermore, he may use his Dexterity modifier or his Strength modifier for his attack and damage rolls, whichever is higher.

 : Beginning at 7th 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.

 : 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.

 : A ranger of 8th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

 : 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 armor no heavier than medium. A helpless ranger does not gain the benefit of evasion.

 : At 10th level, a ranger may select a type of terrain or environment from among those given on Table: Ranger Favored Terrains. Due to the ranger's experience in that terrain or environment, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. He also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the ranger has selected underground as a favored environment). Likewise, he gets a +2 bonus on attack rolls and weapon damage rolls against any creature native to the environment; this bonus to attack rolls and weapon damage rolls applies even if the creature is outside the chosen terrain or environment, but not when the creature currently remains within the terrain and isn’t native to the environment. At 15th level and again at 20th level, the ranger may select an additional favored terrain from those given on the table and gains an identical bonus on the appropriate skill checks in that environment, as well as attack rolls and weapon damage rolls against creatures native to the environment. In addition, at each such interval, the bonuses in all favored terrains (including the one just selected) increase by 2. If the ranger chooses desert or forest, he must also choose a climate type, as indicated on the table (either "cold" or "temperate or warm" for desert, or "cold or temperate" or "warm" for forest). If a creature native to the environment is also a favored enemy, the bonuses on skills, attack rolls and damage rolls stack.

At 15th level, a ranger gains the ability to replace one of his favored terrains by another. To do so, the ranger must spend an entire week studying about the favored terrain to be chosen. Once chosen, the ranger chooses which of his favored terrains to replace. By accepting a voluntary penalty of -2 on the bonus, the exchange may be done after a day; the penalty vanishes after a week in which the ranger has exchanged his favored terrain bonus.

 : At 11th level, a ranger’s aptitude in his chosen combat style improves again.
 * Archery: The ranger improves his aim when using multiple arrows or shooting with increased speed. He may ignore the penalties when using the Rapid Shot or Manyshot feats. If he uses the Improved Rapid Shot feat, he may make one extra attack when using a full attack action; this is added to the benefit of the Rapid Shot feat.
 * Capture: The ranger’s capture techniques seemingly blend; creatures facing the ranger often end up tangled and in the floor. If the ranger succeeds on grappling or tripping an opponent, the creature is treated as if entangled until the beginning of the ranger’s next turn (even if it escapes or rises from prone). If a creature is entangled by means of a weapon, spell or special ability, the ranger gains a free trip attempt against it. If the ranger fails the trip attempt with a weapon, the creature cannot initiate a trip maneuver against him.
 * Throwing: The ranger throws weapons with such skill that they return to its hand. If a weapon is thrown within its first ranged increment, the weapon returns to the ranger as a free action (as if it had the returning special quality), ready to be used again. Thus, a ranger may make full ranged attacks with the same weapon.
 * Two-Weapon Fighting: The ranger strikes with both of his weapons using a fluid motion. At any moment a ranger makes a melee attack against an opponent, he attacks with both of his weapons, but takes a -2 penalty on the attack roll. If the attack roll is successful, the creature takes damage from both of the weapons, plus 1-1/2 times his Strength modifier. This benefit applies to attacks of opportunity, extra attacks gained by spells or special abilities (such as the extra attack gained by the Improved Trip feat), but does not apply to full attacks (including full attacks as part of a charge by means of the pounce ability); instead, he gains the benefit of the Two-Weapon Fighting feat, as usual. Whenever the ranger attacks with his two weapons in this way, he is treated as if holding a weapon with two hands for purposes of feats and abilities (such as the Power Attack feat). If the ranger is capable of dealing precision damage (such as sneak attack, and including the ranger’s favored enemy bonus damage), it deals such damage as if using one weapon.

As before, the benefits of the ranger’s chosen style apply only when he wears armor no heavier than medium. He loses all benefits of his combat style mastery when wearing heavy armor.

 : At 11th level and higher, a ranger can no longer be flanked. This defense denies a rogue the ability to sneak attack the ranger by flanking him, unless the attacker has at least four more rogue levels than the target has ranger levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

 : While in any sort of natural terrain, a ranger of 12th level or higher can use the Hide skill even while being observed.

 : Starting at 13th level, a ranger leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

 : Starting at 13th level, a ranger may track a creature moving under the effect of a pass without trace spell, the trackless step class ability or a similar feature, though he takes a -20 penalty to Survival checks to do so.

 : At 14th level, a ranger’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.

 : At 16th level, a ranger’s aptitude in his chosen combat style reaches its maximum definition. As before, the benefits of the ranger’s chosen style apply only when he wears armor no heavier than medium. He loses all benefits of his combat style specialization when wearing heavy armor.
 * Archery: the ranger’s aim is improved, and swiftly compensates any missed shot. Per each attack in which the ranger succeeds on his attack roll, he gains a +2 insight bonus to attack rolls and damage rolls against the creature it targets; if he fails, he instead gains a +5 bonus. These bonuses are cumulative, and last until the end of the ranger’s next round. In the case of multiple attacks, a ranger applies the bonus based on each individual case; thus, a ranger that has successfully struck a target once does not get the bonus on other targets, and viceversa. If the ranger succeeds on all attacks during a round, it gains a +1 competence bonus on attack rolls for the remainder of the encounter; this bonus is also cumulative.
 * Capture: the opponent that can evade the ranger’s capture usually laments it. If the creature succeeds on a grapple check to prevent being grappled, or a trip check to prevent falling prone, the creature provokes an attack of opportunity. The ranger may do a single attack with his weapon, another grapple check, or another trip check if it so desires. Even if the ranger can make more than one attack of opportunity per round, the creature provokes an attack of opportunity through this way only once. If the creature attempts to escape through means of a teleportation ability, it also provokes an attack of opportunity that is resolved before the escape attempt; if successful, the creature must make a Concentration check (DC equal to 10 plus the amount of damage dealt by the ranger’s attack) or risk failing to teleport away.
 * Throwing: the ranger develops a rhythm with his thrown weapons, with a striking finish. Whenever the ranger succeeds on attacks with a thrown weapon, it gains a competence bonus on attack rolls for the next attack; this effect is cumulative and lasts until the ranger’s next turn. If the ranger succeeds on the attack roll with the lowest attack bonus, the weapon gets lodged upon the creature and deals damage equal to the weapon damage, plus the ranger’s Strength modifier, plus 1 extra point of damage per successful hit during that specific round; this damage is repeated each round unless the creature succeeds on a Strength check (DC equal to 10 + half the ranger’s class level + the ranger’s Strength or Dexterity modifier, whichever is higher).
 * Two-Weapon Fighting: the ranger’s attacks develop a unique rhythmic pattern, which cause specific effects depending on the weapons wielded in both hands. If the ranger uses a slashing weapon on each hand, each successful attack causes the opponent to bleed, causing 2 points of damage per successful strike each round; the effect is cumulative and can be removed with a DC 15 Heal check or any kind of natural or magical healing. If the ranger uses a bludgeoning weapon on each hand, it deals damage equal to his Strength or Dexterity modifier on a missed attack. If the ranger uses a piercing weapon in each hand, all attacks done with them ignore damage reduction as if they were silver, cold iron, or adamantine weapons.

 : At 17th level, a ranger becomes so skilled in the set of skills that he can use them reliably even in adverse conditions. When making a Hide, Listen, Move Silently, Spot or Survival skill check, he may take 10 even if stress and distractions would normally prevent him from doing so.

 : At 18th level, if a ranger succeeds on a Hide or Move Silently check to cloak his presence, he may not be detected by supernatural or magical means. Extraordinary means of sight, such as blindsense, blindsight or tremorsense still work on the subject, but not supernatural or spell-based versions of these abilities. This ability only applies whenever the ranger uses either Hide, Move Silently, or both; an invisible ranger is still detected by magical or supernatural means, but the creature must still succeed on a Spot or Listen check to detect the ranger.

 : At 20th level, a ranger may select one of the planes from among those given on Table: Ranger Favored Planes, in addition to the Material Plane. Due to the ranger's experience in those planes, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. He may make Knowledge (the planes) checks as if he had trained in the skill, and applies the skill bonus on checks dealing with his favored planes. Likewise, he gets a +2 bonus on attack rolls and weapon damage rolls against any creature native to the plane; this bonus to attack rolls and weapon damage rolls applies even if the creature is outside the chosen plane, but not when the creature currently remains within the terrain and isn’t native to the environment. Finally, the ranger is considered native to the plane and may not be banished or otherwise expelled from the plane. If a creature native to the plane is also a favored enemy, the bonuses on skills, attack rolls and damage rolls stack.

Natural Warrior
Rangers with any sort of natural weapon tend to learn a style of combat that enhances their use of said attacks. Usually, these rangers are from savage races, attuned closer to nature than those of more civilized races.

Level: 1st Replaces: Combat style, improved combat style, combat style mastery, combat style supremacy Prerequisite: Must have a natural weapon as part of their racial abilities. Unarmed strikes do not count as natural weapons for purposes of this class feature. Benefit: A ranger that chooses this alternate class chooses his primary natural weapon. All of the benefits of this class feature apply to this single natural weapon. At 1st level, a ranger gains Improved Natural Attack for his chosen natural weapon as a bonus feat. At 6th level, a ranger may his use his primary natural weapons for purposes of iterative attacks even if he may normally not use them. He may use this weapon as part of a full attack action. If the ranger has two attacks as his primary natural weapon (for example, two claws), he may use the Two-Weapon Fighting series of feats with these natural weapons. Finally, a ranger may treat his natural weapons as light, one-handed, or two-handed weapons for purposes of feats or special abilities, whichever is most beneficial. At 11th level, a ranger gains the ability to use special actions depending on his type of natural attack: If the ranger already has this ability, he is treated as one size larger for purposes of damage dice, bull rush, grapple and trip attempts. The increase in damage dice stacks with the Improved Natural Attack bonus feat. At 16th level, a ranger gains the pounce ability. He may make a full attack with all of his natural weapons as part of a charge attack. If the ranger already has the pounce ability as a racial feature, all of his secondary natural attacks (if available) gain the benefit of the Improved Natural Attack feat; if he gains the ability as means of a class feature or feat, he gains no further benefit.
 * Bite: a ranger that succeeds on a bite attack gains a free trip attempt. If the trip attempt fails, the ranger may not be tripped back.
 * Claw: the ranger gains a rake attack in addition to the claws. If the ranger succeeds on two of his claw attacks, he may rake the enemy. He deals damage equal to his original claw damage dice (not the damage dice acquired by means of his Improved Natural Attack bonus feat) plus 1-1/2 times his Strength bonus.
 * Hoof: although rare, the ranger that has this kind of natural weapon may make an attack with his hooves as part of an overrun attempt, as the benefit of the Trample feat.
 * Slam: the ranger gains a second slam attack in addition to his attacks with his slam attack, but at a -5 penalty.
 * ''Tail: the ranger may make a tail slam attack, as a dragon.
 * Tentacle: the ranger gains the improved grab and constrict special attacks. If he succeeds on an attack with a tentacle, he immediately may make a grapple attempt. If he successfully grapples the opponent, he automatically deals damage to the creature equal to his tentacle damage.

Trapsmith
Most rangers develop unique combat styles to deal with their quarry. You, however, draw closer to the humanoid hunters and rely on well-placed traps created with the purpose of portability.

Level: 1st Replaces: Combat style, improved combat style, combat style mastery, combat style supremacy Benefit: A ranger that chooses this alternate class feature becomes acquainted with traps. He becomes capable of creating several traps that can be placed at a whim, even in the midst of battle. At 1st level, a ranger gains the ability to place specially crafted traps as a full-round action. He may only place traps that he has specifically created for this purpose. A ranger may craft a trap for the explicit purpose of being placed in battle. To create such a trap, add +5 to the DC of the Craft (trapmaking) skill check and 50 gp per Challenge Rating of the trap. Only specific melee attack (razor wire, poison needle) or ranged attack traps that have location or touch triggers may be altered for such purpose (see Dungeon Master’s Guide, Traps section for more information); traps that depend on a specific location (such as bricks from ceiling or a wall blade) cannot be altered for this purpose. Altered traps are made to be portable and light (for example, a dart trap is usually no larger than a heavy crossbow), and easy to place in most areas (such as walls, tree trunks, or even at the floor). Usually, a trap’s weight is equal to the weight of the weapon expected to use plus the lowest CR in which the trap first appears. As a full-round action, a ranger may set up one of these special traps. The ranger may move as part of this full-round action up to his base land speed if necessary. The ranger places the portable trap and the location or touch trigger as part of this action, and the trigger need not be on the same location as the trap. The ranger may throw the trap’s trigger 10 feet away from his location as part of the action, as well. Once placed, the trap automatically begins to function as intended. The trap is visible to everyone, there is no need for a Search check to determine the location of the trap. However, the trigger is designed to be hardly notable; anyone searching for the trigger must make a Search check equal to the trap’s DC minus 5 (except the ranger, who automatically knows the location). If the ranger has ranks on Sleight of Hand, he may instead replace the Search check DC with the result of a Sleight of Hand skill check (if the result is higher than the trap’s Search DC minus 5). The trap will always activate upon the direction of the trigger. To disarm a specially crafted trap, the Disable Device skill check DC is equal to the original trap’s DC plus 5. Specially crafted traps work differently from normal traps. Traps that deal damage (such as dart traps or arrow traps) can be constructed to benefit from the ranger’s Strength or Dexterity bonus. A ranger may construct a trap designed to affect his favored enemies better; in that case, apply the bonus on attack and damage rolls to all of the ranger’s favored enemies (see Favored Enemy class feature, above). A poisoned trap can be created with a different kind of poison; use the original trap’s poison DC to determine the CR of the new trap, plus or minus 1 if applicable. At 6th level, the ranger creates custom “masterwork” traps with enhanced benefits. A portable trap created in this way costs an extra 300 gp to construct, and grants the trap a +1 enhancement bonus on attack rolls and a +5 bonus on the skill check DC for Search checks (thus neutralizing the penalty on the DC for searching the trap’s trigger). As well, you may treat your traps as weapons for purpose of spells that enhance weapons (such as greater magic weapon). At 11th level, you are capable of creating magic traps. You are treated as having the Craft Magic Arms and Armor feat for purposes of enchanting your traps (hence granting them an enhancement bonus and special abilities as if a weapon). To create a magic-enhanced trap, you must have already created a “masterwork” trap (as mentioned above) and spend gold and resources as a weapon with half the cost; thus, a +1 trap would cost half of 1,500 gp in gold and 1/25th the gp cost on experience points, as well as the cost to create a “masterwork” version of the portable trap (trap cost + 50 gp per CR + 300 gp). As well, you may create portable magic device or spell traps. To create one of these traps, add 100 gp per CR of the trap. Magic device traps are usually less cumbersome and lighter than portable mechanical traps, and are usually designed never to affect the ranger. The ranger must be capable of casting the spell or have someone to cast the spell for him, as usual (but see below). At 16th level, a ranger may make a special Use Magic Device check to emulate a spell for purposes of creating magic device traps and spell traps for which the ranger doesn’t know the spell. Treat as if activating a scroll, except the skill check DC is equal to 15 + the spell’s level + the caster level indicated on the trap. You must make a separate Use Magic Device check to emulate an ability score if you don’t know the spell (unless you already have a high enough ability score so that it would allow you to cast the spell had you known it); the result of this check (or your ability score modifier, if applies) determines the save DC of the magic trap. Finally, you gain Sleight of Hand and Use Magic Device as class skills.

Epic Ranger
Favored Enemy: At 25th level, and every five levels afterwards, the epic ranger may select a new favored enemy from the list, and the bonus against all favored enemies increases by 2.

Favored Terrain: At 25th level, and every five levels afterwards, the epic ranger may select a new favored terrain from the list, and the bonus regarding all favored terrains increases by 2.

Favored Plane: At 25th level, and every five levels afterwards, the epic ranger may select a new favored plane from the list, and the bonus regarding all favored planes increases by 2.



Epic Ranger Bonus Feat List: Bane of Enemies, Blinding Speed, Combat Archery, Death of Enemies, Distant Shot, Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Epic Weapon Focus, Fast Healing, Improved Combat Casting, Improved Favored Enemy, Improved Manyshot, Improved Spell Capacity, Legendary Climber, Legendary Rider, Legendary Tracker, Perfect Health, Perfect Two-Weapon Fighting, Permanent Emanation, Spontaneous Spell, Storm of Throws, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy.

Elf Ranger Starting Package
Weapons: Longsword (1d8, crit 19-20/x2 4 lb., one-handed, slashing); longbow (1d10, crit 20/x3, 3 lbs, two-handed, piercing).

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Feat: Point-Blank Shot.

Combat Style: Archery.

Gear: Studded leather armor (+3 AC, armor check penalty -1, speed 30 ft., 20 lb.), 100 arrows, backpack with waterskin, belt pouch, bedroll, flint & steel, 50 ft. of hempen rope, 2 sunrods, 6 days of trail rations, spell component pouch, sprig of mistletoe.

Gold: 6d4 gp.