Codex Ranger (3.5e Class)

Summary::A variant of the ranger class with a little more bite. Minimum Level::1 Class Ability::Prepared Divine Spellcasting Class Ability Progression::Minor

Ranger
This is a remake of the ranger class using many element from the pathfinder's own ranger as well as other source of inspiration. A codex ranger is extremely capable in combat while also being versatile, they however fill the same niche as the original ranger; being very very good at killing specific things.

Making a Ranger
Abilities: Ranger need good constitution, dexterity, wisdom and cannot really afford to be neglectful of strength and intelligence. As a result they are pretty MAD but you probably have a homefix for that.

Races: Any race may become a ranger, but race with high dexterity and wisdom tend to go for ranger more than other.

Alignment: Any

Starting Gold: As base ranger.

Starting Age: Moderate

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, and with light armor and shields (except tower shields).

 : At 1st level, a ranger selects a creature type from the ranger favored enemies table. She gains a +2 bonus on Bluff, Knowledge, Listen, Sense Motive, Spot, and Survival checks against creatures of her selected type. Likewise, she gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

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.



 (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 her ranger level and her Charisma 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.

The ranger's expertise manifests in the form of bonus feats at 2nd, 3rd, 6th, 10th, 14th, and 18th level. She can choose feats from her selected combat style, even if she does not have the normal prerequisites.

If the ranger selects archery, she can choose from the following list whenever she gains a combat style feat: Rapid Shot, Point Blank Shot, Precise Shot, Enlarged Mounted Archery, Improved Mounted Archery, manyshot. At 10th level and above she may also select from the following feats: combat archery-CE, Distracting Barrage, Improved Precise Shot, Shot on the Run

If the ranger selects two-weapon fighting, she can choose from the following list whenever she gains a combat style feat: Improved Shield Bash, Quick Draw, Improved Initiative, Two-Weapon Defense and Two-Weapon Fighting. At 10th level and above she may also select from the following feats: Axe Mastery, Improved Feint and Two-Weapon Rend-CE

 : At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and knowledge (geography), spot, listen, move silently, hide and survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). Additionally selecting a particular terrain also grant a specialized bonus, the bonus may be used even outside the range'er favorite 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.

If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

If you already have endurance you gain another bonus feat you meet the prerequisites for instead.

 (Ex): 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 are also available: crocodile, porpoise, medium shark, and squid. This animal is a loyal companion that accompanies the ranger on her adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, the ranger’s effective druid level is equal to his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can. Like a druid, a ranger cannot select an alternative animal if the choice would reduce her effective druid level below 1st.

A ranger must choose and prepare her 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. Her base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if she has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, she gains only the bonus spells he would be entitled to based on her Wisdom score for that spell level.

A ranger prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that she 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 equal to her ranger class level -3.

The ranger gain a +2 bonus on hide, listen, spot and move silently when used against her quarry. If the quarry is one of the ranger's favorite enemy it also take 1d4 extra damage per favored enemy point (the bonus to attack and damage granted by favored enemy against the quarry's type) with all successful attack granted by base attack bonus. Her quarry is also under the constant status effect until slain or abandoned or if the quarry, the quarry is allowed a will save to negate the status when initially selected as quarry. If a creature spend at least 1 minute out of the ranger's line of sight it cease to be a quarry and is effectively lost. A ranger may not select another quarry until her current quarry is dead, lost, unconscious or she abandoned it as a standard action.

At 11th the ranger also gain the benefit of the darksstalker feat against her quarry, additionally she can deal precision damage at any ranger against her quarried enemy.

At 19th level any attacks made against the quarry is a critical threat.

The ranger's expertise manifests in the form of bonus feats at 5th, 9th, 13th, and 17th level. She can choose feats from her selected secondary combat style, even if she does not have the normal prerequisites.

If the ranger selects brawler, she can choose from the following list whenever she gains a combat style feat: pugilist, keen strike-CE, special combo, improved grapple, snap kick, weapon finesse, weapon focus (unarmed strike).

If the ranger selects spear fighter, she can choose from the following list whenever she gains a combat style feat: shield and spear style, impale, improved trip, weapon finesse, weapon focus (any spear).

She may use survival instead of any craft check to build traps while in her favorite terrain. Additionally she receive the craft magic arms and armor feat as a bonus, counting her caster level as if it was equal to her ranger level.



 (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.

 (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.

 (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.

 (Ex): A ranger of 12th level or higher can use the hide skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.



 (Ex): While in any of his favored terrains, a ranger of 17th level or higher can use the hide skill even while being observed.

If the save succeed the creature is simply sickened for 3 round and is immune to the effect of dread hunter for an hour.