User:Firestorms0/CLASSIFIED INFORMATION

Summary:: ] [[Length::20 levels Minimum Level:: 1 Base Attack Bonus Progression:: Fortitude Save Progression:: Reflex Save Progression:: Will Save Progression:: Class Ability:: Class Ability Progression::

Allowed Alignments::Lawful Good Allowed Alignments::Lawful Neutral Allowed Alignments::Lawful Evil Allowed Alignments::Neutral Good Allowed Alignments::Neutral Allowed Alignments::Neutral Evil Allowed Alignments::Chaotic Good Allowed Alignments::Chaotic Neutral Allowed Alignments::Chaotic Evil

Making a Ranger
Rangers are best at long ranged fighting, though they can be formidable opponents in close range combat as well. They work well with most other classes, especially stealthy ones like themselves, such as Rouges, Scouts, and Ninjas.

Abilities: Dexterity is the most important statistic for Rangers, as it helps with their archery and their most important skills. Wisdom is another important statistic as it helps with Listening and Spotting their adversaries.

Races: Any race can have rangers, although they are predominately Human, Elan, or Vasharan.

Alignment: Rangers can be of any alignment.

Starting Gold: 1d6&times;10 gp

Starting Age: As Fighter

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

Weapon and Armor Proficiency: Rangers are proficient with all Simple and Martial weapons, as well as proficient with Light armor.



The Ranger’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Ranger flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Ranger levels thereafter. Should the Ranger score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a Ranger can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A Ranger can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Ranger must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Ranger cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.



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 her party) without disarming it.

, Horse: A Ranger's animal companion is like those of a regular Ranger or Druid, but is more specialized to cover for the non-existent selection.

A Ranger's horse can be a SRD:Light Horse, SRD:Heavy Horse, SRD:Light Warhorse, or a SRD:Heavy Warhorse.

 At 2nd level, a Ranger retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.





Human Ranger Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.