Open main menu

Dungeons and Dragons Wiki β

Changes

Ranger, Tome (3.5e Class)

2,154 bytes removed, 02:50, 4 April 2019
Undo revision 305776 by 73.14.128.126 (talk)
:''This article is about the Tome Ranger. You may be looking for the [[SRD:Ranger]].''
{{author
|author_name=ThunderGod Cid
|editing=Post suggestions on talk page.
|balance=Wizard
|rating=1
|raters=MisterSinister
}}
<div class="blank">
</div>
[[File:In the Cave Drizzt DoUrden by CG Warrior.jpg|thumb|right|300px|You were expecting [[Canon:Drizzt Do'Urden|someone else]]?]]
==Ranger==
{{quote|''Knowing the routines and movements of your prey tips the balance of a hunt. Fire at the wrong moment and your chance will be forever lost. Patience...''}}
No one should ever play a normal the standard [[SRD:Ranger|ranger]] when they can play a [[SRD:Druid|druid]] instead. A real ranger is a peerless hunter and , a legitimate threat in multiple forms of combat, someone and not always necessarily devoted to the protection of nature. It's easy to imagine an evil ranger that would use his connection with nature simply to further his own ends, or perhaps even lack lacks any such connection at all beyond the fact that he fights better in a natural setting than elsewhere.
===Making a Ranger===
{{sidebar|Tome of Prowess|This class is designed to be compatible with the [[Tome of Prowess (3.5e Sourcebook)|Tome of Prowess]] rules. Any class abilities that have different rules under Tome of Prowess will be marked by a '''ToP:''' label.}}A ranger places more emphasis on mobility than a [[Fighter, Tome (3.5e Class)|fighter]] or [[Barbarian, Tome (3.5e Class)|barbarian]], since he lacks the action interruption abilities of the former or the universally applicable raw attack strength of the latter. That said, he is still a very capable and adaptable combatant boasting large amounts of utility, and can compensate for any weaknesses with a spell list focused on buffs for himself or his party members.
As the ranger gains levels, he becomes much better at killing creatures of certain types. And thanks to the psychological phenomena of generalization, he is able to utilize this knowledge to combat enemies with traits and abilities similar to his favored enemy.
'''Abilities:''' Even though it is a martial class, a ranger has relatively low Hit Dice; as such, [[SRD:Strength|Strength]], Dexterity , and Constitution all help to ensure his a ranger's combat efficacy. Aside from those three, Wisdom is the ranger's most important stat, as it governs his spellcasting, the effectiveness of the favored enemy class feature, and his ability to track enemies.
'''Races:''' Rangers can come from any race.
'''Alignment:''' Any.
'''Starting Gold:''' 1d6&times;10 1d6×10 gp (25 gp).
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.
{| class="zebra d20" width="100%"
|+
<div>{{Anchor|Table: The Ranger}}</div>
[[SRD:Hit Dice|Hit Die]]: d8d10
|-
! rowspan="2" | Level
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
! rowspan="2" | Special
! colspan="10" | [[#Spells|Spells per Day]]|-
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup>|-
|1st|| class="left" | +1 || +2 || +2 || +0
| class="left" | [[#Animal Companion|Animal Companion]], [[#Combat Style|Combat Style]], [[#Tracker|Tracker]]
|2||—||—||—||—||—||—|-
|2nd|| class="left" | +2 || +3 || +3 || +0
| class="left" | [[#Favored Enemy|Favored Enemy (Minor)]], [[#Nature Walk|Nature Walk]]
|3||0||—||—||—||—||—|-
|3rd|| class="left" | +3 || +3 || +3 || +1
| class="left" | [[#Natural Predator|Natural Predator]], [[#Thrill of the Hunt|Thrill of the Hunt]] |3||1||—||—||—||—||—|-
|4th||class="left" | +4 || +4 || +4 || +1
| class="left" | [[#Animal Companion|Beastmaster]], [[#Favored Enemy|Favored Enemy]]
|3||2||0||—||—||—||—|-
|5th||class="left" | +5 || +4 || +4 || +1
| class="left" | [[#Camouflage|Camouflage]], [[#Swift Tracking|Swift Tracking]]
|3||3||1||—||—||—||—|-
|6th||class="left" | +6/+1 || +5 || +5 || +2
| class="left" | [[#Combat Style|Combat Style]], [[#Favored Enemy|Favored Enemy]]
|3||3||2||—||—||—||—|-
|7th||class="left" | +7/+2 || +5 || +5 || +2
| class="left" | [[#Skirmisher|Skirmisher]]
|3||3||2||0||—||—||—|-
|8th||class="left" | +8/+3 || +6 || +6 || +2
| class="left" | [[#Favored Enemy|Favored Enemy (Advanced)]]
|3||3||3||1||—||—||—|-
|9th||class="left" | +9/+4 || +6 || +6 || +3
| class="left" | [[#Fast Casting|Fast Casting]] (0 and 1st), [[#Ghillie in the Mist|Ghillie in the Mist]]|3||3||3||2||—||—||—|-
|10th||class="left" | +10/+5 || +7 || +7 || +3
| class="left" | [[#Favored Enemy|Favored Enemy]]
|3||3||3||2||0||—||—|-
|11th||class="left" | +11/+6/+6 || +7 || +7 || +3
| class="left" | [[#Combat Style|Combat Style]], [[#Fast Casting|Fast Casting]] (2nd)|3||3||3||3||1||—||—|-
|12th||class="left" | +12/+7/+7 || +8 || +8 || +4
| class="left" | [[#Favored Enemy|Favored Enemy]]
|3||3||3||3||2||—||—|-
|13th||class="left" | +13/+8/+8 || +8 || +8 || +4
| class="left" | [[#Fast CastingCombat Roll|Fast CastingCombat Roll]] (3rd)|3||3||3||3||2||0||—|-
|14th||class="left" | +14/+9/+9 || +9 || +9 || +4
| class="left" | [[#Favored Enemy|Favored Enemy (Major)]]
|4||3||3||3||3||1||—|-
|15th||class="left" | +15/+10/+10 || +9 || +9 || +5
| class="left" | [[#Bloodhound|Bloodhound]], [[#Fast Casting|Fast Casting]] (4th)|4||4||3||3||3||2||—|-
|16th||class="left" | +16/+11/+11/+11 || +10 || +10 || +5
| class="left" | [[#Favored Enemy|Favored Enemy]]
|4||4||4||3||3||2||0|-
|17th||class="left" | +17/+12/+12/+12 || +10 || +10 || +5
| class="left" | [[#Fast Casting|Fast Casting]] (5th), [[#Ghillie in the Mist|Forest Specter]]|4||4||4||4||3||3||1|-
|18th||class="left" | +18/+13/+13/+13 || +11 || +11 || +6
| class="left" | [[#Favored Enemy|Favored Enemy]]
|4||4||4||4||4||3||2|-
|19th||class="left" | +19/+14/+14/+14 || +11 || +11 || +6
| class="left" | [[#Fast Casting|Fast Casting]] (6th), [[#Survival of the Fittest|Survival of the Fittest]] |4||4||4||4||4||4||3|-
|20th||class="left" | +20/+15/+15/+15 || +12 || +12 || +6
| class="left" | [[#Favored Enemy|Favored Enemy]]
|4||4||4||4||4||4||4
|- class="noalt"
| colspan="42" class="skill" |
'''[[SRD:Class|Class]] Skills ([[Skill Points::6]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 ×4 at 1st level)'''<br/>
{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[SRD:Dexterity|Dex]]),
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),
{{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[SRD:Dexterity|Dex]])
{{Property Link|Skill|SRD:Use Rope Skill|Use Rope}} ([[SRD:Dexterity|Dex]]).
|- class="noalt"
| colspan="42" class="skill" |
'''Class Skills, [[Tome of Prowess (3.5e Sourcebook)|Tome of Prowess]] Variant (6 per level, ×4 at 1st level)'''<br/>
{{ToP Skills|Accrobatics, Athletics, Creature Handling, Cultures, Dowsing, Endurance, Geomancy, Healing, Perception, Stealth, Survival}}
|}
'''Weapon and Armor Proficiency:''' A ranger is automatically proficient with all simple and martial weapons, light and medium armor, and shields.
'''{{Anchor|Spells}}:''' Like a [[SRD:Druid|druid]], a ranger casts divine spells, which are drawn from the ranger spell list (see below). He also gains bonus spells per day based on his [[SRD:Wisdom|Wisdom]] score, and prepares his spells in the same manner as a [[SRD:Cleric|cleric]] does. Most of his spells are to aid him in augmenting his already formidable combat abilities or cause detriment to opponents, not as a form of attack. That said, his spells are more limited in number and power than a druid’s. 0&mdash; ''[[SRD:Cure Light Wounds|cure light wounds]]'', ''[[SRD:Detect Magic|detect magic]]'', ''[[SRD:Detect Poison|detect poison]]'', ''[[SRD:Detect Snares and Pits|detect snares and pits]]'', ''[[SRD:Flare|flare]]'', ''[[SRD:Know Direction|know direction]]'', ''[[SRD:Light|light]]'', ''[[SRD:Snare|snare]]'', ''[[SRD:Speak with Animals|speak with animals]]'', ''[[SRD:Speak with Plants|speak with plants]]'' 1st&mdash; ''[[SRD:Barkskin|barkskin]]'', ''[[SRD:Calm Animals|calm animals]]'', ''[[SRD:Charm Animal|charm animal]]'', ''[[SRD:Cure Moderate Wounds|cure moderate wounds]]'', ''[[SRD:Daylight|daylight]]'', ''[[SRD:Delay Poison|delay poison]]'', ''[[SRD:Endure Elements|endure elements]]'', ''[[SRD:Greater Dispel Magic|greater dispel magic]]'', ''[[SRD:Greater Magic Fang|greater magic fang]]'', ''[[SRD:Longstrider|longstrider]]'', ''[[SRD:Obscuring Mist|obscuring mist]]'', ''[[SRD:Pass without Trace|pass without trace]]'', ''[[SRD:Tree Shape|tree shape]]'' 2nd&mdash; ''[[SRD:Animal Trance|animal trance]]'', ''[[SRD:Bear's Endurance|bear’s endurance]]'', ''[[SRD:Bull's Strength|bull’s strength]]'', ''[[SRD:Cat's Grace|cat’s grace]]'', ''[[SRD:Cure Serious Wounds|cure serious wounds]]'', ''[[SRD:Entangle|entangle]]'', ''[[SRD:Faerie Fire|faerie fire]]'', ''[[SRD:Fog Cloud|fog cloud]]'', ''[[SRD:Mass Cure Light Wounds|mass cure light wounds]]'', ''[[SRD:Nondetection|nondetection]]'', ''[[SRD:Owl's Wisdom|owl’s wisdom]]'', ''[[SRD:Resist Energy|resist energy]]'', ''[[SRD:Lesser Restoration|lesser restoration]]'', ''[[SRD:Rusting Grasp|rusting grasp]]'', ''[[SRD:Spider Climb|spider climb]]'', ''[[SRD:Spike Growth|spike growth]]'' 3rd&mdash; ''[[SRD:Air Walk|air walk]]'', ''[[SRD:Cure Critical Wounds|cure critical wounds]]'', ''[[SRD:Mass Cure Moderate Wounds|mass cure moderate wounds]]'', ''[[SRD:Protection from Energy|protection from energy]]'', ''[[SRD:Spike Stones|spike stones]]'', ''[[SRD:Stone Tell|stone tell]]'', ''[[SRD:Water Breathing|water breathing]]'', ''[[SRD:Wind Wall|wind wall]]'' 4th&mdash; ''[[SRD:Freedom of Movement|freedom of movement]]'', ''[[SRD:Giant Vermin|giant vermin]]'', ''[[SRD:Heal|heal]]'', ''[[SRD:Mass Bear's Endurance|mass bear’s endurance]]'', ''[[SRD:Mass Bull's Strength|mass bull’s strength]]'', ''[[SRD:Mass Cat's Grace|mass cat’s grace]]'', ''[[SRD:Mass Cure Serious Wounds|mass cure serious wounds]]'', ''[[SRD:Mass Owl's Wisdom|mass owl's wisdom]]'', [[SRD:Solid Fog|solid fog]]'', ''[[SRD:Wall of Thorns|wall of thorns]]'', ''[[SRD:Wall of Stone|wall of stone]]''  5th&mdash; ''[[SRD:Animal Growth|animal growth]]'', ''[[SRD:Commune with Nature|commune with nature]]'', ''[[SRD:Control Winds|control winds]]'', ''[[SRD:Control Weather|control weather]]'', ''[[Bear's Endurance, Greater (3.5e Spell)|greater bear's endurance]]'', ''[[Cat's Grace, Greater (3.5e Spell)|greater cat's grace]]'', ''[[Eagle's Splendor, Greater (3.5e Spell)|greater eagle's splendor]]'', ''[[SRD:Mass Cure Critical Wounds|mass cure critical wounds]]'', ''[[SRD:Stoneskin|stoneskin]]'', ''[[SRD:Transport via Plants|transport via plants]]'', ''[[SRD:Tree Stride|tree stride]]'' 6th&mdash; ''[[SRD:Antilife Shell|antilife shell]]'', ''[[SRD:Etherealness (Spell)|etherealness]]'', ''[[SRD:Mass Heal|mass heal]]'', ''[[SRD:Refuge|refuge]]'', ''[[SRD:Reverse Gravity|reverse gravity]]'' '''{{Anchor|Animal Companion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A ranger starts play with an animal companion, which may be any [[SRD:Animal Type|animal]] that normally has a [[SRD:Challenge Rating (Creature Statistic)|Challenge Rating]] equal to his character level -2. Templates may be added on to the creature so long as its CR remains at the appropriate level and so long as they don't make the companion an invalid type; templates added should be policed at the discretion of the DM. At first level, the ranger may have an animal companion with a CR equal to his own (such as a [[SRD:Wolf|wolf]]), but such a companion cannot be advanced until 4th level.
Should the ranger ever lose a companion (either by death or voluntary release from service), another one automatically comes to his side after 24 hours if he so desires.
Once he reaches 4th level, the ranger may have a [[SRD:Magical Beast|magical beast]] as his companion, but it also must meet the normal CR requirement.
'''{{Anchor|Combat Style}}:''' A ranger selects creates his own combat style to pursue at 1st level, and keeps adding on to this style as he gains experience. At 1st, 6th, and 11th level, he gains a [[Tome Combat Feats|Combat]] feat of his choosing as a bonus feat from the following list: [[Combat School (3.5e Feat)|Combat School]], [[Feint Attack (3.5e Feat)|Feint Attack]], [[Horde Breaker (3.5e Feat)|Horde Breaker]], [[Hunter (3.5e Feat)|Hunter]], [[Insightful Strike (3.5e Feat)|Insightful Strike]], [[Monkey Grip (3.5e Feat)|Monkey Grip]], [[Point Blank Shot (3.5e Feat)|Point Blank Shot]], [[Rapid Fire (3.5e Feat)|Rapid Fire]], [[Saddleborn Warrior (3.5e Feat)|Saddleborn Warrior]], [[Shieldbearer (3.5e Feat)|Shieldbearer]], [[Sniper (3.5e Feat)|Sniper]], [[Subtle Cut (3.5e Feat)|Subtle Cut]], [[Two-Weapon Fighting (3.5e Feat)|Two-Weapon Fighting]], [[Weapon Finesse (3.5e Feat)|Weapon Finesse]], [[Whirlwind (3.5e Feat)|Whirlwind]], [[Zen Archery (3.5e Feat)|Zen Archery]].
This list is not necessarily intended to be exclusive and may be expanded at the discretion of the DM.
'''{{Anchor|Tracker}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A ranger is possessed of possesses an extraordinarily keen sense of smell, and is able to detect creatures by [[SRD:Scent|scent]] out to a distance of 10 feet per class level (this allows the distance of the ranger’s scent ability can to exceed the norm of 30 feet, but otherwise follows all normal rules). In addition, the ranger also gains [[Track (3.5e Feat)|Track]] as a bonus feat at first level. :'''ToP:''' The ranger instead gains the [[Tracker (3.5e Feat)|Tracker]] feat instead of Track.
'''{{Anchor|Favored Enemy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A ranger trains himself vigorously in the destruction of certain types of foes, hereafter referred to as favored enemies. At every even-numbered level, he may choose a favored enemy from the list below, adding another type of creature to his list of favored enemies and granting benefits based on both his class level and the type of enemy selected. Despite the implications of the name, the benefits of choosing a favored enemy are not only applicable to that type of foe; instead, his experience fighting certain opponents aids the ranger in fighting other creatures with similar attributes. Favored enemy benefits are divided into three categories: minor (accessible starting at level 2), advanced (level 8), and major (level 14). Once a new tier of benefits are unlocked, they are gained for every favored enemy the ranger has previously chosen and every one he selects afterwards.
A ranger gains certain benefits that apply regardless of what favored enemy he chooses. He automatically has [[Races of War (3.5e Sourcebook)/Advanced Combat#Base Attack Bonus and Combat Maneuvers|the Edge]] against any favored enemy even if their base attack bonus exceeds his own. In addition, he gains a +2 bonus to attack rolls and a damage on all attacks (not spellsmelee or ranged) against any creature that is designated as a favored enemy. In addition, all attacks from BAB (excluding attacks gained through hasting effects or Two-Weapon Fighting) gain a +1d6 bonus to damage rolls. This damage bonus increases by another d6 for each additional favored enemy the ranger possesses after the first. These bonus damage dice are not multiplied on a critical hit. They also should not be confused with Sneak Attack dice, and do not count as such for any prerequisites or abilities.
Finally, a ranger is well-versed in the tracks and , habits as well as the language of his favored enemies, gaining a competence bonus to [[SRD:Survival Skill|Survival]] checks made to track such creatures equal to one half his character level. :'''ToP:''' The ranger gains a +3 competence bonus to [[Tome of Prowess (3.5e Sourcebook)/Survival|Survival]] checks made to track favored enemies instead of the normal bonus.
'''{{Anchor|Nature Walk}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 2nd level ranger no longer incurs penalties for moving over difficult terrain, and may track a target regardless of any means they may use to cover their tracks (including a ''[[SRD:Pass without Trace|pass without trace]]'' spell) as if they were moving normally.
'''{{Anchor|Thrill of the Hunt}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A great ranger will not rest until their quarry is caught. A ranger who is tracking does not need to eat or sleep as long as they continue making the Survival check necessary to keep the trail. They also do not suffer from the effects of [[SRD:Fatigued|fatigue]] or [[SRD:exhausted|exhaustion]] , no matter how long they move, even when running, so long as they are still tracking. If the trail is broken or if the ranger catches his prey, the ranger takes no immediate ill effects, but must wait a period of 1 hour before he may regain the effects of this ability. He may track in the meantime, but does not receive these benefits. This ability is also conferred upon the ranger’s animal companion, but not any party members or other comrades.
In order to gain the benefits of this ability, the ranger must be actively tracking a target via Survival checks or other normal tracking mechanics (whatever is applicable). Simply declaring that he is hunting them does not suffice.
'''{{Anchor|Natural Predator}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 3rd level ranger is extremely good at killing things, even those that aren’t counted among his normal favored enemies. By taking a [[SRD:Move Actions|move action]] to make a Survival check (with a DC of 15 + the Challenge Rating of the creature), he can identify a single opponent that he can somehow sense, he may gain . Doing this allows him to treat that foe as a favored enemy and gain the associated attack and damage bonuses against against that target it, even if they are it is not counted amongst his favored enemies. Use of this ability does not actually increase the number of favored enemies the ranger possesses , and as such does not grant him another bonus damage die, the bonus bonuses to Survival checks, or the unique benefits accorded to favored enemies of that type. This ability is useable at will and lasts for 1 round per two class levels of the ranger. :'''ToP:''' Instead of a normal Survival check, the check is made with whatever relevant identification skill the Tome of Prowess dictates for the creature type of the opponent in question (one of [[Tome of Prowess (3.5e Sourcebook)/Arcana|Arcana]], [[Tome of Prowess (3.5e Sourcebook)/Geomancy|Geomancy]], [[Tome of Prowess (3.5e Sourcebook)/Survival|Survival]], or [[Tome of Prowess (3.5e Sourcebook)/Thaumaturgy|Thaumaturgy]]). '''{{Anchor|Camouflage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 5th level, a ranger can use the [[SRD:Hide Skill|Hide]] skill in any sort of natural terrain, even if he does not have [[SRD:Cover|cover]] or [[SRD:Concealment|concealment]]. So long as he is in natural terrain, he may Hide even when observed. In addition, if he stays still for an entire round (not moving or performing any actions), the ranger becomes [[SRD:Invisibility|invisible]] (with all normal limitations of the [[SRD:Invisibility (Spell)|spell]]) until the end of his next turn.
:'''{{Anchor|Camouflage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])ToP:''' Starting at 5th level, a ranger can use Due to different rules for the [[SRD:Hide SkillTome of Prowess (3.5e Sourcebook)/Perception|HidePerception]] skill in any sort of natural terrain even if he does not have [[SRD:Cover|cover]] or [[SRD:Concealment|concealment]]. So long as he is in natural terrain, he may Hide even when observed. In addition, if he stays still for an entire round (not moving or performing any actions), the a camouflaged ranger instead only becomes [[SRD:Invisibility|invisible]] (with all normal limitations of the [[SRD:Invisibility (Spell)|spell]]) until the end his next turnundetectable by sight.
'''{{Anchor|Swift Tracking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 5th level ranger no longer incurs penalties to [[SRD:Survival Skill|Survival]] checks for tracking creatures at greater speeds.
:'''{{Anchor|Skirmisher}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])ToP:''' By 7th levelWhen tracking, a ranger is superbly mobile and fleet of foot in combatyou may more twice as fast as the indicated result, allowing him to though you may not move 5 feet as a [[SRD:Free Actions|free action]] immediately after making an attack roll. This does not count as his 5faster than flat-foot step for his turn, but provokes [[SRD:Attacks of Opportunity|attacks of opportunity]] normally. If he wishes to use this ability out of turn (such as after making an attack of opportunity), it counts as an [[SRD:Immediate Actions|immediate action]].
'''{{Anchor|Fast CastingSkirmisher}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 9th By 7th level, the a ranger can cast any ranger orison or 1st-level ranger spell is superbly mobile and fleet of foot in combat, allowing him to move 5 feet as a swift [[SRD:Free Actions|free action]] immediately after making an attack roll. This does not count as his 5-foot step for his turn, as if he had applied the but provokes [[SRD:Quicken SpellAttacks of Opportunity|Quicken Spellattacks of opportunity]] metamagic feat normally. This extra movement can only be applied to itattacks gained from BAB. Should If he add additional metamagic wishes to the spelluse this ability out of turn (such as after making an attack of opportunity), its casting time is never increased beyond a swift action. Every two levels thereafter, the level of spells he can cast it counts as a swift an [[SRD:Immediate Actions|immediate action increases by one (to 2nd level at 11th, 3rd level at 13th, and so on)]].
'''{{Anchor|Ghillie in the Mist}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 9th level ranger is able to blend in almost perfectly with his surroundings. So long as he is in natural terrain, he gains 20% [[SRD:Concealment|concealment]]. At level 17, this improves to 50% concealment. Because it is not magical in nature and stems purely from the ranger's ability to melt into the wilderness, this concealment cannot be penetrated by ''[[SRD:True Seeing|true seeing]]'' spell or a similar effect.
In addition, a 17th level ranger is seamlessly able to blend in to any surroundings. All abilities that depend on him being in natural terrain may now be used anywhere.
'''{{Anchor|BloodhoundCombat Roll}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A At 13th level, the ranger of 15th level or higher who picks may move up to 10 feet after a trail when tracking gains successful attack instead of the effects of a ''normal 5 feet allowed by [[SRD:Find the Path#Skirmisher|find the pathSkirmisher]]'' spell (with the tracked creature accessible as the target destination). As a result, the target destination moves as the creature does. The ranger may He also receive no longer provokes attacks of opportunity for this effect if he possesses a sample from the target with which to trace their scent. This ability cannot be fooled by any meansextra movement.
'''{{Anchor|Bloodhound}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A ranger of 15th level or higher who picks up a trail when tracking gains the effects of a ''[[SRD:Find the Path|find the path]]'' spell (with the tracked creature accessible as the target destination). As a result, the target destination moves as the creature does. The ranger may also receive this effect if he possesses a sample from the target with which to trace their scent. This ability is a location divination effect with a caster level equal to your ranger level; when you use it to track a creature protected by anti-divination effects, you may make a caster level check against a DC equal to 10 + the caster level of the effect) and bypass it if successful. :'''ToP:''' When tracking a creature using the [[Tome of Prowess (3.5e Sourcebook)/Bluff#Not the One You’re Looking For|Bluff]] skill, you may attempt to circumvent it with this effect as you would any other anti-divination effect. Use the normal DC indicated in the Bluff description. '''{{Anchor|Survival of the Fittest}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Once the ranger reaches 19th level, he is instinctually recognizable to all [[SRD:Animal Type|animals]], [[SRD:Magical Beast Type|magical beasts]], and intelligent [[SRD:Plant Type|plants]] as a friend of nature and an impossible foe (magical beasts and plants may make a Will save with a DC of 10 + 1/2 the ranger's class level + his Wisdom modifier to resist, but animals may not). As such, they automatically fight for him so long as he wishes for an encounter in which they are present (after the encounter is over, they scatter and do not follow him) , even if summoned by someone else. If they are dominated or otherwise not in control of their own actions, they will simply refuse to act on any turn in which they are commanded to target the ranger , and receive a saving throw against the original DC of the spell that has bewitched them to try and shake off its effects.
===Favored Enemy Benefits===
*'''''Aberration:''''' Your mind cannot be probed by effects that would seek to access it (such as ''[[SRD:Detect Thoughts|detect thoughts]]''). You also acquire the benefits of the Darkstalker feat.
*'''''Animal:''''' Your veterancy as a poacher has made you an expert in assembling and locating traps. You gain [[SRD:Rogue#Trapfinding|trapfinding]] and have a competence bonus on Search checks equal to your class level when making checks to detect trapscannot be detected by scent, or low-light vision. This bonus does Darkvision or other more magical forms of detection are not stack with any items that would increase your Search checkshindered by this ability.
*'''''Construct:''''' Your attacks on objects and constructs ignore hardness.
*'''''Dragon:''''' You gain evasionand immunity to fear.
*'''''Elemental:''''' You gain resistance to all forms of elemental damage equal to one half your class level.
*'''''Fey:''''' Size bonuses to Armor Class are halved against you (round down).
*'''''Humanoids:''''' Any critical hit you land is automatically confirmed.
*'''''Magical Beast:''''' You gain darkvision out to 120 feet or 10 feet per character level, whichever is greater.
*'''''Ooze:''''' Your weapons Weapons and equipment that you are currently wielding no longer have to make saves to avoid taking damage or being destroyed/disjoined by any means.
*'''''Outsider:''''' As a swift action useable at will, you may cast ''[[SRD:Align Weapon|align weapon]]'' on all weapons you are currently wielding.
*'''''Plant:''''' You are immune to any effect that uses plants to magically impede movement as well as any and all poisons. (i.e. ''[[SRD:Entangle|entangle]]'', ''[[SRD:Wall of Thorns|wall of thorns]]'', etc.)as well as any and all poisons. *'''''Undead:''''' You can see sense [[SRD:InvisibilityEtherealness|invisibleethereal]] and [[SRD:EtherealnessIncorporeal Subtype|etherealincorporeal]] creatures normally, and may detect such creatures by scent. Plus, all your weapons are treated as having the ''[[SRD:Ghost Touch (Weapon Enhancement)|ghost touch]]'' enhancement when fighting incorporeal creaturesyou are wielding them.
*'''''Vermin:''''' Your experience with vermin has allowed you to fight like they do. You gain [[SRD:Tremorsense|tremorsense]] out to 5 feet per class level and never risk poisoning yourself when applying poison to a weapon.
*'''''Aberration:''''' You are now immune to all mind-affecting effects.
*'''''Animal:''''' When one of your traps deals damage to As a standard action, you may make a single attack against a creature that is forces them to make a Reflex save. If they fail, they not only take damage from the attack but also take a penalty to the damage they inflict with one natural or manufactured weapon (of your favored enemies, you may add choice at the time of the attack) equal to your favored enemy damage ranger level (to its normal damagea minimum of 0). This reduction lasts for 1 round per two levels of ranger you possess.*'''''Construct:''''' With As a standard action, you may automatically destroy can break clean through an unattended objects or walls object with hardness less a thickness no more than that of your class level with a melee weapon, regardless of hardness or ranged attackhit points. You This renders most objects that fall in that range useless, but may only destroy an object be useful for carving new doors in stone walls or section of wall that is up to one size larger than you areclear cutting forests for lumber. *'''''Dragon:''''' As a standard action, you may make an attack that forces to incapacitate a target and prevent them from moving. If the attack is successful, the target to must make a Fortitude save or be brought to ground have one of their movement speeds (as though affected chosen by a ''[[Publication: Spell Compendium|wingbind]]'' spellyou) reduced to 0 ft. SecondlyIf the creature is in flight as has their flight speed reduced to 0 feet, you now have immunity they fall. This immobilization lasts until the creature takes a full-round action to fear effectstreat its own wound, which an ally may instead accomplish with the aid another action. *'''''Elemental:''''' As a free action, you can now change the type of all favored enemy damage dice you deal to a creature with an attack or effect to acid, cold, electricity, or fire damage.
*'''''Fey:''''' You are immune to [[SRD:Paralysis|paralysis]] and magical sleep effects.
*'''''Giant:''''' Add 1 point of damage per favored enemy die you possess to all attacks against an opponent for every size they are larger than you.
*'''''Humanoids:''''' You have honed your focus on the nine vital points of a humanoid body, allowing you to strike with unerring efficiency. Whenever you strike a creature with the humanoid or monstrous humanoid types or a generally humanoid anatomy (i.e. two arms, two legs, and a head), all successful attacks are critical hits.
*'''''Magical Beast:''''' Your attacks disrupt an opponent's ''[[SRD:Regenerate|regeneration]]'' or [[SRD:Fast Healing|fast healing]] (if applicable) for one [[SRD:Round|round]], and all of your attacks deal lethal damage to an opponent with [[SRD:Regeneration|regeneration]].
*'''''Ooze:''''' If you lose on a bull rush check someone (or other special attack in which you are run oversomething) enters your space, you may spend an attack of opportunity to move to the side and out of the way. You cannot move more than 5 feet with a single use of this ability.
*'''''Outsider:''''' Each of your attacks carries the effect of a targeted ''[[SRD:Greater Dispel Magic|greater dispel magic]]'' spell against the creature struck, with your attack roll counting as the caster level check. Your effective caster level for this effect is equal to your character level. This ability only applies to attacks gained from BAB; any extra attacks (such as from a ''[[SRD:Speed|speed]]'' weapon) do not count.
*'''''Plant:''''' Any weapon you use now has the benefits of the ''[[SRD:Flaming Burst|flaming burst]]'' enhancement; this ability may be suppressed at will. In addition, any creature you strike with two consective attacks from these flaming weapons [[Burning (3.5e Condition)|burns]] for 1 round, losing 1 hit point per HD they possess at the start of their next turn. A particular creature cannot be affected by this second effect more than once per round.
====Major====
*'''''Aberration:''''' When a target-specific mind-affecting effect would affect someone with [[SRD:Range (Spell Descriptor)#Close Range |Close range]] of you, you may use an immediate action to change the target of the effect to yourself. In addition, any mind-affecting effect that targets you is automatically rebounded back at its source as if you were the originator. It uses its base save or the default save for favored enemy, whichever is higher.
*'''''Animal:''''' If you study an a single opponent undetected for 1 whole round, you gain sneak attack damage as a [[SRD:Rogue|rogue]] of your class level against it on your next turn. This damage stacks with any bonus damage you may receive from the favored enemy class feature and any normal sneak attack damage you may possess.
*'''''Construct:''''' A creature you strike has their spell resistance (if any) reduced by 4 or to 12 + their CR (whichever is less) until the start of your next turn. Any spell immunities they possess (whether from their own traits or a magical effect) are removed and instead replaced with spell resistance 12 + the CR of the target. Both of these effects last until the beginning of your next turn. A single creature cannot be affected by this ability more than once per round.
*'''''Plant:''''' Whenever you are in natural sunlight, you regenerate any lost limbs within 1d6 rounds and gain fast healing equal to your class level.
*'''''Undead:''''' You may now make critical hits and apply precision-based damage normally to any creature that is normally immune to those effects.
*'''''Vermin:''''' You are now capable of tapping into vermin hive minds and other forms thereof, taking advantage of their vigilance. When you are within [[SRD:Range (Spell Descriptor)#Close Range|close range]] of a member of a hive mind, you gain the benefits of being a member of the hivemind when determining whether or not you can be flanked or flat-footed. You may also use this ability to determine the purpose of a [[Tome of Necromancy (3.5e Sourcebook)/New Rules#Necromantic Intelligence|necromantic intelligence]]. Finally, your poisons may now affect even creatures that are normally immune to poisons. A creature that has no score in the affected ability is still not affected. 
----
[[Category:Base Class]]
[[Category:Tome]]
[[Category:Tome of Prowess]]
 
{{Navboxes}}
77
edits