Arcane Ranger (3.5e Class)
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A woodland warrior who uses arcane magic instead of divine magic.
Making a Arcane Ranger
Starting Gold: 5d4×10 gp (125 gp)
|Saving Throws||Special||Spells per Day|
|1st||+0||+2||+2||+0||Track, 1st Favored Enemy||-||-||-||-|
|5th||+3||+4||+4||+1||2nd Favored Enemy||3||3||1||-||-|
|7th||+5||+5||+5||+2||Remon Aura, Woodland Stride||3||3||2||0||-|
|10th||+7/+2||+7||+7||+3||3rd Favored Enemy||3||3||3||2||0|
|12th||+9/+4||+8||+8||+4||Improved Uncanny Dodge||3||3||3||3||2|
|15th||+11/+6/+1||+9||+9||+5||4th Favored Enemy, Hide In Plain Sight||4||4||3||3||3|
|20th||+15/+10/+5||+12||+12||+6||5th Favored Enemy||4||4||4||4||4|
Class Skills 6 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: The Arcane Ranger is proficient with all simple and martial weapons, and light armor.
To learn or cast a spell, a arcane ranger must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a arcane ranger’s spell is 10 + the spell level + the arcane ranger’s Charisma modifier. Arcane Ranger can cast spells in Light armor without arcane spell failure chance.
Like other spellcasters, a arcane 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 Arcane Ranger. In addition, he receives bonus spells per day if he has a high Charisma score.
all spells are from players hand book.
Track: At 1st level, an arcane ranger gets the track feat.
Bonus Feat: At 1st, 4th, 8th and 16th levels, the arcane ranger gains a bonus combat feat.
Spells: Starting at 2nd level, the arcane ranger gains the ability to cast arcane spells.
Thorns Aura (Su): Starting at 4th level, enemies who attack an arcane ranger or any of his allies within a 40ft-radius circle must make a Reflex Save (DC 10+Cha+half Arcane ranger level) or damage equal to the miniumum that they could have inflicted with their attack (i.e. an Orc with a falchion and str 16 would take 5 damage: 2 from the falchion, considering a 1 on both dice rolls, and 3 from the orc's strength).
Uncanny Dodge (Ex) Starting at 6th level, an arcane ranger can react to danger before his senses would normally allow him to do so. He 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 an arcane ranger already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Remon Aura (Su): Beginning at 7th level, the arcane ranger and all allies within a 40ft-radius circle around him reduce their chance of arcane spell failure by 10%. This aura and Thorns Aura can be active at the same time.
Woodland Stride (Ex): Starting at 7th level, an arcane 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.
Evasion (Ex): At 9th level and higher, an arcane 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.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Improved Uncanny Dodge (Ex): An arcane ranger of 8th level or higher can no longer be flanked.
This defense denies another person the ability to sneak attack the character by flanking him, unless the attacker has at least four more levels in a class with sneak attack than the target's arcane ranger levels.
If a character already has uncanny dodge (see above) 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 rogue level required to flank the character.
Hide In Plain Sight (Ex) At 14th level, an arcane ranger can use the Hide skill even while being observed. As long as he is within 10 feet of some form of growth of at least small size (be it a tree, small animal, or brambles), he can hide himself from view without actually having anything to hide behind.
He cannot, however, hide with his own body.
Camouflage (Ex): A ranger of 18th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Epic Arcane Ranger
Spells: The ranger’s caster level is equal to one-half his or her class level, as normal. The ranger’s number of spells per day does not increase after 20th level.
Favored Enemy (Ex): The epic ranger gains one additional favored enemy, and his or her bonuses against one category of favored enemies goes up by +2, every five levels higher than 20th.
Bonus Feats: The epic ranger gains a bonus feat (selected from the list of epic ranger feats) every three levels after 20th
Playing an Arcane Ranger
Religion: Arcane Rangers are split over their religion--The conflict between the Arcane and Divine manifests in the worship of deities. Arcane Spellcasters find themselves drawn to nature deities (Obad-Hai, Ehlonna, and the like) but feel a similar pull from the strong beings of magic (Boccob, Wee Jas, etc.). This conflict eventually levels out as Arcane Rangers pick their preferred walk of life. Some Arcane Rangers, not able to choose a side, go with neither.
Other Classes: Arcane Rangers are friends with nearly all classes. Their interpersonal skills make them pretty easy to get along with, and their general outset gives them common ground with both arcane spellcasters, fighter-types, and anyone who finds beauty in nature. The only ones they have real trouble associating with are those who devote themselves to Religion, since the general idea is rather distasteful to Arcane Rangers themselves (see "Religion").
Combat: The Arcane Ranger usually stands at a distance firing arrows and loosing spells occasionally. They're build similarly to a Wizard or sorcerer.
Advancement: THOUGHT SHALT NOT GIVE UP CASTER LEVELS!!! There is no progression outside of Arcane Archer that provides for spell build-off as well as the class progression. Arcane Archers will have to stay as Arcane Archers.
Arcane Rangers in the World
|“||Sometimes, you need to burn the grass to save the trees.||”|
|—Gaon Priw, Elven Arcane Ranger|
Arcane Rangers are mediators between the worlds of nature, knowledge, and force. They act as excellent speakers and strategists, for their ability to understand 3 large demographic groups of heroes makes them both easy to relate to and useful in combat.
Daily Life: We're talking about a guy who could be doing anything from spellcastering and studying to leading an army to acting the diplomat for a Guild... it's up to you.
Notables: Gaon Priw is the only one of great enough prestige to be renown through at least a country. He founded a military institute, a library and temple to Boccob, and led an Elven army to close a portal to the Abyss before Elven lands were swarmed by Devils.
Organizations: Arcane Rangers are too rare to gather into anything more than a small band. Even that is uncommon.
NPC Reactions: NPCs find Arcane Rangers weird, but they're nice enough people. Once you get over the fact that the same guy who respects nature is the one shooting fireball and emitting an aura of pain-causing magic.
Arcane Ranger Lore
Characters with ranks in Knowledge: Arcane or Knowledge: Nature can research Arcane Rangers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|12||Rangers that have come by Arcane magic, rather than its Divine variety. They cast spells like a Bard, but don't play music like a Bard would.|
|17||Arcane Rangers serve as mediators, generals, and all manner of other things. But they're hardly found alone.|
|22||(Give the name and description of an Arcane Ranger notable)|