Arcane Ranger, Variant (3.5e Class)
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Arcane Ranger, Variant
A ranger who, instead of using druid spells and regular arrows, uses arcane magic and can summon arrows.
Making an Arcane Ranger
As with Rangers and Spellcasters, Dex and Int are both highly valuable.
Abilities: Dex for ranged attacks, and Int for more Spells/day.
Races: All races, but elves are most common.
Alignment: Any Alignment may be chosen.
Starting Gold: 5d20 gp or 50 gp).
|Saving Throws||Special||Spells per Day|
|1st||+0||+2||+2||+0||Track, 1st Favored Enemy,Enhance Arrow +1||2||-||-||-|
|3rd||+2||+3||+3||+1||Enhance Arrow +2||3||1||-||-||-|
|4th||+3||+4||+4||+1||Thorns Aura, Seeker Arrow||3||2||0||-||-|
|5th||+3||+4||+4||+1||2nd Favored Enemy, Enhance Arrow +3||3||3||1||-||-|
|6th||+4||+5||+5||+2||Uncanny Dodge, Phase Arrow||3||3||2||-||-|
|7th||+5||+5||+5||+2||Remon Aura, Woodland Stride, Enhance Arrow +4||3||3||2||0||-|
|9th||+6/+1||+6||+6||+3||Evasion, Enhance Arrow +5||3||3||3||2||-|
|10th||+7/+2||+7||+7||+3||3rd Favored Enemy, Double Arrow Summon||3||3||3||2||0|
|11th||+8/+3||+7||+7||+3||Enhance Arrow +6||3||3||3||3||1|
|12th||+9/+4||+8||+8||+4||Improved Uncanny Dodge, Hail Of Arrows||3||3||3||3||2|
|13th||+9/+4||+8||+8||+4||Enhance Arrow +7||3||3||3||3||2|
|15th||+11/+6/+1||+9||+9||+5||4th Favored Enemy, Hide In Plain Sight, Enhance Arrow +8,||4||4||3||3||3|
|16th||+12/+7/+2||+10||+10||+5||Arrow Of Death||4||4||4||3||3|
|17th||+12/+7/+2||+10||+10||+5||Enhance Arrow +9||4||4||4||4||3|
|19th||+14/+9/+4||+11||+11||+6||Enhance Arrow +10||4||4||4||4||4|
|20th||+15/+10/+5||+12||+12||+6||5th Favored Enemy, Infinite Arrow Supply||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, an arcane ranger must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an 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, an 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.
Summon Arrows (Su): At 1st level, an Arcane Ranger is able to summon 15 magical arrows, using up one 0 level spell. This number doubles at 10th level, and at 20th the arcane ranger can summon arrows without using any spells/day.
Enhance Arrow (Su): At 1st level, every magical arrow an arcane archer nocks and lets fly gains a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer’s magic arrows only function for her.
Imbue Arrow (Sp): At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.
Seeker Arrow (Sp): At 4th level, an arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action).
Phase Arrow (Sp): At 6th level, an arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally.
Using this ability is a standard action (and shooting the arrow is part of the action).
Hail of Arrows (Sp): In lieu of her regular attacks, once per day an arcane archer of 12th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level she has earned. Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single arrow.
Arrow of Death (Sp) At 16th level, an arcane archer can create an arrow of death that forces the target, if damaged by the arrow’s attack, to make a DC 30 Fortitude save or be slain immediately. It takes one day to make an arrow of death, and the arrow only functions for the arcane archer who created it. The arrow of death lasts no longer than one year, and the archer can only have one such arrow in existence at a time.
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 40 ft-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 12th 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.
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.