Ranger In The Dungeon (3.5e Class)

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Ranger[edit]

<-general description->.

Making a Ranger[edit]

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: <-description of most important attributes for this class->.

Races: <-description of relative likelihood of various races to join this class->.

Alignment: <-alignments allowed for this class, or write "Any"->.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Table: The Ranger

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th
1st +1 +2 +2 +0 1st favored enemy, Track, Wild empathy
2nd +2 +3 +3 +1 Combat style
3rd +3 +3 +3 +1 1st favored environment, Endurance
4th +4 +4 +4 +1 Animal companion 0
5th +5 +4 +4 +2 Bonded, 2nd favored enemy 0
6th +6/+1 +5 +5 +2 Improved combat style 1
7th +7/+2 +5 +5 +2 2nd favored environment, Woodland stride 1
8th +8/+3 +6 +6 +3 Predator beast, Swift tracker 1 0
9th +9/+4 +6 +6 +3 Evasion, Hunter's art 1 0
10th +10/+5 +7 +7 +3 3rd favored enemy 1 1
11th +11/+6/+1 +7 +7 +4 Combat style mastery 1 1 0
12th +12/+7/+2 +8 +8 +4 3rd favored environment 1 1 1
13th +13/+8/+3 +8 +8 +4 Camouflage 1 1 1
14th +14/+9/+4 +9 +9 +4 Double Team 2 1 1 0
15th +15/+10/+5 +9 +9 +5 4th favored enemy 2 1 1 1
16th +16/+11/+6/+1 +10 +10 +5 4th favored environment 2 2 1 1
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight 2 2 2 1
18th +18/+13/+8/+3 +11 +11 +6 Apex predator 3 2 2 1
19th +19/+14/+9/+4 +11 +11 +6 5th favored environment 3 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 5th favored enemy 3 3 3 3

Class Skills (8 + Int modifier per level, ×4 at 1st level)

Balance (dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

<-fluff about 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 and medium armor and shields (except tower shields).

Favored enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, it gets a +2 bonus on weapon damage rolls against such creatures. You also gain a +1 bonus on saves against your favorite enemies' abilities and a +1 dodge bonus to AC against attacks from your favored enemy. If you lose your Dexterity bonus to AC you lose this bonus.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. Your AC bonus and save bonus increase by 1 at 5th, 10th, 15th and 20th level.

If the ranger chooses humanoids or outsiders as a favored enemy, it must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; it simply uses whichever bonus is higher.

Table: Ranger Favored Enemies
Type (Subtype) Type (Subtype)
Aberration Humanoid (reptilian)
Animal Magical beast
Construct Monstrous humanoid
Dragon Ooze
Elemental Outsider (air)
Fey Outsider (chaotic)
Giant Outsider (earth)
Humanoid (aquatic) Outsider (evil)
Humanoid (dwarf) Outsider (fire)
Humanoid (elf) Outsider (good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll) Outsider (native)
Humanoid (gnome) Outsider (water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid (orc) Vermin

Track: A ranger gains Track as a bonus feat.

Wild empathy (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 its ranger level and its 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 it takes a -4 penalty on the check.

Favored environment (Ex): At 3rd level, a ranger may select a natural environment from among those given on Table: Ranger Favored Environments. Due to the ranger's experience in that environment, it gains a +2 bonus on Climb, Gather Information, Hide, Jump, Listen, Move Silently, Spot, Survival and Swim checks when using these skills in that environment. It also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the ranger has selected underground as a favored environment, or on Knowledge (local) checks made in association with urban environments, if the ranger has selected cities as a favored environment).

At 7th, 12th, 16th and 19th level the ranger may select an additional favored environment from those given on the table and gains an identical bonus on the appropriate skill checks in that environment. In addition, at each such interval, the bonuses in any one favored environment (including the one just selected, if so desired) increase by 1.

In addition, at 3rd level the ranger gains a +10 feet (3 meters) to every movement speed it has while in its favored environment and wearing light armor or no armor. It increases to +20 feet (6 meters) at 12th level. It's a flat bonus that stacks with any bonus.

The DM may rule that a ranger can't select an environment that it has never visited. The bonuses do not stack with each other: the higher one applies.

Table: Ranger Favored Environments
Type (Subtype)
Permafrost and Tundra
Aquatic
Desert Terrain
Underground
Forests
Hills
Jungles
Marshes and Swamps
Mountains
Plains
Cities

Combat style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict its selection of feats or special abilities in any way.

If the ranger selects archery, it is treated as having the Rapid Shot feat, even if it does not have the normal prerequisites for that feat.

If the ranger selects two-weapon combat, it is treated as having the Two-Weapon Fighting feat, even if it does not have the normal prerequisites for that feat.

The benefits of the ranger's chosen style apply only when It wears medium, light or no armor. It loses all benefits of his combat style when wearing heavy armor.

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Animal companion (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 may be added to the ranger's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on its adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again its effective druid level is half its ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce its effective druid level below 1st.

Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare its 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. Its base daily spell allotment is given on Table: The Ranger. In addition, it receives bonus spells per day if it has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, it gains only the bonus spells it would be entitled to based on its Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.

A ranger prepares and casts spells the way a cleric does, though it 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 it can cast spells of that level, but it must choose which spells to prepare during its daily meditation.

Through 3rd level, a ranger has no caster level. At 4th level and higher, its caster level is one-half its ranger level.

Bonded: At 5th level you gain the Bonded feat from Dragon Magazine 357 for free but it works only with your animal companion(s).

Whenever you and your pet attack the same target in the same round you both gain a +1 bonus on attack and damage rolls. In addition, when you attack your foe with a ranged weapon you do not take the normal -4 penalty for firing into melee if your pet is the only ally currently in combat with it. Penalties due to cover still apply, unless you have the Precise shot feat.

If you already have this feat you may take a different one of your choosing.

Improved combat style (Ex): At 6th level, a ranger's aptitude in its chosen combat style (archery or two-weapon combat) improves. If it selected archery at 2nd level, it is treated as having the Manyshot feat, even if it does not have the normal prerequisites for that feat.

If the ranger selected two-weapon combat at 2nd level, it is treated as having the Improved Two-Weapon Fighting feat, even if it does not have the normal prerequisites for that feat.

As before, the benefits of the ranger's chosen style apply only when it wears light, medium or no armor. It loses all benefits of its combat style when wearing heavy armor.

Woodland stride (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 its 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 it.

Predator beast (Ex): At 8th level your animal companion strenghtens: it gains two hit points per HD (and it gains other hit points as it gains bonus HD) and gains your favored enemy and favored environment bonuses as well (but not the speed bonus). It gains also a +4 to all saving throws. All of its forms of movement gain a +10 feet (3 meters) flat bonus.

Swift tracker (Ex): Beginning at 8th level, a ranger can move at its normal speed while following tracks without taking the normal -5 penalty. It takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the ranger is wearing light or no armor. A helpless ranger does not gain the benefit of evasion. If you already have this feature or you later should gain it again you gain improved evasion intead.

Hunter's art: Beginning at 9th level you can cast most of your ranger spells faster than normal. If the spell normally requires a standard action, you can cast it as a swift action. If it normally requires a full round to cast, you can cast it as a standard action. Spells with longer or shorter casting times are not affected by this feat.

Combat style mastery (Ex): At 11th level, a ranger's aptitude in its chosen combat style (archery or two-weapon combat) improves again. If it selected archery at 2nd level, it is treated as having the Improved Precise Shot feat, even if it does not have the normal prerequisites for that feat.

If the ranger selected two-weapon combat at 2nd level, it is treated as having the Greater Two-Weapon Fighting feat, even if it does not have the normal prerequisites for that feat.

As before, the benefits of the ranger's chosen style apply only when it wears light, medium or no armor. It loses all benefits of its combat style when wearing heavy armor.

Camouflage (Ex): A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.

Double Team (Ex): At 14th level you gain the Double team feat from Dragon Magazine 358 for free, but it works only with your animal companion.

Once per round, after your pet successfully strikes an opponent, you can make an attack of opportunity against the same opponent. This feat does not allow you to make more attacks of opportunity than you normally could in a single round.

If you already have this feat you may take a different one of your choosing.

Hide in plain sight (Ex): While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.

Apex predator (Ex): At 18th level your animal companion becomes stronger than ever: it gains a +4 to Strength, Dexterity and Constitution. Its bonus to saving throws raises to +8 and it gains damage reduction 10/adamantine. Its speed bonus increases to a +20 feet (6 meters) bonus.

The Ranger's Animal Companion[edit]

A ranger’s animal companion is different from a normal animal of its kind in many ways. A ranger’s animal companion is superior to a normal animal of its kind and has special powers, as described below.

Class
Level
Bonus
HD
Natural
Armor Adj.
Str/Dex
Adj.
Bonus
Tricks
Special
1st–2nd +0 +0 +0 1 Link, Share Spells
3rd–5th +2 +2 +1 2 Evasion
6th–8th +4 +4 +2 3 Devotion
9th–11th +6 +6 +3 4 Multiattack
12th–14th +8 +8 +4 5
15th–17th +10 +10 +5 6 Improved Evasion
18th–20th +12 +12 +6 7

Animal Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class Level: The character’s effective druid level. The ranger’s effective druid's class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.: The number noted here is an improvement to the animal companion’s existing natural armor bonus.

Str/Dex Adj.: Add this value to the animal companion’s Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the ranger might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The ranger selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex): A ranger can handle its animal companion as a free action, or push it as a move action, even if it doesn’t have any ranks in the Handle Animal skill. The ranger gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): At the ranger’s option, it may have any spell (but not any spell-like ability) it casts upon herself also affect its animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the ranger before the duration expires.

Additionally, the ranger may cast a spell with a target of “You” on its animal companion (as a touch range spell) instead of on herself. A ranger and its animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Alternative Animal Companions: A ranger of sufficiently high level can select its animal companion from one of the following lists, applying the indicated adjustment to the druid’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.

4th Level or Higher (Level –3)
Ape (animal)
Bear, black (animal)
Bison (animal)
Boar (animal)
Cheetah (animal)
Crocodile (animal)1
Dire badger
Dire bat
Dire weasel
Leopard (animal)
Lizard, monitor (animal)
Shark, Large1 (animal)
Snake, constrictor (animal)
Snake, Large viper (animal)
Wolverine (animal)
7th Level or Higher (Level –6)
Bear, brown (animal)
Dire wolverine
Crocodile, giant (animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elasmosaurus (dinosaur)1
Lion (animal)
Rhinoceros (animal)
Snake, Huge viper (animal)
Tiger (animal)
10th Level or Higher (Level –9)
Bear, polar (animal)
Dire lion
Megaraptor (dinosaur)
Shark, Huge (animal)1
Snake, giant constrictor (animal)
Whale, orca (animal)1
13th Level or Higher (Level –12)
Dire bear
Elephant (animal)
Octopus, giant (animal)1
16th Level or Higher (Level –15)
Dire shark1
Dire tiger
Squid, giant (animal)1
Triceratops (dinosaur)
Tyrannosaurus (dinosaur)
  1. Available only in an aquatic environment.

Ex-Rangers[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

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

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

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

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.->.

Campaign Information[edit]

Playing a Ranger[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Rangers in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Ranger Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

Rangers in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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