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Ranger, Tome (3.5e Class)

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<noinclude>:''This article is about the Tome Ranger. You may be looking for the [[SRD:Ranger]].''
{{author
|author_name=ThunderGod Cid
|date_created=August 2, 2010
|adopter=|date_adopted= |status=Open to suggestionsComplete
|editing=Post suggestions on talk page.
|balance=Wizard
|Reflex Save Progression=Good
|Will Save Progression=Poor
|Class Ability=Divine Spellcasting, |Class Ability=Prepared Spellcasting, Other
|Class Ability Progression=Other
}}
<!-- Delete any of the following alignments if they are not allowed in the class -->
{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}
</div>
[[File:In the Cave Drizzt Do Urden 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 usually lacks their sheer number the action interruption abilities of attack options the former or the universally applicable raw powerattack strength of the latter. That said, he is still a very capable and adaptable combatant boasting large amounts of utility. As the ranger gains levels, he becomes much better at killing creatures of certain types. And thanks to the psychological phenomena of generalization, respectivelyhe 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 the effectiveness of the favored enemy class feature and his spellcasting 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" | [[#RelocateSkirmisher|RelocateSkirmisher]]|3||3||2||0||—||—||—|- |8th||class="left" | +8/+3 || +5 6 || +6 || +2
| class="left" | [[#Favored Enemy|Favored Enemy (Advanced)]]
|3||3||3||1||—||—||—|-
|9th||class="left" | +9/+4 || +6 || +6 || +3
| class="left" | [[#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]]
|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" | [[#Big Game HunterCombat Roll|Big Game HunterCombat Roll]]|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]]
|4||4||3||3||3||2||—|-
|16th||class="left" | +16/+11/+11/+11 || +10 || +10 || +5
| class="left" | [[#Combat Style|Combat Style]], [[#Favored Enemy|Favored Enemy]]|4||4||4||3||3||2||0|-
|17th||class="left" | +17/+12/+12/+12 || +10 || +10 || +5
| class="left" | [[#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" | [[#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" |
'''Class Skills ([[SRDSkill Points::Class|Class6]] Skills (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:Climb Skill|Climb]] }} ([[SRD:Strength|Str]]), [[{{Property Link|Skill|SRD:Concentration Skill|Concentration]] }} ([[SRD:Constitution|Con]]), [[{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]] ),{{Property Link|Skill|SRD:Disable Device Skill|Disable Device}} ([[SRD:Intelligence|Int]]), [[{{Property Link|Skill|SRD:Disguise Skill|Disguise]] }} ([[SRD:Charisma|Cha]]), [[{{Property Link|Skill|SRD:Escape Artist Skill|Escape Artist]] }} ([[SRD:Dexterity|Dex]]), {{Property Link|Skill|SRD:Handle Animal Skill|Handle Animal}} ([[SRD:Charisma|Cha]]),{{Property Link|Skill|SRD:Hide Skill|Hide]] }} ([[SRD:Dexterity|Dex]]), [[{{Property Link|Skill|SRD:Jump Skill|Jump]] }} ([[SRD:Strength|Str]]), {{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (dungeoneering) ([[SRD:Intelligence|Int]]),{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (geography) ([[SRD:Intelligence|Int]] ),{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (nature) ([[SRD:Intelligence|Int]]), [[{{Property Link|Skill|SRD:Listen Skill|Listen]] }} ([[SRD:Wisdom|Wis]]), [[{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]] ),{{Property Link|Skill|SRD:Ride Skill|Ride}} ([[SRD:Dexterity|Dex]]), {{Property Link|Skill|SRD:Search Skill|Search}} ([[SRD:Intelligence|Int]]),{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive]] }} ([[SRD:Wisdom|Wis]]), [[{{Property Link|Skill|SRD:Sleight of Hand Skill|Sleight of Hand]] }} ([[SRD:Dexterity|Dex]]), {{Property Link|Skill|SRD:Spellcraft Skill|Spellcraft}} ([[SRD:Speak Language SkillIntelligence|Speak LanguageInt]] (n/a), [[{{Property Link|Skill|SRD:Spellcraft Survival Skill|Spellcraft]] Survival}} ([[SRD:IntelligenceWisdom|IntWis]]), [[{{Property Link|Skill|SRD:Swim Skill|Swim]] }} ([[SRD:Strength|Str]]), [[{{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}}
|}
All of the following are class features of the ranger.
'''Weapon and Armor Proficiency:''' A ranger is automatically proficient with all simple and martial weapons, light and medium armor, and shields.
'''{{Anchor|SpellsAnimal Companion}}:''' Like a ([[SRD:DruidSpecial Abilities Overview#Extraordinary|druidEx]], a ):''' A ranger casts divine spellsstarts play with an animal companion, which are drawn from the ranger spell list (see below). He also gains bonus spells accordingly based on his may be any [[SRD:WisdomAnimal Type|Wisdomanimal]] score, and prepares his spells in the same manner as that normally has a [[SRD:ClericChallenge Rating (Creature Statistic)|clericChallenge Rating]] does. Most of his spells are equal to aid him in augmenting his already formidable combat abilities or cause detriment character level -2. Templates may be added on to opponents, not the creature so long as its CR remains at the appropriate level and so long as a form they don't make the companion an invalid type; templates added should be policed at the discretion of attackthe DM. That saidAt first level, the ranger may have an animal companion with a CR equal to his spells are more limited in number and power than own (such as a [[SRD:Wolf|wolf]]), but such a druid’scompanion cannot be advanced until 4th level.
0&mdash; ''[[SRD:Cure Minor Wounds|cure minor wounds]]''Should the ranger ever lose a companion (either by death or voluntary release from service), ''[[SRD:Detect Magic|detect magic]]'', ''[[SRD:Detect Poison|detect poison]]'', ''[[SRD:Flare|flare]]'', ''[[SRD:Guidance|guidance]]'', ''[[SRD:Know Direction|know direction]]'', ''[[SRD:Light|light]]'', ''[[SRD:Resistance|resistance]]'', ''[[SRD:Virtue|virtue]]''another one automatically comes to his side after 24 hours if he so desires.
1st&mdash; ''[[SRD:Calm Animals|calm animals]]'', ''[[SRD:Charm Animal|charm animal]]'', ''[[SRD:Cure Light Wounds|cure light wounds]]'', ''[[SRD:Detect Snares and Pits|detect snares and pits]]'', ''[[SRD:Endure Elements|endure elements]]'', ''[[SRD:Entangle|entangle]]'', ''[[SRD:Faerie Fire|faerie fire]]''Once he reaches 4th level, ''the ranger may have a [[SRD:LongstriderMagical Beast|longstridermagical beast]]''as his companion, ''[[SRD:Magic Fang|magic fang]]'', ''[[SRD:Obscuring Mist|obscuring mist]]'', ''[[SRD:Pass without Trace|pass without trace]]'', ''[[SRD:Speak with Animals|speak with animals]]''but it also must meet the normal CR requirement.
2nd&mdash; '''{{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 [[SRDTome Combat Feats|Combat]] feat of his choosing as a bonus feat from the following list:Animal Trance[[Combat School (3.5e Feat)|Combat School]], [[Feint Attack (3.5e Feat)|Feint Attack]], [[Horde Breaker (3.5e Feat)|animal tranceHorde Breaker]], [[Hunter (3.5e Feat)|Hunter]], [[Insightful Strike (3.5e Feat)|Insightful Strike]]'', ''[[SRD:BarkskinMonkey Grip (3.5e Feat)|barkskinMonkey Grip]]'', ''[[SRD:Bear's EndurancePoint Blank Shot (3.5e Feat)|bear’s endurancePoint Blank Shot]]'', ''[[SRD:Bull's StrengthRapid Fire (3.5e Feat)|bull’s strengthRapid Fire]]'', ''[[SRD:Cat's GraceSaddleborn Warrior (3.5e Feat)|cat’s graceSaddleborn Warrior]]'', ''[[SRD:Delay PoisonShieldbearer (3.5e Feat)|delay poisonShieldbearer]]'', ''[[SRD:Fog CloudSniper (3.5e Feat)|fog cloudSniper]]'', ''[[SRD:Owl's WisdomSubtle Cut (3.5e Feat)|owl’s wisdomSubtle Cut]]'', ''[[SRD:Resist EnergyTwo-Weapon Fighting (3.5e Feat)|resist energyTwo-Weapon Fighting]]'', ''[[SRD:Lesser RestorationWeapon Finesse (3.5e Feat)|lesser restorationWeapon Finesse]]'', ''[[SRD:Spider ClimbWhirlwind (3.5e Feat)|spider climbWhirlwind]]'', ''[[SRD:Tree ShapeZen Archery (3.5e Feat)|tree shapeZen Archery]]''.
3rd&mdash; ''[[SRD:Cure Moderate Wounds|cure moderate wounds]]'', ''[[SRD:Daylight|daylight]]'', ''[[SRD:Greater Magic Fang|greater magic fang]]'', ''[[SRD:Protection from Energy|protection from energy]]'', ''[[SRD:Snare|snare]]'', ''[[SRD:Speak with Plants|speak with plants]]'', ''[[SRD:Spike Growth|spike growth]]'', ''[[SRD:Water Breathing|water breathing]]'', ''[[SRD:Wind Wall|wind wall]]''This list is not necessarily intended to be exclusive and may be expanded at the discretion of the DM.
4th&mdash; ''[[SRD:Air Walk'{{Anchor|air walk]]'', ''Tracker}} ([[SRD:Cure Serious WoundsSpecial Abilities Overview#Extraordinary|cure serious woundsEx]]'', ''[[SRD):Dispel Magic|dispel magic]]'', ''[[SRD:Freedom A ranger possesses an extraordinarily keen sense of Movement|freedom of movement]]''smell, ''and is able to detect creatures by [[SRD:Giant VerminScent|giant verminscent]]''out to a distance of 10 feet per class level (this allows the distance of the ranger’s scent ability to exceed the norm of 30 feet, ''[[SRD:Nondetection|nondetection]]''but otherwise follows all normal rules). In addition, ''the ranger also gains [[SRD:Rusting GraspTrack (3.5e Feat)|rusting graspTrack]]'', ''[[SRD:Spike Stones|spike stones]]''as a bonus feat at first level.
5th&mdash; ''[[SRD:Animal Growth|animal growth]]'', ''[[SRD:Commune with Nature|commune with nature]]'', ''[[SRDToP:Control Winds|control winds]]'', ''The ranger instead gains the [[SRD:Cure Critical Wounds|cure critical wounds]]'', ''[[Bear's Endurance, Greater Tracker (3.5e SpellFeat)|greater bear's enduranceTracker]]'', ''[[Cat's Grace, Greater (3.5e Spell)|greater cat's grace]]'', ''[[Eagle's Splendor, Greater (3feat instead of Track.5e Spell)|greater eagle's splendor]]'', ''[[SRD:Stoneskin|stoneskin]]'', ''[[SRD:Tree Stride|tree stride]]'', ''[[SRD:Wall of Thorns|wall of thorns]]''
6th&mdash; ''[[SRD:Mass Bear's Endurance{{Anchor|mass bear’s endurance]]'', ''Favored Enemy}} ([[SRD:Mass Bull's StrengthSpecial Abilities Overview#Extraordinary|mass bull’s strengthEx]]'', ''[[SRD):Mass Cat's Grace|mass cat’s grace]]''A ranger trains himself vigorously in the destruction of certain types of foes, hereafter referred to as favored enemies. At every even-numbered level, ''[[SRD:Mass Cure Light Wounds|mass cure light wounds]]''he may choose a favored enemy from the list below, ''[[SRD:Greater Dispel Magic|greater dispel magic]]''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, ''[[SRD:Mass Owl's Wisdom|mass owl's wisdom]]''the benefits of choosing a favored enemy are not only applicable to that type of foe; instead, ''[[SRDhis experience fighting certain opponents aids the ranger in fighting other creatures with similar attributes. Favored enemy benefits are divided into three categories:Stone Tell|stone tell]]''minor (accessible starting at level 2), ''[[SRD:Transport via Plants|transport via plants]]''advanced (level 8), ''[[SRD:Wall and major (level 14). Once a new tier of Stone|wall of stone]]'' benefits are unlocked, they are gained for every favored enemy the ranger has previously chosen and every one he selects afterwards.
'''{{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]] gains certain benefits that normally apply regardless of what favored enemy he chooses. He automatically has a [[SRD:Challenge Rating Races of War (Creature Statistic3.5e Sourcebook)/Advanced Combat#Base Attack Bonus and Combat Maneuvers|Challenge Ratingthe Edge]] equal to against any favored enemy even if their base attack bonus exceeds his character level -own. In addition, he gains a +2. Templates may be added bonus to attack rolls and damage on to the all attacks (melee or ranged) against any creature so long that is designated as its CR remains at the appropriate level and so long as they don't make the companion an invalid typea favored enemy. At first levelIn 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 may have an animal companion possesses after the first. These bonus damage dice are not multiplied on a critical hit. They also should not be confused with a CR equal to his own (such Sneak Attack dice, and do not count as a [[SRD:Wolf|wolf]]), but such a companion cannot be advanced until 4th levelfor any prerequisites or abilities.
Should Finally, a ranger is well-versed in the ranger ever lose tracks, habits as well as the language of his favored enemies, gaining a companion (either by death or voluntary release from service), another competence bonus to [[SRD:Survival Skill|Survival]] checks made to track such creatures equal to one automatically comes to half his side after 24 hours if he so desirescharacter level.
Once he reaches 4th level, the :'''ToP:''' The ranger may have gains a +3 competence bonus to [[SRD:Magical BeastTome of Prowess (3.5e Sourcebook)/Survival|magical beastSurvival]] as his companion, but it also must meet checks made to track favored enemies instead of the normal CR requirementbonus.
'''{{Anchor|Combat StyleNature Walk}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 2nd level ranger selects creates his own combat style to pursue at 1st levelno longer incurs penalties for moving over difficult terrain, and keeps adding on may track a target regardless of any means they may use to this style as he gains experience. At 1st, 6th, 11th, and 16th level, he gains cover their tracks (including a ''[[Tome Combat FeatsSRD:Pass without Trace|Combatpass without trace]] feat of his choosing '' spell) as a bonus featif they were moving normally.
'''{{Anchor|TrackerThrill of the Hunt}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A great ranger will not rest until their quarry is possessed of an extraordinarily keen sense of smell, and caught. A ranger who is able tracking does not need to detect creatures by 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:ScentFatigued|scentfatigue]] out to 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 distance period of 10 feet per class level (this allows 1 hour before he may regain the distance effects of the ranger’s scent this ability can exceed . He may track in the norm of 30 feetmeantime, but otherwise follows all does not receive these benefits. This ability is also conferred upon the normal rules). In additionranger’s animal companion, the ranger also gains [[Track (3.5e Feat)|Track]] as a bonus feat at first levelbut not any party members or other comrades.
'''{{Anchor|Favored Enemy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A ranger trains himself vigorously in the destruction of certain types of foes, hereafter referred In order to as favored enemies. At every even-numbered level, he may choose a favored enemy from gain 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 namethis ability, the benefits of choosing ranger must be actively tracking a favored enemy are not only applicable to that type of foe; instead, his experience fighting certain opponents aids the ranger in fighting target via Survival checks or other creatures with similar attributes. Favored enemy benefits are divided into three categories: minor normal tracking mechanics (accessible starting at level 2), advanced (level 8), and major (level 14whatever is applicable). Once a new tier of benefits are unlocked, they are applicable for every favored enemy the ranger has previously chosen and every one Simply declaring that he selects afterwardsis hunting them does not suffice.
'''{{Anchor|Natural Predator}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 3rd level ranger gains certain benefits is extremely good at killing things, even those that apply regardless of what aren’t counted among his normal favored enemy he choosesenemies. He automatically has By taking a [[Races SRD:Move Actions|move action]] to make a Survival check (with a DC of War (315 + the Challenge Rating of the creature), he can identify a single opponent that he can somehow sense.5e Sourcebook)/Advanced Combat#Base Attack Bonus Doing this allows him to treat that foe as a favored enemy and Combat Maneuvers|gain the Edge]] associated attack and damage bonuses against any favored enemy it, even if their base attack bonus exceeds it is not counted amongst his ownfavored enemies. In additionUse of this ability does not actually increase the number of favored enemies the ranger possesses, he gains a +2 and as such does not grant him another bonus damage die, bonuses to attack rolls and a +1d6 bonus Survival checks, or the unique benefits accorded to damage rolls on all attacks (not spells) against any creature favored enemies of that is designated as a favored enemytype. This damage bonus increases by another d6 ability is useable at will and lasts for every favored enemy 1 round per two class levels of the ranger possesses.
Lastly:'''ToP:''' Instead of a normal Survival check, a ranger the check is well-versed made with whatever relevant identification skill the Tome of Prowess dictates for the creature type of the opponent in the tracks and habits question (one of [[Tome of Prowess (3.5e Sourcebook)/Arcana|Arcana]], [[Tome of his favored enemiesProwess (3.5e Sourcebook)/Geomancy|Geomancy]], gaining a bonus to [[SRD:Tome of Prowess (3.5e Sourcebook)/Survival Skill|Survival]] checks made to track such creatures equal to one half his class level, or [[Tome of Prowess (3.5e Sourcebook)/Thaumaturgy|Thaumaturgy]]).
'''{{Anchor|Nature WalkCamouflage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 2nd Starting at 5th level , a ranger no longer incurs penalties for moving over difficult 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, and he may track a target regardless of Hide even when observed. In addition, if he stays still for an entire round (not moving or performing any means they may use to cover their tracks actions), the ranger becomes [[SRD:Invisibility|invisible]] (including a ''with all normal limitations of the [[SRD:Pass without TraceInvisibility (Spell)|pass without tracespell]]'' spell) as if they were moving normallyuntil the end of his next turn.
:'''{{Anchor|Thrill of the Hunt}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])ToP:''' 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 Due to keep the trail. They also do not suffer from different rules for the effects of [[SRD:FatiguedTome of Prowess (3.5e Sourcebook)/Perception|fatiguePerception]] or [[SRD:exhausted|exhaustion]] no matter how long they moveskill, even when running, so long as they are still tracking. If the trail is broken or if the a camouflaged 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 comradesinstead only becomes undetectable by sight.
In order '''{{Anchor|Swift Tracking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 5th level ranger no longer incurs penalties to gain the benefits of this ability, the ranger must be actively tracking a target via tracking and [[SRD:Survival Skill|Survival ]] checks. Simply declaring that you are hunting them does not sufficefor tracking creatures at greater speeds.
:'''{{Anchor|Natural Predator}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]])ToP:''' A 3rd level ranger is extremely good at killing thingsWhen tracking, even those that aren’t counted among his normal favored enemies. As a [[SRD:Swift Actions|swift action]] that is usable once per houryou may more twice as fast as the indicated result, he though you may gain the benefits of having a favored enemy of his choice (in addition to those normally selected via the [[#Favored Enemy|favored enemy]] class feature) for one round per point of BAB he possesses. Gaining this new favored enemy does not grant the ranger another bonus damage die or the bonus to Survival checks, but grants any minor, advanced, and major benefits normallymove faster than flat-out.
'''{{Anchor|CamouflageSkirmisher}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 5th By 7th level, a ranger can use the is superbly mobile and fleet of foot in combat, allowing him to move 5 feet as a [[SRD:Hide SkillFree Actions|Hidefree action]] skill in any sort of natural terrain even if he immediately after making an attack roll. This does not have count as his 5-foot step for his turn, but provokes [[SRD:CoverAttacks of Opportunity|cover]] or [[SRD:Concealment|concealmentattacks of opportunity]]normally. So long as he is in natural terrain, he may Hide even when observedThis extra movement can only be applied to attacks gained from BAB. In addition if If he stays still for wishes to use this ability out of turn (such as after making an entire round (not moving or performing any actionsattack of opportunity), the ranger becomes it counts as an [[SRD:InvisibilityImmediate Actions|invisibleimmediate action]] (with all normal limitations of the [[SRD:Invisibility (Spell)|spell]]) until the end his next turn.
'''{{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|Relocate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' By 7th level, a ranger is superbly mobile and fleet of foot in combat, allowing him to move 5 feet as a [[SRD:Free Actions|free action]] immediately after making a successful attack roll. This does not count as his 5-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|Ghillie in the Mist}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At A 9th level, the 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|Big Game HunterCombat Roll}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Many years of poaching have taught At 13th level, the ranger patience, bequeathing upon him the ability may move up to cut down even large prey with ease. If 10 feet after a 13th level ranger studies his prey undetected for 1 whole round, he may gain sneak successful attack damage as a rogue instead of his class level against it on his next turn. This damage stacks with any bonus damage he may receive from the favored enemy class feature and any normal sneak attack damage he possesses. '''{{Anchor|Bloodhound}} (5 feet allowed by [[SRD:Special Abilities Overview#ExtraordinarySkirmisher|ExSkirmisher]]):''' 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 as the target destination). He may also receive this effect if he possesses a sample from the target with which to trace their scent. This ability cannot be fooled by any means. '''{{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]] and intelligent [[SRD:Plant Type|plants]] as a friend no longer provokes attacks of nature and an impossible foe (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 opportunity 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 effectsthis extra movement====Epic Ranger==== {| class="zebra d20"|+ class="epic" |<div>{{Anchor|Table: The Epic Ranger}}</div>Hit Die: d8|-! Level !! Special|- | 21st || class="left" | |- | 22nd || class="left" | [[#Favored Enemy|Favored Enemy]]|- | 23rd || class="left" | [[#Bonus Feats|Bonus Feat]]|- | 24th || class="left" | [[#Favored Enemy|Favored Enemy]]|- | 25th || class="left" | |- | 26th || class="left" | [[#Bonus Feats|Bonus Feat]], [[#Favored Enemy|Favored Enemy]]|- | 27th || class="left" | |- class| 28th || class="left" | [[#Favored Enemy|Favored Enemy]]|- class| 29th || class="left" | [[#Bonus Feats|Bonus Feat]]|- class=| 30th || class="left" | [[#Favored Enemy|Favored Enemy]]|- class="noalt"| colspan="42" class="skill" |6 + [[SRD:Intelligence|Int]] modifier skill points per level.|}
'''Favored Enemy{{Anchor|Bloodhound}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A ranger continues to gain additional favored enemies at epic levelsof 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, but honestly 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 more of a formality than anything else. The location divination effect with a caster level equal to your ranger can already kill just about anythinglevel; 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.
:'''{{Anchor|Bonus Feats}}ToP:''' The epic ranger gains When tracking a bonus feat (selected from creature using the list [[Tome of epic ranger bonus featsProwess (3.5e Sourcebook) every three levels after 20th/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.
''Epic Ranger Bonus Feat List:'' [[SRD:Bane of Enemies{{Anchor|Bane Survival of Enemies]], the Fittest}} ([[SRD:Blinding SpeedSpecial Abilities Overview#Extraordinary|Blinding SpeedEx]], [[SRD):Combat Archery|Combat Archery]]''' Once the ranger reaches 19th level, he is instinctually recognizable to all [[SRD:Distant ShotAnimal Type|Distant Shotanimals]], [[SRD:Epic EnduranceMagical Beast Type|Epic Endurancemagical beasts]], and intelligent [[SRD:Epic ProwessPlant Type|Epic Prowessplants]]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, [[SRD:Epic Speed|Epic Speed]]but animals may not). As such, [[SRD:Epic Toughness|Epic Toughness]]they automatically fight for him so long as he wishes for an encounter in which they are present (after the encounter is over, [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Fast Healing (Featthey scatter and do not follow him)|Fast Healing]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Manyshot|Improved Manyshot]]even if summoned by someone else. If they are dominated or otherwise not in control of their own actions, [[SRD:Improved Spell Capacity|Improved Spell Capacity]]they will simply refuse to act on any turn in which they are commanded to target the ranger, [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Rider|Legendary Rider]], [[SRD:Legendary Tracker|Legendary Tracker]], [[SRD:Perfect Health|Perfect Health]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Spontaneous Spell|Spontaneous Spell]], [[SRD:Storm of Throws|Storm of Throws]], [[SRD:Swarm of Arrows|Swarm and receive a saving throw against the original DC of Arrows]], [[SRD:Two-Weapon Rend|Two-Weapon Rend]], [[SRD:Uncanny Accuracy|Uncanny Accuracy]]the spell that has bewitched them to try and shake off its effects.
===Favored Enemy Benefits===
====Minor====
*'''''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 trapsYou cannot be detected by scent, or low-light vision. You gain [[SRD:Rogue#Trapfinding|trapfinding]]Darkvision or other more magical forms of detection are not hindered by this ability.
*'''''Construct:''''' Your attacks on objects and constructs ignore hardness.
*'''''Dragon:''''' You gain evasion, and immunity to fear effects, and the benefits of the Darkstalker feat.
*'''''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:''''' You gain As a swift action useable at will, you may cast ''[[SRD:Spell Resistance and Spell ImmunityAlign Weapon|spell resistancealign weapon]] equal to 10 + your class level'' on all weapons you are currently wielding.*'''''Plant:''''' You are immune to any effect that uses plants to magically impede movement (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 leveland never risk poisoning yourself when applying poison to a weapon.
====Advanced====
*'''''Aberration:''''' You are now immune to all mind-affecting effects.
*'''''Animal:''''' You As a standard action, you may use ''[[SRD:Snare|snare]]'' as make a single attack against a creature that forces them to make a spell-like ability at willReflex save. If they fail, and 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 snare deals choice at the time of the attack) equal to your favored enemy damage in addition ranger level (to its normal damage when used on a favored enemyminimum of 0). This reduction lasts for 1 round per two levels of ranger you possess.*'''''Construct:''''' You automatically destroy As a standard action, you can break clean through an unattended objects and structures object with hardness less a thickness no more than that of your class levelweapon, regardless of hardness or hit points. This doesn’t apply to construct creaturesrenders most objects that fall in that range useless, but may be useful for carving new doors in stone walls or clear cutting forests for lumber.*'''''Dragon:''''' You gain improved evasionAs a standard action, you may make an attack to incapacitate a target and your attacks now bypass any and all forms prevent them from moving. If the attack is successful, the target must make a Fortitude save or have one of damage reductiontheir movement speeds (as chosen by you) reduced to 0 ft. If the creature is in flight as has their flight speed reduced to 0 feet, they fall. This immobilization lasts until the creature takes a full-round action to treat its own wound, which an ally may instead accomplish with the aid another action.*'''''Elemental:''''' When As a free action, you are targeted by can now change the type of all favored enemy damage dice you deal to a creature with an attack or effect with an elemental subtypeto acid, cold, electricity, you may assume that subtype as an [[SRD:Immediate Actions|immediate action]]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:''''' You may cast Each of your attacks carries the effect of a targeted ''[[SRD:Align WeaponGreater Dispel Magic|align weapongreater dispel magic]]'' on all weapons you are currently wielding 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:Swift ActionsSpeed|swift actionspeed]]'' weapon) do not count.*'''''Plant:''''' You are immune to any and all natural Any weapon you use now has the benefits of the ''[[SRD:PoisonsFlaming 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)|poisonsburns]]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.*'''''Undead:''''' Creatures slain by you cannot be raised from the dead or animated as undead unless you wish it. If you are slain, your will can no longer be an influence over these corpses until you are raised.*'''''Vermin:''''' You may disturb a swarm as a standard action with a melee attack. If you hit a creature with the [[SRD:Swarm Subtype|swarm subtype]] with this attack, they must make a Reflex save or be forced to separate (becoming totally ineffectual in combat and not on the field of battle as if dead) for one round. Plus, your expertise with poison increases, allowing you to use either the poison's normal save DC or your default favored enemy DC, whichever is higher.
====Major====
*'''''Aberration:''''' Any psionic or 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. If you wish, you may use an immediate action to change the target of the effect.*'''''Animal:''''' You are If you study an expert in delivering headshots that addle your opponents' brains. Each of your attacks forces the target to make a Fortitude save or take 1d4 points of single opponent undetected for 1 whole round, you gain sneak attack damage as a [[SRD:IntelligenceRogue|Intelligencerogue]] of your class level against it on your next turn. This damage stacks with any bonus damageyou may receive from the favored enemy class feature and any normal sneak attack damage you may possess. *'''''Construct:''''' This acts in 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 same fashion as target. Both of these effects last until the major benefit, except all applicable objects are automatically destroyed regardless beginning of hardnessyour next turn. A single creature cannot be affected by this ability more than once per round.
*'''''Dragon:''''' You always succeed on a Reflex save to avoid or reduce damage when one is allowed.
*'''''Elemental:''''' When you assume a creature's are targeted by an attack or effect with an elemental subtype, you may take an [[SRD:Immediate Actions|immediate action]] to gain immunity to that paritcular damage type until the end of the current round. In addition, you are now healed one point of damage for every three points of elemental damage you normally would have takenfrom the attack that provoked the change.*'''''Fey:''''' Whilst in a forest, you are able to detect every creature (and automatically know its type) inside the forest within 100 feet per class level.
*'''''Giant:''''' You now ignore any and all size modifiers so long as it is advantageous to you, and whenever you are targeted by an effect that affects only creatures of a certain size, you are automatically treated as an invalid size if you wish.
*'''''Humanoids:''''' You may make a lethal attack as a standard action. If you deal any damage with this attack, the foe must make a Fortitude save or die. This is not a death effect and works normally against creatures immune to such effects.*'''''Magical Beast:''''' You deliver Opponents struck by your attacks bleed profusely bleeding wounds to your foes, dealing taking 2 additional points of damage per for each successful attack you successfully hit with to your foe made against them at the beginning of the each of your next roundturns until they are healed back to full health.
*'''''Ooze:''''' Mindless creatures cannot even detect your presence unaided (you can simply walk by them without them reacting to you). You have concealment against creatures that rely on blindsight, tremorsense, or other alternative sensory forms.
*'''''Outsider:''''' You may take a [[SRD:Standard Actions|standard action]] to make a single attack that carries the effect of a ''[[SRD:Banishment|banishment]]'' spell as cast by a [[SRD:Cleric|cleric]] of your class level. An creature banished in this fashion is also confined to their own plane (as if under a ''[[SRD:Dimensional Anchor|dimensional anchor]]'' spell) for 24 hours afterward.
*'''''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]].<!--====Elf Ranger Starting Package==== '''Weapons:''' A pair of [[SRD:Scimitar|scimitars]] '''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier. {| class="zebra d20"|-! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty|- class=| class="left" | Hide || 4 ||Dex || &mdash;|- class=| class="left" | Move Silently || 4 || Dex || &mdash;|- class=| class="left" | Spot || 4 || Wis || &mdash;|- class=| class="left" | Survival || 4 || Wis || &mdash;|} '''Feat:''' [[SRD:Power Attack|Power Attack]]. '''Bonus Feats:''' [[Track (3.5e Feat)|Track]], [[Two-Weapon Fighting (3.5e Feat)|Two-Weapon Fighting]]. '''Gear:''' [[SRD:Studded Leather Armor|Studded Leather]]. '''Gold:''' 25 gp. ===Campaign Information=== ====Playing a Ranger==== '''Religion:''' Rangers are reverent of nature itselfFinally, but your poisons may now affect even creatures that are not so stringently devoted as druids. They often follow gods based on their alignment and their individual nature, ranging from the philosophical (those who worship gods of natural death and decay and combat any who would cheat death) normally immune to the militant (worhippers of gods of war who work as brutally effective scouts and warriors)poisons'''Other Classes:''' Rangers consider themselves the martial counterpart to druids; while the druid acquires her power through nature, the ranger uses his considerable fighting skill to preserve what he perceives to be the ideal natural state. '''Combat:''' Rangers usually fill a similar role to rogues, dealing damage from hiding and specializing in striking while undetected. That said, they are also powerful front-line fighters able to devastate those who have incurred their wrath in open battle. They may also be used in a utilitarian role, buffing themselves and other characters with their spellcasting and serving as a tracker (the latter being a role in which they excel). '''Advancement:''' Should they choose to multiclass, rangers often prefer other classes A creature that further their chosen combat style. --> <!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION====<-pluralized class name-> has no score in the World==== {{quote|''Nothing says 'killer intent' like aiming for the enemy's face with every shot.''}} <-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->. REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION --> <!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION====<-class name-> Lore==== 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. {| class="zebra d20"|+ <-the appropriate skills->! DC || class="left" | Result|- | 5 || class="left" | <-common knowledge->.|- | 10 || class="left" | <-affected ability is still not so common knowledge->.|- | 15 || class="left" | <-rare information->.|- | 20 || class="left" | <-very rare information->.|} REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION --> <!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION====<-pluralized class name-> in the Game==== <-How characters of this class fit in the game (PC and NPC) and what roles they play.-> '''Adaptation:''' <-Possible variant conceptions of this classaffected.->. '''Sample Encounter:''' <-DM placement for NPCs of this class.->. ''EL <- EL Number ->:'' <-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.->.  REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION -->
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[[Category:Class]]
[[Category:Base Class]]
[[Category:Tome]]
[[Category:Tome of Prowess]]
 
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