House Rules: Classes - Ranger

Key Ability Score: Strength, Dexterity, or Wisdom

Table: Ranger

Level BAB Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th
1 +1 +2 +2 +0 1st favored enemy, track, wild empathy 0
2 +2 +3 +3 +0 Combat style feat 1
3 +3 +3 +3 +1 Endurance, 1st favored terrain 1
4 +4 +4 +4 +1 Combat style feat, hunter's bond 1
5 +5 +4 +4 +1 2nd favored enemy 1 0
6 +6 +5 +5 +2 Combat style feat 2 1
7 +7 +5 +5 +2 Woodland stride 2 1
8 +8 +6 +6 +2 Combat style feat, swift tracker, 2nd favored terrain 2 1
9 +9 +6 +6 +3 Evasion 2 1 0
10 +10 +7 +7 +3 3rd favored enemy, combat style feat 3 2 1
11 +11 +7 +7 +3 Quarry 3 2 1
12 +12 +8 +8 +4 Camouflage, combat style feat 3 2 1
13 +13 +8 +8 +4 3rd favored terrain 3 2 1 0
14 +14 +9 +9 +4 Combat style feat 4 3 2 1
15 +15 +9 +9 +5 4th favored enemy 4 3 2 1
16 +16 +10 +10 +5 Combat style feat, improved evasion 4 3 2 1
17 +17 +10 +10 +5 Hide in plain sight 4 3 2 1
18 +18 +11 +11 +6 4th favored terrain, combat style feat 5 4 3 2
19 +19 +11 +11 +6 Improved quarry 5 4 3 2
20 +20 +12 +12 +6 5th favored enemy, combat style feat, master hunter 5 4 3 2

Class skills: The ranger's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (martial) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Combat Style Feats

The ranger's expertise manifests in the form of bonus feats at every even level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

Style Feats 6th-level 10th-level
Archery Far Shot, Focused Shot, Precise Shot, Rapid Shot, Weapon Focus (bows) Clustered Shot[UC], Manyshot Greater Manyshot[EPH], Penetrating Shot[PHB2], Pinpoint Targeting, Weapon Specialization (bows only)
Crossbow Crossbow Sniper[PHB2], Far Shot, Focused Shot, Precise Shot, Rapid Reload (crossbows only), Weapon Focus (crossbows) Clustered Shot[UC], Crossbow Mastery Penetrating Shot[PHB2], Pinpoint Targeting, Weapon Specialization (crossbows only)
Deceptive Disengaging Feint, Improved Feint, Ranged Feint, Two-Weapon Feint Greater Feint, Misdirection Disengaging Shot, Passing Trick
Firearm Amateur Gunslinger[UC], Deft Shootist Deed[UC], Far Shot, Gunsmithing[UC], Precise Shot, Rapid Reload (firearms), Secret Stash Deed[UC], Weapon Focus (firearms only) Clustered Shot[UC], Ricochet Shot Deed[UC] Penetrating Shot[PHB2], Pinpoint Targeting, Signature Deed[UC], Weapon Specialization (firearms only)
Menacing Dazzling Display, Enforcer, Gory Finish, Intimidating Prowess Martial Dominance, Shatter Defenses Dreadful Carnage, Improved Critical
Mounted Combat Cavalry Formation[UC], Mounted Combat, Mounted Archery, Ride-By Attack, Trample, Trick Riding[APG] Cavalry Charger[CWar], Improved Mounted Archery[CWar], Mounted Shield[APG], Spirited Charge Mounted Skirmisher[APG], Unseat
Natural Weapon Ankle Biter[PFPC:GoG], Aspect of the Beast[APG], Feral Combat Training[UC], Final Embrace[UC], Improved Natural Weapon[APG], Improved Unarmed Strike, Rending Claws[APG], Weapon Focus (natural) Eldritch Claws[APG], Superior Unarmed Strike Multiattack[APG], Weapon Specialization (natural weapons only)
Throw Weapon Distance Thrower, Precise Shot, Quick Draw, Two-Weapon Fighting Close-Quarters Thrower, False Opening Pinpoint Targeting
Two-Handed Weapon Cleave, Pushing Assault[APG], Powerful Maneuvers, Shield of Swings[APG], Weapon Focus (two-handed weapons only) Cleaving Finish[UC], Furious Focus[APG], Weapon Specialization (two-handed weapons only) Dreadful Carnage[APG], Greater Sunder, Greater Weapon Focus (two-handed weapons only), Greater Weapon Specialization (two-handed weapons only)
Two-Weapon Combat Double Slice, Dual Strike[CAdv], Quick Draw, Two-Weapon Fighting, Two-Weapon Pounce[PHB2] Break Guard [UC], Double Hit[Mini], Twin Sword Style[Ghost], Two-Weapon Defense Ambidexterity, Two-Weapon Rend
Underhanded Deft Maneuvers, Dodge Greater Dirty Trick, Greater Steal Quick Dirty Trick, Quick Steal
Weapon and Shield Improved Shield Bash, Shield Focus, Shield Slam, Two-Weapon Fighting Active Shield Defense[PHB2], Agile Shield Fighter[PHB2], Saving Shield[APG], Shield Master, Shield Sling[PHB2], Shield Ward[PHB2] Bashing Finish[APG], Greater Shield Focus


Beginning at 1st 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 his spells in advance.

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 Like other spellcasters, a paladin must wait for the recharge time to pass before casting a spell of the same level, or if the spell has a specific recharge period. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

A ranger must spend 1 hour per day in quiet meditation to select his allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. He may spend another hour of prayer and meditation to change his selection of spells.

A ranger's caster level is equal to his ranger level.

Hunter’s Bond (Ex)

At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger’s animal companion shares his favored enemy and favored terrain bonuses.

This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature). The ranger’s effective druid level is equal to his ranger level.

A ranger can select a bustard, capybara, falcon, marsupial devil, reindeer, snake (reef snake or spitting cobra), wolfdog, yak, or zebra as an animal companion. If the campaign takes place in an aquatic environment, the ranger can choose an armorfish or reef snake. A falconer ranger can select a falcon companion instead of a bird companion.

Ambush Hunter

Martial Style (Ex)

At 1st level, the ambush hunter selects an additional martial discipline to gain access to. This choice also determines which combat styles he can choose from when he gains the combat style class feature. If the ambush hunter does not have the discipline’s associated skill as a class skill, he gains it as a class skill.

Table: Ambush Hunter Disciplines
Combat Styles Discipline (associated skill)
Archery Solar Wind (Perception), Tempest Gale (Sleight of Hand)
Crossbow Solar Wind (Perception), Tempest Gale (Sleight of Hand)
Deceptive Shadow Hand (Stealth), Veiled Moon (Stealth)
Firearm Solar Wind (Perception), Tempest Gale (Sleight of Hand)
Menacing Devoted Spirit (Intimidate), Eternal Guardian (Intimidate)
Mounted Combat Piercing Thunder (Acrobatics), Scarlet Throne (Sense Motive)
Natural Weapon Broken Blade (Acrobatics), Setting Sun (Sense Motive)
Thrown Weapon Iron Tortoise (Bluff), Solar Wind (Perception), Tempest Gale (Sleight of Hand), Thrashing Dragon (Acrobatics)
Two-Handed Weapon Piercing Thunder (Acrobatics), Scarlet Throne (Sense Motive)
Two-Weapon Combat Broken Blade (Acrobatics), Thrashing Dragon (Acrobatics), Tiger Claw (Acrobatics)
Underhanded Shadow Hand (Stealth), Veiled Moon (Stealth)
Weapon and Shield Eternal Guardian (Intimidate), Iron Tortoise (Bluff)

Wild Stalker

Master Stalker

At 20th level, when a wild stalker enters rage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3. In addition, the wild stalker no longer becomes fatigued at the end of his rage.

This ability replaces master hunter.

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