Você está na página 1de 6

RANGER

Ability to check for levelling : Strength, Dexterity or Wisdom


bonus spells for high wisdom Spells / Level
wisdom determines level of spells able to cast (10+spell level)
every 5 levels, the ranger gains a "favored enemy", and +2 to the previous enemies 1
(until level 20, then it's every 3 levels) 2
ranger's casting level is 1/2 his class level 3
A ranger using 2 weapons gains +2/+2 on his primary/off - hand(when wearing light armor) 4
Must "pray" for spells like a druid 5
2 basic weapon masteries at first level 6
Each level the ranger gains a +1 competence bonus to : 7
hide spot listen wilderness lore move silently 8
Proficient with light and medium armor and shield 9
1 feat : track, favored enemy 1, wild empathy CS 10
2 Follower , Combat style* 11
3 ,CS 12
4 animal companion* CS 13
5 favored enemy 2 CS 14
6 Follower improved combat style* 15
7 attacks per round +1 woodland stride ICS 16
8 Follower,swift tracker* ICS 17
9 evasion ICS 18
10 favored enemy 3 follower ICS 19
11 Combat style mastery* 20
12 Follower CSM 21
13 CSM 22
14 Follower CSM 23
15 favored enemy 4 attacks per round +1 CSM 24
16 Follower Combat style perfection 25
17 hide in plain sight CSM 26
18 Follower CSM 27
19 Combat style perfection 28
20 favored enemy 5 29
21 Combat style perfection 30
22 31
23 attacks per round +1 Combat style perfection, favored enemy 6 X 32
24 33
25 Combat style perfection 34
26 favored enemy 7 35
27 Combat style perfection 36
28
29 favored enemy 8 (+1every 3 levels) Combat style perfection

attacks per round +1

Favored enemy : gain +2 bonus on: bluff


listen
sense motive
spot
wilderness lore
gain +2 damage
each time a new enemy is chosen, any previous or new goes up bij +2

Combat styles : the same combat style cannot be stacked, but it can be taken for a
different weapon. A lower style may be taken instead of an higher one.
Combat Style :
(CS) *get 1 extra deflect with weapon of choice
*get permanent +1hr with weapon of choice
*get delay ability with weapon of choice
*get improved disarm ability with weapon of choice
*get permanent +1dmg with weapon of choice
*get permanent h:+1ac/1 with weapon of choice
*get permanent m:+1ac/1 with weapon of choice
*get permanent +1 initiative with weapon of choice

Improved Combat Style :


(ICS) *get 1 extra deflect and +1 on HR for deflect(s) with weapon of choice
*get permanent +1hr with weapon of choice
*get stun ability with weapon of choice
*get permanent +1dmg with weapon of choice
*get permanent a:+2ac/1 with weapon of choice

Combat Style Mastery :


(CSM) *get 1 extra deflect and +2 on HR for deflect(s) with weapon of choice
*get permanent +2hr with weapon of choice
*get 1/day 1 reroll of an hr with weapon of choice
*get permanent +2dmg with weapon of choice
*get permanent a:+3ac/2 with weapon of choice

Combat style perfection :


(CSP) *weapon cannot be disarmed
*get permanent +3 initiative with weapon of choice
*get 1/day 1 reroll of damage die(dice) with weapon of choice
*attune 1 specific weapon
*crit threat range enhances by 1 (after all other modifiers are applied)
*crit multiplier enhances by 1 (after all other modifiers are applied)

Attuned weapon for ranger :


The selected weapon becomes intelligent, and is utterly loyal to the ranger.
The bonus are random (or DMs discrection)
to attune the weapon, the ranger must severly wound (50% hps.. Or killing blow) 1 favored enemy with it, for each type of f
once this is done, he must meditate/pray to whatever force/god he believes in, to grant sentience to his weapon.. This take

Animal companion : effective druid level = ranger level/2

Wild Empathy (Ex): A ranger can use body language, vocalizations, and demeanor
to improve the attitude of an animal (such as a bear or a monitor lizard).
This ability functions just like a diplomacy check to improve the attitude
of a person (see page 72). The ranger rolls 1d20 and adds his ranger level and his
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
(such as a basilisk or a girallon), but he takes a -4 penalty on the check.

Spell list
1 2
Alarm animal messenger
Animal friendship cure light wounds
Delay poison detect chaos/evil/good/law
Detect animals or plants hold animal
detect snares and pits protection from elements
entangle sleep
magic fang snare
pass without trace speak with plants
read magic summon nature's ally II
resist elements
speak with animals
summon nature's ally I

3 4
control plants cure serious wounds
cure moderate wounds freedom of movement
diminish plants nondetection
greater magic fang polymorph self
neutralize poison summon nature's ally IV
plant growth tree stride
remove disease wind wall
summon nature's ally III
tree shape
water walk

Favored Enemies :
type (subtype) Examples

Abberation beholder
Animal bear
Construct golem
Dragon black dragon
Elemental invisible stalker
Fey dryad
Giant ogre
Humanoid (aquatic) merfolk
Humanoid (dwarf) dwarf
Humanoid (elf) elf
Humanoid (goblinoid) hobgoblin
Humanoid (gnoll) gnoll
Humanoid (gnome) gnome
Humanoid (halfling) halfling
Humanoid (human) human
Humanoid (orc) orc
Humanoid (reptilian) kobold
Magical beast displacer beast
Monstrous humanoid minotaur
Ooze gelatinous cube
Outsider (air) arrowhawk
Outsider (chaotic) demon
Outsider (earth) xorn
Outsider (evil) devil
Outsider (fire) salamander
Outsider (good) angel
Outsider (lawful) formian
Outsider (native) tiefling
Outsider (water) tojanida
Plant shambling mound
Undead zombie
Vermin monstrous spider
Spells / Level
1 2 3 4

0
0
1
1
1 0
1 0
1 1
1 1 0
1 1 1
1 1 1
2 1 1 0
2 1 1 1
2 2 1 1
2 2 2 1
3 2 2 1
3 3 3 2
3 3 3 3
4 3 3 3
4 3 3 3
5 3 3 3
5 3 3 3
5 4 3 3
5 4 3 3
5 4 4 3
5 4 4 3
5 4 4 4
5 4 4 4
5 5 4 4
5 5 4 4
5 5 5 4
5 5 5 4
5 5 5 5
5 5 5 5
y with it, for each type of favored enemy he has.
to his weapon.. This takes 1 day and 1 night, requiring solitude.

Você também pode gostar