For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game—even fugitives among their own people.

Role: A ranger's role in combat is to deal damage either from afar or up close depending on the weapon path they choose early in their class; additionally, they can identify various monsters to give their party an edge. Outside of combat, they are excellent at tracking and identifying the various geographical challenges that a party might face. A ranger utilizes their expertise in various terrains against specific opponents to deal the most damage. On top of these benefits, a ranger also relies upon the companionship of his bonded animal to assist in his travels, in and out of combat.

Alignment: Any

Hitpoints: 10/level
The ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha),Heal (Wis),Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge(nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival(Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Level Base Attack Bonus Maximum hits Fort Save Ref Save Will Save Special Spell Points Max spell level
1 +1 1 +2 +2 +0 1st Favored Enemy,Track, Wild Empathy - -
2 +2 1 +3 +3 +0 Combat Style Feat - -
3 +3 1 +3 +3 +1 Endurance , 1st Favored Terrain - -
4 +4 1 +4 +4 +1 Hunter's Bond 1 1
5 +5 1 +4 +4 +1 2nd Favored Enemy 2 1
6 +6 2 +|5 +5 +2 Combat Style Feat 3 1
7 +7 2 +5 +5 +2 Woodland Stride 4 2
8 +8 2 +6 +6 +2 Swift Tracker, 2nd Favored Terrain 5 2
9 +9 2 +6 +6 +3 Evasion 6 2
10 +10 2 +7 +7 +3 3rd Favored Enemy, Combat Style Feat 8 3
11 +11 3 +7 +7 +3 Quarry 10 3
12 +12 3 +8 +8 +4 Camoflage 12 3
13 +13 3 +8 +8 +4 3rd Favored Terrain 14 4
14 +14 3 +9 +9 +4 Combat Style Feat 17 4
15 +15 3 +9 +9 +5 4th Favored Enemy 20 4
16 +16 4 +10 +10 +5 Improved Evasion 23 4
17 +17 4 +10 +10 +5 - 24 4
18 +18 4 +11 +11 +6 Combat Style Feat, 4th Favored Terrain 26 4
19 +19 4 +11 +11 +6 Improved Quarry 28 4
20 +20 4 +12 +12 +6 5th Favored Enemy , Master Hunter 30 4
21 +21 4 +12 +12 +7 - 30 4
22 +22 4 +13 +13 +7 - 30 4
23 +23 4 +13 +13 +7 - 30 4
24 +24 4 +14 +14 +8 - 30 4
25 +25 4 +14 +14 +8 6th Favored Enemy, Combat Style Feat 30 4
26 +26 4 +15 +15 +8 - 30 4
27 +27 4 +15 +15 +9 - 30 4
28 +28 4 +16 +16 +9 - 30 4
29 +29 4 +16 +16 +9 - 30 4
30 +30 4 +17 +17 +10 7th Favored Enemy, Combat Style Feat 30 4

Weapon and Armor Proficiency

A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy (Ex)

At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may makeKnowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any onefavored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Favored enemy list

Track (Ex)

A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex)

A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). 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 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 he takes a –4 penalty on the check.

At 2nd level, a ranger must select one combat style to pursue. The choices depend on if the Advanced Player's Guide is being used.

Combat Style Feat (Ex)

The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.


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

Favored Terrain (Ex)

At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Favored Terrain List

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 hisfavored 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 list on this page. 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 terrainbonuses.

This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level –3

Animal Companion List

Ranger Spell-Point

Beginning at 4th level a ranger becomes a preparation spellcaster that gains the ability to cast a small number of divine spells drawn from the ranger spell list. A ranger may cast any spell he is attuned to (see Divine Attunement ), as long as he has the spell points to do so. To attune to or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. A ranger gains bonus spell points equal to his Wisdom bonus (to a maximum of the highest level spell he can cast). The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier. A ranger has a limited number of spell points in a spell pool. To cast a 1st level or higher spell he is attuned to, a ranger must expend a number of spell points equal to the spell’s level +1. Thus, to cast a 1st level spell a ranger must expend 2 points from his spell pool, and casting a 3rd level spell requires the ranger to expend 4 points from his spell pool.

However items spells or any other ability that give bonuses to wisdom do not increase the maximum amount of spells that can be prepared

Because a ranger’s spells are not internalized to his aura (they are sacred powers cast through divine inspiration, unlike an oracle’s innate magic powers), each time the ranger casts a spell it leaves some traces on his magic aura (much like the lingering auras that can be revealed with a detect magic spell, though the residue on a ranger’s aura is often too faint to actually set off detect magic). This residue, known as eldritch dissonance, makes it difficult for the ranger to cast the same spell multiple times in the same day, as some traces of its previous mystic pattern interfere with the casting process. As a result, each time a ranger casts the same spell since restoring his spell pool, it costs a number of additional spell points equal to its level. This additional spell point cost is removed when the ranger refills his spell points and attunes his spells for the day.

A ranger must spend 1 hour each day in a quiet meditation to regain his daily allotment of spell points. Each ranger must choose a time at which he must spend 1 hour each day in quiet contemplation to regain his daily allotment of spell points, attune to spells of his choice (see Divine Attunement ), and reset his spell point costs to their base level (ending any additional cost from eldritch dissonance). Time spent resting has no effect on whether a ranger can prepare spells. A ranger may attune to any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to attune during his daily meditation.

Through 3rd level a ranger has no caster level. At 4th level and higher, a ranger’s caster level is equal to his ranger level -3.

Ranger spells can be found here Ranger spells

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 his normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Swift Tracker (Ex)

Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Evasion (Ex)

When he reaches 9th level, a 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, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.

Quarry (Ex)

At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survivalskill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonuson attack rolls made against his quarry. A ranger can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.

Camouflage (Ex)

A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.

Improved Evasion (Ex)

At 16th level, a ranger's evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.

Improved Quarry (Ex)

At 19th level, the ranger's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.

Master Hunter (Ex)

A ranger of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger's level + the ranger's Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.

Spell cost

Spell Level Spell Point Cost
1 2
2 3
3 4
4 5
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