Eldeen Ranger

When humans first came to the Eldeen Reaches, the orc natives shared their druidic traditions with the newcomers. Over the centuries, these teachings were twisted and reinterpreted, and today five major sects exist in the Eldeen Reaches. These groups dominate the great forest. Some seek to protect travelers and settlers from the dangers of the wild, while others see it as their duty to drive civilization back from the Reaches and ultimately from Khorvaire itself.

Level Base Attack Bonus Fort Ref Will Special 1 2 3 4
1st + 1 + 2 + 2 + 0 1st Favored Enemy, Sect, Track, Wild Empathy
2nd + 2 + 3 + 3 + 0 Combat Style Feat
3rd + 3 + 3 + 3 + 1 Endurance, 1st Favored Terrain
4th + 4 + 4 + 4 + 1 Hunter’s Bond 0
5th + 5 + 4 + 4 + 1 2nd Favored Enemy 1
6th + 6/+ 1 + 5 + 5 + 2 Combat Style Feat 1
7th + 7/+ 2 + 5 + 5 + 2 Woodland Stride 1 0
8th + 8/+ 3 + 6 + 6 + 2 Swift Tracker, Sect Ability 1 1
9th + 9/+ 4 + 6 + 6 + 3 Evasion 2 1
10th + 10/+ 5 + 7 + 7 + 3 3rd Favored Enemy, Combat Style Feat 2 1 0
11th + 11/+ 6/+ 1 + 7 + 7 + 3 Quarry 2 1 1
12th + 12/+ 7/+ 2 + 8 + 8 + 4 Camouflage 2 2 1
13th + 13/+ 8/+ 3 + 8 + 8 + 4 Sect Ability 3 2 1 0
14th + 14/+ 9/+ 4 + 9 + 9 + 4 Combat Style Feat 3 2 1 1
15th + 15/+ 10/+ 5 + 9 + 9 + 5 4th Favored Enemy 3 2 2 1
16th + 16/+ 11/+ 6/+ 1 + 10 + 10 + 5 Improved Evasion 3 3 2 1
17th + 17/+ 12/+ 7/+ 2 + 10 + 10 + 5 Hide in Plain Sight 4 3 2 1
18th + 18/+ 13/+ 8/+ 3 + 11 + 11 + 6 Sect Ability, Combat Style Feat 4 3 2 2
19th + 19/+ 14/+ 9/+ 4 + 11 + 11 + 6 Improved Quarry 4 3 3 2
20th + 20/+ 15/+ 10/+ 5 + 12 + 12 + 6 5th Favored Enemy, Master Hunter 4 4 3 3

Alignment: Requirement varies by sect:
Ashbound: No restriction.
Children of Winter: Any nongood.
Gatekeepers: Any nonevil.
Greensingers: Any chaotic.
Wardens of the Wood: Any nonevil.

Sect: At 1st level, an Eldeen ranger chooses a sect. This sect cannot be changed after it is chosen, and determines several of the ranger’s special abilities.

Favored Terrain (Ex): As normal, but must pick the forest favored terrain as his first favored terrain.

Sect Ability: Each of the five major sects within the Eldeen Reaches embraces a different aspect of nature. At 8th level, this choice provides him with a defensive ability unique to his sect.

  • Ashbound—Resist the Arcane (Ex): An Ashbound Eldeen ranger gains a + 2 bonus on saving throws to resist arcane spells. (This bonus does not apply to saves against spell-like or supernatural abilities.)
  • Children of Winter—Resist Poison (Ex): A Child of Winter Eldeen ranger gains a + 2 bonus on saving throws against poison.
  • Gatekeepers—Resist Corruption (Ex): A Gatekeeper Eldeen ranger gains a + 2 bonus on saving throws to resist the spell-like, supernatural, and psionic abilities of aberrations.
  • Greensingers—Resist Nature’s Lure (Ex): A Greensinger Eldeen ranger gains a + 4 bonus on saving throws against the spell-like abilities of fey.
  • Wardens of the Wood—Nature Sense (Ex): A Warden of the Wood Eldeen ranger gains a + 2 bonus on Knowledge (nature) and Survival checks.

At 13th level, an Eldeen ranger gains a new ability related to his sect.

  • Ashbound—Ferocity (Ex): An Ashbound Eldeen ranger continues to fight without penalty even while disabled or dying.
  • Children of Winter—Resist Corruption (Ex): A Child of Winter Eldeen ranger gains immunity to disease, and he also gains a + 2 bonus on saving throws against mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects).
  • Gatekeepers—Darkvision (Ex): A Gatekeeper Eldeen ranger gains darkvision out to 60 feet. If he already has darkvision, the radius of its effect increases by 30 feet.
  • Greensingers—Unearthly Grace (Su): A Greensinger Eldeen ranger adds his Charisma bonus (if any) as a modifier to his saving throws.
  • Wardens of the Wood—Improved Critical (Ex): A Warden of the Wood Eldeen ranger gains the Improved Critical feat for a thrown or ranged weapon of his choice.

At 18th level, an Eldeen ranger gains a final ability related to his sect.

  • Ashbound—Spell Resistance (Ex): An Ashbound Eldeen ranger gains spell resistance 20.
  • Children of Winter—Touch of Contagion (Su): A Child of Winter Eldeen ranger gains the ability to spread disease, as the contagion spell, three times per day.
  • Gatekeepers—Slippery Mind (Ex): A Gatekeeper Eldeen ranger gains the ability to wriggle free from magical effects that would otherwise compel him. If the character is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.
  • Greensingers—Damage Reduction (Su): A Greensinger Eldeen ranger gains damage reduction 3/cold iron.
  • Wardens of the Wood—Smite Evil (Su): Once per day, a Warden of the Wood Eldeen ranger can attempt to smite evil with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per Eldeen ranger level. If the character accidentally smites a creature that is not evil, the smite has no effect but the ability is still used up for the day.

These abilities replace a ranger’s 2nd, 3rd, and 4th favored terrains.

Eldeen Ranger

Eberron inferno813