Ranger

Rangers might come from backgrounds similar to those of barbarians, fighters, or druids. Like barbarians, they are often found in the wild places of the world (although many make their homes in more urban environments as well). Like fighters, many rangers served in the Last War (usually as scouts) and have either retired or switched to adventuring careers. Like druids, some rangers patrol the wilds of the Eldeen Reaches, punishing poachers and protecting the creatures that live there. These Eldeen rangers are very similar in outlook to the members of the druid sects, placing a greater emphasis on martial training than on spiritual discipline.

Level Base Attack Bonus Fort Ref Will Special 1 2 3 4
1st + 1 + 2 + 2 + 0 1st Favored Enemy, 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, 2nd Favored Terrain 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 3rd Favored Terrain 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 4th Favored Terrain, 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: Any
Hit Dice: d10
Class Skills: 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 Points per Level: 6 + Int modifier.
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).
Starting Gold: 5d6 × 10 gp (average 175 gp).
Spells: Beginning at 4th 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 can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given above. In addition, he receives bonus spells per day if he has a high Wisdom score. When the above table 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 regain his daily 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.

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

Ranger Options

The new feats and prestige classes offer some interesting choices for ranger characters.

Feats

Urban Tracking.

Archetypes

Cyran Avenger
Deadgrim
Duraak’ash-Half-Orc
Eldeen Ranger
Impure Prince-Daelkyr Half-Blood
Reachrunner-Shifter
Revenant Blade-Elf
Scorpion Wraith-Drow
Thunder Guide

Animal Companions

Ranger

Eberron inferno813