Ranger, Retooled (3.5e Class)
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The Ranger[edit]
Part defender of nature and part dedicated hunter, the Ranger is a fearsome combatant. Although not as powerful as the Druid in many aspects, nor as focused on their goal as Barbarians, the Ranger uses a variety of combat tactics in tandem with finely honed skills of stealth, aided by nature itself by means of their animal companions and their slight grasp in primal magic.
The ranger does not limit itself to a single terrain. Those who take the mantle of adventurers to hone their skills further begin to adapt to the different lands and eventually to other Planes of existence. Their signature combat style takes their fighting skills to the limits of the extraordinary, unaided by the supernatural; yet, they are capable of expanding their techniques in case the battle hampers their main techniques.
Making a Ranger[edit]
Rangers are at their terrain on a variety of areas. Their talents at stealth, tracking and survival are top-notch, allowing them to hide without difficulties, seek their enemy almost effortlessly, and handle traps and scout with the trust that, if combat ensures, they are ready for it. Despite their reliance on light armor, they're quite effective in the front-line, fighting almost as well as a dedicated Fighter or Barbarian for a while. While weaker than that of a Druid, their animal companion is nonetheless quite strong, allowing an archery-specialized Ranger to safely face its enemies from afar, or a melee-specialized Ranger to create flanking opportunities and diversify the damage.
Arguably, their biggest weakness is how spread their abilities are, as while they work well in a variety of situations, they are best when their specializations kick in. In essence, a Ranger is best when such things as their favored enemy and favored terrain bonuses apply and they can make complete use of their signature combat style (or when stealth, a strong combatant, and many traps are expected; essentially, a solo infiltration); yet, even if this does not apply, the Ranger still can collaborate in a variety of ways.
Abilities: A ranger is a melee combatant first and foremost, so you'll want Strength and/or Dexterity to be quite high; however, regardless of what combat style you choose, Dexterity will always be a strong choice. Constitution is also important, as you want a strong Fortitude save and the consequent amount of Hit Points. Wisdom is a minimal requirement: it helps your spellcasting and your Will saves, but no more than a 14 is necessary to take advantage of this class.
Races: Regardless of the baggage, elves make excellent rangers. They have a hit on Constitution, but also a strong Dexterity which helps. Half-orcs, oddly, make also excellent rangers, if they focus on the ability to grapple or use throwing weapons. Dwarves may seem a bit off, but what they actually lose is Charisma; they prefer to use axes, and deal with underground or mountain creatures, and most specifically against the enemies of their people.
Amongst other savage humanoids, expect orcs, most large goblinoids such as hobgoblins and bugbears, and others as rangers. Usually, while the barbarian is the warrior of the savage lands, the ranger is the "rogue-type" of the savage lands.
Alignment: Any
Starting Gold: 6d4×10 gp (125 gp).
Starting Age: Moderate.
Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +2 | +0 | Combat Style, Favored Enemy +2, Track, Wild Empathy | 2 | — | — | — | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +3 | +0 | Trapfinding | 3 | — | — | — | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +3 | +1 | Fast Movement | 3 | 0 | — | — | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +4 | +1 | Animal Companion, Bonus Feat | 3 | 0 | — | — | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +4 | +1 | Favored Enemy +4, Uncanny Dodge | 3 | 1 | — | — | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +5 | +2 | Improved Combat Style | 3 | 1 | — | — | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +5 | +2 | Swift Tracker, Woodland Stride | 4 | 1 | 0 | — | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +6 | +2 | Bonus Feat, Camouflage | 4 | 2 | 0 | — | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +6 | +3 | Evasion | 4 | 2 | 1 | — | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +7 | +3 | Favored Enemy +6, Favored Terrain +2 | 4 | 2 | 1 | — | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +7 | +3 | Combat Style Mastery, Improved Uncanny Dodge | 5 | 2 | 1 | 0 | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +8 | +4 | Bonus Feat, Hide in Plain Sight | 5 | 3 | 2 | 1 | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +8 | +4 | Trackless Step, Uncanny Tracker | 5 | 3 | 2 | 1 | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +9 | +4 | Improved Evasion | 5 | 3 | 2 | 2 | 0 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +9 | +5 | Favored Enemy +8, Favored Terrain +4 | 5 | 3 | 3 | 2 | 1 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +10 | +5 | Bonus Feat, Combat Style Supremacy | 5 | 4 | 3 | 2 | 1 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +10 | +5 | Survival Mastery | 5 | 4 | 3 | 3 | 2 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +11 | +6 | Undetectable | 5 | 4 | 4 | 3 | 2 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +11 | +6 | 5 | 4 | 4 | 3 | 3 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +12 | +6 | Bonus Feat, Favored Enemy +10, Favored Plane +2, Favored Terrain +6 | 5 | 4 | 4 | 3 | 3 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level, ×4 at 1st level) Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex). Class Features[edit]All of the following are class features of the Ranger. Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons plus the bolas and net, with light and medium armor, and with light shields. Spells: A ranger casts divine spells, which are drawn from the druid spell list plus a few spells added to the list below. A ranger must choose and prepare his spells in advance (see below). Ranger Spells The following spells are Druid spells inaccessible to the Ranger’s spell list, in addition to the restrictions in schools and spells that the ranger already has. The Dungeon Master may decide which spells from other sourcebooks may not apply, and may use this list as an aid to determine which spells are inaccessible. When determining which spells to remove and which to apply from the druid spell list, a DM is well advised to retain spells that enhance mobility, grant animal features such as natural weapons, spells that enhance animal companions and spells that resemble or behave as spells from the druid spell list on the Player’s Handbook. Combat Style (Ex): Rangers are hunters at heart. Whether the ranger learns his trade on the forest, the plain, the desert, or even the open sea, each learns similar tactics. They observe the dominant predators of nature, the tactics they use, and how their quarry adopts typical traits of the common prey. Rangers learn these tactics from the very source, refine them as the hunters have done in earlier times, and improve upon them as only a few are capable of.
Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on attack rolls and weapon damage rolls against such creatures.
At 5th level, a ranger gains the ability to replace one of his favored enemies by another. To do so, the ranger must spend an entire week studying about and training on the battle techniques of the favored enemy to be chosen. Once chosen, the ranger chooses which of the favored enemies to replace. By accepting a voluntary penalty of -2 on the bonus, the exchange may be done after a day; the penalty vanishes after a week in which the ranger has exchanged his favored enemy bonus. Track: A ranger gains Track as a bonus feat. Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Wisdom bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. Trapfinding: From 2nd level and onwards, a ranger may use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Fast Movement (Ex): A 3rd level ranger’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the ranger’s speed because of any load carried or armor worn. This method of fast movement stacks with other bonuses to speed (such as the enhancement bonus to speed gained by means of the haste spell) Bonus Feat: At 4th level and every four levels afterwards, a ranger gains a bonus feat. The ranger may choose from the list of fighter bonus feats. A ranger is treated as a fighter of his class level minus four for purpose of feats that have a fighter bonus prerequisite. Animal Companion (Ex): At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. Uncanny Dodge (Ex): At 5th level, a ranger retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a ranger already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead. Improved Combat Style (Ex): At 6th level, a ranger’s aptitude in his chosen combat style improves.
The benefits of the ranger’s chosen improved combat style apply only when he wears armor no heavier than medium. He loses all benefits of his combat style when wearing heavy armor. Swift Tracker (Ex): Beginning at 7th level, a ranger can move at his normal speed while following 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. 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. Camouflage (Ex): A ranger of 8th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. Evasion (Ex): At 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 armor no heavier than medium. A helpless ranger does not gain the benefit of evasion. Favored Terrain (Ex): At 10th level, a ranger may select a type of terrain or environment from among those given on Table: Ranger Favored Terrains. Due to the ranger's experience in that terrain or environment, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. He also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the ranger has selected underground as a favored environment). Likewise, he gets a +2 bonus on attack rolls and weapon damage rolls against any creature native to the environment; this bonus to attack rolls and weapon damage rolls applies even if the creature is outside the chosen terrain or environment, but not when the creature currently remains within the terrain and isn’t native to the environment.
At 15th level, a ranger gains the ability to replace one of his favored terrains by another. To do so, the ranger must spend an entire week studying about the favored terrain to be chosen. Once chosen, the ranger chooses which of his favored terrains to replace. By accepting a voluntary penalty of -2 on the bonus, the exchange may be done after a day; the penalty vanishes after a week in which the ranger has exchanged his favored terrain bonus. Combat Style Mastery (Ex): At 11th level, a ranger’s aptitude in his chosen combat style improves again.
As before, the benefits of the ranger’s chosen style apply only when he wears armor no heavier than medium. He loses all benefits of his combat style mastery when wearing heavy armor. Improved Uncanny Dodge (Ex): At 11th level and higher, a ranger can no longer be flanked. This defense denies a rogue the ability to sneak attack the ranger by flanking him, unless the attacker has at least four more rogue levels than the target has ranger levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character. Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 12th level or higher can use the Hide skill even while being observed. Trackless Step (Ex): Starting at 13th level, a ranger leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired. Uncanny Tracker (Ex): Starting at 13th level, a ranger may track a creature moving under the effect of a pass without trace spell, the trackless step class ability or a similar feature, though he takes a -20 penalty to Survival checks to do so. Improved Evasion (Ex): At 14th level, a ranger’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion. Combat Style Supremacy (Ex): At 16th level, a ranger’s aptitude in his chosen combat style reaches its maximum definition.
As before, the benefits of the ranger’s chosen style apply only when he wears armor no heavier than medium. He loses all benefits of his combat style specialization when wearing heavy armor. Hunter's Mastery (Ex): At 17th level, a ranger becomes so skilled in the set of skills that he can use them reliably even in adverse conditions. When making a Hide, Listen, Move Silently, Spot or Survival skill check, he may take 10 even if stress and distractions would normally prevent him from doing so. Undetectable (Su): At 18th level, if a ranger succeeds on a Hide or Move Silently check to cloak his presence, he may not be detected by supernatural or magical means. Extraordinary means of sight, such as blindsense, blindsight or tremorsense still work on the subject, but not supernatural or spell-based versions of these abilities. This ability only applies whenever the ranger uses either Hide, Move Silently, or both; an invisible ranger is still detected by magical or supernatural means, but the creature must still succeed on a Spot or Listen check to detect the ranger. Favored Plane (Ex): At 20th level, a ranger may select one of the planes from among those given on Table: Ranger Favored Planes, in addition to the Material Plane. Due to the ranger's experience in those planes, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. He may make Knowledge (the planes) checks as if he had trained in the skill, and applies the skill bonus on checks dealing with his favored planes. Likewise, he gets a +2 bonus on attack rolls and weapon damage rolls against any creature native to the plane; this bonus to attack rolls and weapon damage rolls applies even if the creature is outside the chosen plane, but not when the creature currently remains within the terrain and isn’t native to the environment. Finally, the ranger is considered native to the plane and may not be banished or otherwise expelled from the plane.
Alternate Class Features[edit]Natural Warrior[edit]Rangers with any sort of natural weapon tend to learn a style of combat that enhances their use of said attacks. Usually, these rangers are from savage races, attuned closer to nature than those of more civilized races. Level: 1st
If the ranger already has this ability, he is treated as one size larger for purposes of damage dice, bull rush, grapple and trip attempts. The increase in damage dice stacks with the Improved Natural Attack bonus feat. Trapsmith[edit]Most rangers develop unique combat styles to deal with their quarry. You, however, draw closer to the humanoid hunters and rely on well-placed traps created with the purpose of portability. Level: 1st Epic Ranger[edit]
Favored Enemy: At 25th level, and every five levels afterwards, the epic ranger may select a new favored enemy from the list, and the bonus against all favored enemies increases by 2. Favored Terrain: At 25th level, and every five levels afterwards, the epic ranger may select a new favored terrain from the list, and the bonus regarding all favored terrains increases by 2. Favored Plane: At 25th level, and every five levels afterwards, the epic ranger may select a new favored plane from the list, and the bonus regarding all favored planes increases by 2. Bonus Feats : The epic ranger gains a bonus feat (selected from the list of epic ranger bonus feats) every 4 levels after 20th. Epic Ranger Bonus Feat List: Bane of Enemies, Blinding Speed, Combat Archery, Death of Enemies, Distant Shot, Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Epic Weapon Focus, Fast Healing, Improved Combat Casting, Improved Favored Enemy, Improved Manyshot, Improved Spell Capacity, Legendary Climber, Legendary Rider, Legendary Tracker, Perfect Health, Perfect Two-Weapon Fighting, Permanent Emanation, Spontaneous Spell, Storm of Throws, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy. Elf Ranger Starting Package[edit]Weapons: Longsword (1d8, crit 19-20/x2 4 lb., one-handed, slashing); longbow (1d10, crit 20/x3, 3 lbs, two-handed, piercing). Skill Selection: Pick a number of skills equal to 6 + Int modifier.
Feat: Point-Blank Shot. Combat Style: Archery. Gear: Studded leather armor (+3 AC, armor check penalty -1, speed 30 ft., 20 lb.), 100 arrows, backpack with waterskin, belt pouch, bedroll, flint & steel, 50 ft. of hempen rope, 2 sunrods, 6 days of trail rations, spell component pouch, sprig of mistletoe. Gold: 6d4 gp.
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Allowed Alignments | Lawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil + |
Article Balance | High + |
Author | T.G. Oskar + |
Base Attack Bonus Progression | Good + |
Class Ability | Divine Spellcasting + and Prepared Spellcasting + |
Class Ability Progression | Partial + |
Fortitude Save Progression | Good + |
Identifier | 3.5e Class + |
Length | 20 + |
Rated By | Somehownotsingle + and Foxwarrior + |
Rating | Rating Pending + |
Reflex Save Progression | Good + |
Skill | Balance +, Bluff +, Climb +, Concentration +, Craft +, Disable Device +, Handle Animal +, Heal +, Hide +, Jump +, Knowledge +, Listen +, Move Silently +, Profession +, Ride +, Search +, Spot +, Survival +, Swim +, Tumble + and Use Rope + |
Skill Points | 6 + |
Summary | A retooling of the Ranger, enhancing their spellcasting ability, refurbishing their combat skills and reinforcing their skills + |
Title | Ranger, Retooled + |
Will Save Progression | Poor + |