The forests are home to fierce and cunning creatures, such as bloodthirsty owlbears
and malicious displacer beasts. But more cunning and powerful than these
monsters is the ranger, a skilled hunter and stalker. He knows the woods as if
they were his home (as indeed they are) and he knows his prey in deadly detail.
Characteristics: A ranger can use a variety of weapons and is quite capable in
combat. A ranger's skills allow him to survive in the wildness and possess special
knowledge about certain creatures. Finally, an experienced ranger has such a tie to
nature that he can actually draw upon natural power to cast divine spells, as a
druid does.
Alignment: Any. Most rangers are good and these usually function as protectors
of natural areas. They are also typically chaotic, preferring to follow the ebb and
flow of nature or of their own hearts instead of rigid rules. Evil rangers are much
to be feared and they gain spells to use nature for destructive purposes.
Other Classes: Rangers get along well with druids and to some extent with
barbarians. They bicker most often with paladins, who have a different style and
approach to life that is much more bound by a code of morals and laws.
Typically, though, rangers easily tolerate others, mostly because they don't feel the
need to get upset over differences.
Role: The ranger's best role is that of a scout and secondary combatant, often
focusing on opportunistic and ranged attacks.
Abilities: Dexterity is important for a ranger both because he tends to wear light
armor and because several ranger skills are based on that ability. Strength is
important because rangers frequently get involved in combat. A Wisdom score of
14 or higher is required to get access to the most powerful ranger spells. A
Wisdom score of 11 or higher is required to cast any ranger spells at all. One of
the ranger's trademark skills, his ability to track foes (known as Survival in ToEE)
is based on Wisdom.
Hit Die: d8
Class Skills
• Concentration, Heal, Hide, Listen, Move Silently, Search, Spot and Survival.
• Skill Points at 1st Level: (6 + Int modifier) x 4.
• Skill Points at Each Additional Level: 6 + Int modifier.
The Ranger
|
Level
|
Base Attack Bonus
|
Fort Save
|
Refx Save
|
Will Save
|
Special
|
1st
|
+1
|
+2
|
+2
|
0
|
1st Favored Enemy, Survival, Wild Empathy
|
2nd
|
+2
|
+3
|
+3
|
0
|
Combat Style
|
3rd
|
+3
|
+3
|
+3
|
+1
|
---
|
4th
|
+4
|
+4
|
+4
|
+1
|
Animal Companion
|
5th
|
+5
|
+4
|
+4
|
+1
|
2nd Favored Enemy
|
6th
|
+6/+1
|
+5
|
+5
|
+2
|
Improved Combat Style
|
7th
|
+7/+2
|
+5
|
+5
|
+2
|
Woodland Stride
|
8th
|
+8/+3
|
+6
|
+6
|
+2
|
Swift Tracker
|
9th
|
+9/+4
|
+6
|
+6
|
+3
|
Evasion
|
10th
|
+10/+5
|
+7
|
+7
|
+3
|
3rd Favored Enemy
|
Class Features
•
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial
weapons and with light armor and shields.
•
Favored Enemy: At 1st level, a ranger may select a type of creature to act as his
favorite enemy. Due to his extensive study of his chosen type of foe and training
in the proper techniques for combating such creatures, the ranger gains a +2
bonus on Bluff, Listen, Sense Motive, Spot and Survival checks when using these
skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage
rolls against such creatures.
At 5th level and 10th level, the ranger may select an additional favored enemy. In
addition, at each interval, the bonus against any one favored enemy (including
the one just selected, if so desired) increases by 2. For example, a 5th-level ranger
has two favored enemies; against one he gains a +4 bonus on Bluff, Listen, Sense
Motive, Spot and Survival checks and weapon damage rolls and against the other
he has a +2 bonus. At 10th level, he has three favored enemies and he gains an
additional +2 bonus, which he can allocate to the bonus against any one of his
three favored enemies. Thus, his bonuses could be +4, +4, +2, or +6, +2, +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also
choose an associated subtype. If a specific creature falls into more than one category
of favored enemy (for instance, devils are both outsiders and lawful outsiders),
the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Ranger Favored Enemies
|
Type
|
Examples
|
Aberration
|
Beholder
|
Animal
|
Bear
|
Construct
|
Golem
|
Dragon
|
Ice Lizard
|
Elemental
|
Invisible Stalker
|
Fey
|
Dryad
|
Giant
|
Ogre
|
Humanoid (aquatic)
|
Merfolk
|
Humanoid (dwarf)
|
Dwarf
|
Humanoid (goblinoid)
|
Hobgoblin
|
Humanoid (elf)
|
Elf
|
Humanoid (gnoll)
|
Gnoll
|
Humanoid (halfling)
|
Halfling
|
Humanoid (human)
|
Human
|
Humanoid (orc)
|
Orc
|
Humanoid (reptilian)
|
Kobold
|
Humanoid (shapechanger)
|
Doppleganger
|
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)
|
Celestial
|
Outsider (lawful)
|
Formian
|
Outsider (water)
|
Tojanida
|
Plant
|
Shambling mound
|
Undead
|
Zombie
|
Vermin
|
Spider
|
•
Track: A ranger gains this ability -- referred to in ToEE as Survival -- as a bonus feat.
•
Combat Style: At 2nd level, a ranger must select a combat style to pursue. If the
ranger selects two-weapon combat, he is treated as having the Two-Weapon
Fighting feat, even if he does not have the normal prerequisites for that feat. The
benefits of the ranger's chosen style apply only when he wears light or no armor.
He loses all benefits of his combat style when wearing medium or heavy armor.
•
Animal Companion: At 4th level, a ranger gains an animal companion selected
from the following list: dire rat, dog, chicken, lizard, jackal, brown bear, polar
bear, panda bear, or wolf. This animal is a loyal companion that accompanies the
ranger on his adventures as appropriate for its species.
•
Improved Combat Style: At 6th level, a ranger's aptitude in a chosen combat
style (archery or two-weapon combat) improves. If he selected archery at 2nd
level, he is treated as having the Manyshot feat, even if he does not have the normal
prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is treated as having the
Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites
for that feat.
As before, the benefits of the ranger's combat style apply only when he wears
light or no armor. He loses all benefits of his combat style when wearing medium
or heavy armor.
•
Swift Tracker: Beginning at 8th level, a ranger can move at his normal speed
while following tracks without taking the normal -5 penalty.
•
Evasion: 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 (such as a Fireball), he instead
takes no damage. Evasion can be used only if a ranger is wearing light armor or
no armor. A helpless ranger (such as the one who is unconscious or paralyzed)
does not gain the benefit of evasion.
Ranger Spells Per Day
|
Spell Level
|
1
|
2
|
Caster Level
|
---
|
---
|
1st
|
---
|
---
|
2nd
|
---
|
---
|
3rd
|
---
|
---
|
4th
|
0
|
---
|
5th
|
0
|
---
|
6th
|
1
|
---
|
7th
|
1
|
---
|
8th
|
1
|
0
|
9th
|
1
|
0
|
10th
|
1
|
1
|