Ranger: Difference between revisions

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* Craft: Armorsmithing
* Craft: Armorsmithing
* Craft: Tailoring & Leatherwork
* Craft: Tailoring & Leatherwork
* Craft: Trap and Contraption Making
* Craft: Trap & Contraption Making
* Craft: Weaponsmithing  
* Craft: Weaponsmithing  
* Craft: Woodworking
* Craft: Woodworking
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* Move Silently
* Move Silently
* Parry
* Parry
* Profession: Cook
* Profession: Cook
* Profession: Fisher
* Profession: Fisher
* Profession: Woodworker
* Profession: Woodcutter
* Search
* Search
* Set Trap
* Set Trap

Revision as of 06:16, 26 May 2009

Ranger

A ranger can use a variety of weapons and is quite capable in combat. His skills allow him to survive in the wilderness, to find his prey, and to avoid detection. He also has special knowledge about certain types of creatures, which makes it easier for him to find and defeat such foes. Finally, an experienced ranger has such a tie to nature that he can actually draw upon natural power to cast divine spells, much as a druid does.

Requirements

To qualify to become a Ranger, a character must fulfill all the following criteria.

  • Not Applicable:

Class Skills

The class skills of the Ranger are:

  • Climb
  • Concentration
  • Craft: Alchemy
  • Craft: Armorsmithing
  • Craft: Tailoring & Leatherwork
  • Craft: Trap & Contraption Making
  • Craft: Weaponsmithing
  • Craft: Woodworking
  • Heal
  • Hide
  • Jump
  • Knowledge: Geography
  • Knowledge: Dungeoneering
  • Knowledge: Nature
  • Listen
  • Lore
  • Move Silently
  • Parry
  • Profession: Cook
  • Profession: Fisher
  • Profession: Woodcutter
  • Search
  • Set Trap
  • Spot
  • Survival
  • Swim
  • Use Rope

Class Features

Base Attack Bonus Progression: High

Skill Points at Each Level: 6 + Int modifier

Hit Dice: D8

Weapon and Armor Proficiency: The Ranger is proficient in the use of all simple and martial weapons, light armor, and shields (except for tower shields).

Divine Spellcasting: A Ranger casts divine spells, which are drawn from the Ranger spell list. 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. A Ranger can cast only a certain number of spells of each spell level per day. In addition to his base daily spell allotment, he receives bonus spells per day if he has a high Wisdom score.

Track: A ranger has the ability to find and read tracks, but he moves slowly when doing so. This will be displayed on the mini-map. The feat also depends on ranks in the survival skill.

Favoured Enemy: At 1st level, a ranger may select a type of creature as his favored enemy. The ranger gains a +1 bonus on Bluff, Listen, Spot, and Taunt checks, and also a +1 bonus on weapon damage rolls against their favored enemy. At 5th level, and every five levels after that, the ranger can choose an additional favored enemy and gains +1 to all favored enemy bonuses.

Combat Style: At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. He loses all benefits of his combat style when wearing medium or heavy armor.

  • Basic: At 2nd level, if the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. 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.
  • Improved: At 6th level, a ranger’s aptitude in his 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.
  • Mastered: At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Rapid Shot 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 Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

Toughness: At 3rd level the ranger gains toughness as a bonus feat.

Animal Companion: At 4th level, a ranger gains an animal companion.

Woodland Stride: Starting at 7th level, a ranger gains a +10% movement increase when in outdoor, natural environments.

Swift Tracker: At 8th level, a ranger can use their tracking skill and move at normal speed.

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 red dragon's fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor.

Camoflauge: At 13th level the ranger does not suffer a movement penalty for using stealth mode when in outdoor areas.

Hide in Plain Sight (Outdoors): When outdoors, a 17th level ranger has the ability to use the Hide skill even when being watched and in combat. This ability is similar to that of the Shadowdancer, except that it functions only while outdoors.