Ranger

[description]

Features by Level:

Level Class Features Base Combat Bonus Charm Save Reflex Save Death Save Fear Save Spell Save
1st 1st Favored Domain, Pathfinder, Wild Empathy +1 +0 +2 +2 +2 +1
2nd Endurance, Combat Style +2 +0 +3 +3 +3 +1
3rd Hunter's Bond +3 +1 +3 +3 +3 +2
4th 2nd Favored Domain +4 +1 +4 +4 +4 +2
5th Swift Attack, Quarry +5 +1 +4 +4 +4 +2
6th Talisman +6 +2 +5 +5 +5 +3

Class Features:

Hit Points:

Hit Dice: 1D10 per ranger level
Hit Points at first level: 10 + Constitution modifier
Hit Points at higher levels: 6 + Constitution modifier

Proficiencies:

Class Skills: Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Lore, Perception, Ride, Search, Stealth, Survival, and Swim.
Background Skills: Choose any 3.

Skill Points at 1st Level: (6+Int modifier) * 4
Skill Points at Later Levels: 6+Int modifier

Equipment: Rangers are proficient with all simple and martial weapons, and with light armor and light and medium shields.

Favored Domain

Rangers are masters of wild and dangerous places. At first level, a ranger may choose a familiar region to be their favored domain. At 5th level, a ranger may select an domain, or choose the same option again (the bonuses stack).

You must select a difficult wilderness region, such as the border hills. The following bonuses apply with this region, and in similar regions and circumstances, at the GM's discretion:

  • You gain a +2 bonus on Initiative, Perception, Stealth, and Survival checks, as well as on Fear saves.
  • You can cover your tracks while still moving at full speed.
  • You can exert yourself to further aid your companions [WIP, but spend 1 recovery die to reroll one of their failed checks or saves with your own bonus. Link to Journeying.]
Pathfinder

At first level, rangers gain the Track feat. They need not meet the prerequisite. Additionally, rangers gain a +2 bonus on survival checks to navigate in the wild.

Wild Empathy

A ranger can influence the attitude of a beast as if by Diplomacy. To influence a creature, the ranger rolls a Diplomacy check; both ranger and animal must study each other (within 30 ft, usually) and the process usually takes about a minute. Some magical beasts may be more difficult, imposing a -4 penalty on the check.

Endurance

At third level, rangers gain the Endurance feat. They need not meet the prerequisite. If you already have Endurance, all the recovery dice granted to you by your Ranger levels become d12s.

Combat Style

At second level, rangers gain a bonus feat based on their chosen combat style. Select a combat style feat; you must still meet all other prerequisites normally.

Hunter’s Bond

Choose two of the following options (unless you choose animal companion):

Animal Companion: The ranger may designate a beast they have trained which is friendly with them. A ranger can only have one animal companion at a time. If you choose this option, you may not select another perk. Through close training with the ranger, the companion gains the following benefits:

  • Additional Hit Dice equal to the ranger’s level divided by 3 (increasing its saves, skills, and hp), so long as it is bonded.
  • The ranger can handle their companion as a free action, or push it as a minor action.
  • The ranger gains a +4 bonus on all Handle Animal, Ride, and Wild Empathy checks dealing with their companion.
  • The companion may learn an additional trick (see Handle Animal skill description), plus another trick when the ranger reaches levels 5 and 6.
  • The animal companion gains one of the following special abilities:
    • Defender: when using the aid another action to defend an ally, the companion grants a +4 bonus to AC.
    • Distracting Attack: any creature attacked by your animal companion takes a -1 penalty to AC until the end of the round. Additionally, your companion can trade their BCB for an AC bonus as if they had the Combat Expertise feat.
    • Evasion: if the animal companion is subjected to an attack that allows a reflex saving throw for half damage, it takes no damage on a successful saving throw.
    • Improved flanking: flanking bonus is increased to +4 when the ranger and their companion flank a target.
    • Improved speed: the companion’s speed increases by 10ft when ridden by its ranger.

Expert Scout: [WIP; bonus for scouting ahead, possibly a bonus when travelling overland?]

Hunter's Mercy: You are skilled at finishing-off tough enemies. When you hit a creature, roll an extra 1d6 damage. If this extra damage is not sufficient to drop or stagger the target, do not apply it.

Master Herbalist: You gain a +4 penalty on checks to scavenge and use ingredients, and you can create even dangerous concoctions without risk of poisoning (see Herbalism, ???).

Nimble Escape: If you hit an enemy with an attack, your movement this round does not provoke reaction attacks from them.

Side by Side: If you and an ally both threaten an enemy, you count as flanking them.

Will to Survive: You are a dangerous foe when your life is on the line. While bloodied, your desperate attacks even more deadly. If you deal damage with a desperate attack while bloodied, you can immediately spend a reaction to make an attack. If you choose to make this second attack, you are rendered off-guard

Swift Attack

You can make an attack as a minor action, at a -4 BCB penalty. As part of this action, you can also shift 5 ft before or after the attack.

Your levels in this class stack with all other classes to gain this ability. For example, a 3rd level Fighter/2nd level Barbarian would gain this ability at 5th level.

Quarry

At fifth level, a ranger becomes even more confident in their ability to hunt down their enemies. If a ranger spends one minute studying a creature within their sight (or that creature’s tracks or lair), they gain a +2 morale bonus on attacks against that creature, and they can take 10 on checks to track the creature. They can only have one quarry at a time, and they lose their quarry if they lose sight of them and their tracks.

Talisman

[WIP] In addition to its normal benefits, can use a talisman to cast spells.