Ranger

Class summary

 * Alignment: Any


 * Hit die: d8


 * Skill points: (6 + Intelligence modifier) x4 at creation, then 6 + Intelligence modifier at each additional Ranger level


 * Class skills:
 * Concentration (Con)
 * Heal (Wis)
 * Hide (Dex)
 * Jump (Str)
 * Listen (Wis)
 * Move Silently (Dex)
 * Search (Int)
 * Spot (Wis)
 * Swim (Str)


 * Starting Proficiencies
 * Simple weapons
 * Martial weapons
 * Light armor
 * Shields (except tower shields)

Advancement table
Note that in order to be able to cast spells at 4th level, you need bonus spell points gained from a Wisdom of at least 12.

Important: the ranged and melee combat style feats gained at levels 2, 6 and 11 are automatically obtained even if the ranger does not meet the usual prerequisites for these feats. In addition, the ranger does not need to wear light or no armor to use these feats. This contrasts greatly with the combat style and improved combat style rules from PnP.


 * Paladins and Rangers are supposed to receive 5 SP at level 4. However, due to an unfixed bug, they are receiving only 2 SP at that level. To be as accurate as possible to game data, the SP on this table has been updated with the lower/bugged number. When it is fixed in-game, it will be corrected here, too.

Class feats
The following list contains only the ranger-specific class feats that are obtained through advancement. A ranger also gets automatically a number of other feats when leveling, as indicated in the advancement table above. See the feats list for more details on those.

Level 1

 * Bow Strength (passive): This ranger ability allows the character to apply its strength modifier to its bow damage but not to attack.
 * Favored Enemy (passive): Favored Enemy grants +2 to damage and +2 to the skills bluff, listen, and spot against a specific creature type (chosen by the player). This feat advances by +2 at levels 5 and 10. One additional enemy can be chosen at levels 5 and 10. The following monster types are available to be chosen: Aberration, Animal, Construct, Dragon, Elemental, Giant, Dwarf, Elf, Goblinoid, Halfling, Human, Reptilian, Magical Beast, Monstrous Humanoid, Ooze, Chaotic Outsider, Evil Outsider, Lawful Outsider, Undead, Vermin.
 * Wild Empathy (active): This feat allows the ranger to mesmerize an animal as per the spell so that it will not attack.

Level 4

 * Gain the ability to cast Ranger spells. Your effective caster level is equal to your Ranger level, contrary to PnP (thus, the starting duration for a Resist energy spell is 4 minutes).  Note that since spellpoints are minimal until level 6, a level 4 Ranger cannot actually cast a spell without getting spellpoints from elsewhere, such as Wisdom bonus points, or a magic item of Wizardry or Power. Remember also that you need a casting ability (here: Wisdom) score of at least (10 + spell level) to prepare and cast any spell.

Level 7

 * Improved wild empathy (active):

Level 9

 * Evasion (passive):

Spells
See the list of Ranger spells.