Classes/Ranger

= Ranger = Hit Die: d10

Type: Martial

Starting Wealth: 5d6 x 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Skill Ranks Per Level: 4 + Int modifier.

Class Features
The following are class features of the ranger.

Weapon and Armor Proficiency
A ranger is proficient with all simple weapons and armor. If this is the character’s first level in a class he gains proficiency in all light martial armor. In addition the ranger may gain proficiency in their choice of martial bow, crossbow, or thrown keyword weapons, or a single firearm keyword weapon (martial or exotic).

Stamina (Ex)
At 1st level, a ranger gains access to a pool of stamina points that allows her to perform feats of strength and agility. This pool contains a number of stamina points equal to his Constitution modifier plus his levels in martial classes (minimum 1). This pool replenishes once per day after 8 hours of rest.

Ranger’s Precision (Ex)
If this is the character’s first level in a martial class, the ranger gains their choice of Power Stance or Precise Stance as a bonus feat.

Tracker’s Training (Ex)
The ranger may select perception, survival, stealth, or a single knowledge skill; the ranger gains ranks in the skill equal to his levels in ranger.

Aim (Ex)
At 1st level, the Ranger learns to focus their senses as a move action gaining a +1 insight bonus on all attack and damage rolls against a single target he can see, and treats their crit range of their weapon as 1 higher (20 becomes 19-20, 19-20 becomes 18-20), this increase to crit range is applied after any multipliers to crit range (such as improved critical). These bonuses only apply on ranged weapon attacks against this target, and last until the beginning of their next turn.

At 5th level and every 5 levels thereafter the ranger increases the insight bonus on attack and damage rolls with aim by an additional 1.

At 10th level the ranger may use this ability as a reaction.

At 15th level the ranger increases the critical multiplier of their weapon by 1 against the target.

Animal Companion (Ex)
At 1st level, the Ranger forms a bond with an animal companion. It gains a companion as described on the companion page treating your levels in ranger as spell prowess bonus to determine the progression of this companion (and stacks with spell prowess bonus gained from other sources).

The animal companion gained this way must select the avian, quadruped, serpentine, or vermin base form. It gains the animal type as it’s companion type. The companion gains these types and talents even if the ranger does not meet the prerequisites. While companions can take many forms a ranger’s animal companion should usually have a form similar to that of an animal (wolf, tiger, hawk, etc..) though the GM may allow for other creatures.

If a ranger releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives.

Hunter Training (Ex)
At 2nd level and every 2 levels thereafter the ranger gains a hunter training that grants additional prowess in and out of combat for hunting, tracking, and slaying foes.

For a complete listing of training see Table: Hunter Training.

Animal Focus (Ex)
At 3rd level and every 3 levels thereafter the hunter may choose one of the following companion talents and add them to their animal companion even if the ranger does not meet the prerequisites; if a talent may be taken more than once the ranger may select it multiple times but any limitations such as SPB requirements must be met to take it an additional time:


 * Altered Size, Armored Companion, Battle Creature, Camouflaged Companion, Monstrous Aspect, Monstrous Attacks, Capable Companion, Bestial Creature.

At 9th level the ranger adds the following talents to the list of talents their companion may select:


 * Powerful Companion, Quick Companion, Fortified Companion, Variable Size.

Hawkeye (Ex)
At 5th level the ranger learns to further their prowess with ranged weapons increasing the range increment of any thrown, crossbow, bow, or firearm keyword weapons by 5ft. At 10th level and every 5 thereafter the ranger gains an additional 5ft bonus to their range increment with these weapons.

Hunter’s Command (Ex)
At 7th level the ranger learns to push their companion to even greater action allowing for better tactical cooperation. Each round the hunter may choose to perform one of the following actions, though each action may require a different type of action or scenario to utilize the hunter may still only perform one per round.


 * Outflank: When your animal companion has flanking against a creature you are attacking, you may as an immediate action treat your attacks until the beginning of your next turn as also having flanking against that creature even if you normally would not. If your animal companion loses flanking against the target this bonus immediately ends.
 * Reposition: As a move action you may command your animal companion causing it to move up to its speed. Your animal companion must be able to hear you and capable of moving for you to use this ability. This action is a bonus action for the animal companion and does not spend any additional actions for the companion.
 * Strike: As a standard action you may command your animal companion to make a single attack at its highest base attack bonus against a creature. You may direct the animal companion to attack a specific creature you can see, otherwise it will attempt to make an attack against an adjacent hostile creature. Your animal companion must be able to hear you for you to use this ability. This action is a bonus action for the animal companion and does not spend any additional actions for the companion.
 * Cover:    When you would perform an action that would provoke an attack of opportunity while your animal companion is adjacent to you, you may as an immediate action spend 1 stamina to cause your companion to interfere causing any attack of opportunity taken against that action to have a 50% chance to miss, but attacks that miss due to this miss chance instead target the animal companion. This benefit is only active for a single triggering action as well as only active while the animal companion remains adjacent to you. This action is a bonus action for the animal companion and does not spend any additional actions for the companion.

Slayer Techniques (Ex)
At 11th, the ranger becomes more specialized as a hunter and refines their techniques becoming more than a hunter, but a slayer due to their newfound prowess. The ranger gains an additional slayer technique at 13th level and every 2 levels thereafter. If a slayer technique calls for a save attack it is made at 1d20+ ½ MPB + the ranger’s dexterity modifier. The ranger may add the enhancement bonus of a wielded weapon to this save attack.

For a complete listing of training see Table: Slayer Techniques.

Greater Focus (Ex)
At 13th, the ranger learns to put greater focus into himself or his companion choosing one of the following:


 * Deadly Aim: The ranger’s insight bonus to attack rolls from Aim improves by an additional 1 plus 1 per 5 ranger levels he possesses.
 * Greater Companion: The ranger’s level is treated as 1 higher for the purposes of determining the ranger’s SPB for their animal companion. This bonus improves by an additional 1 per 5  levels the ranger possesses.

Legend Hunter (Su)
At 17th, the ranger has set their sights upon creatures of legend and greater beings as the target of their hunts. As such the ranger must bring their power to new heights to take on such legends. The ranger choses one of the following:


 * Legendary Companion: You may choose 2 of the following:
 * Your companion gains the elemental creature companion talent as a bonus talent allowing it to deal one elemental type of your choosing even if you do not possess an elemental affinity talent.
 * Your companion gains variable size and altered size as a bonus companion talents and altered size may allow a companion to become colossal rather than gargantuan.
 * Your companion gains the draconic companion talent.
 * Your companion gains a second companion type in addition to the animal companion type gaining all the benefits and detriments of this new type.
 * The ranger may target a number of creatures up to his wisdom modifier with his aim ability as part of a single use of aim each turn. In addition the ranger may treat any creature he attacks targeted by his aim ability as having any elemental resistance, natural armor,  DR a creature possesses as 1 lower for every 10 ranger levels he possesses.

Master of the Hunt (Ex)
At 20th, the ranger has become the master of the hunt, a legend among legends treating all as his prey. The ranger can always move at full speed while using survival to follow tracks without penalty. In addition the ranger no longer needs to spend an action to use his aim ability effectively treating all creatures he can see as targeted by it. Finally the ranger’s animal companion gains the benefits of flanking against any creature affected by the ranger’s aim ability.