- 1 Description
- 2 Class Features
- 2.1 Weapon and Armor Proficiency
- 2.2 Natural Talent (Ex)
- 2.3 Track (Ex)
- 2.4 Quarry (Ex)
- 2.5 Trapper (Ex)
- 2.6 Combat Style Feat (Ex)
- 2.7 Endurance
- 2.8 Herb Lore (Su)
- 2.9 Advanced Herb Lore (Su)
- 2.10 Expert Herb Lore (Su)
- 2.11 Herb Lore Mastery (Su)
- 2.12 Mana Burn (Sp)
- 2.13 Wolf Pack Tactics (Ex)
- 2.14 Woodland Stride (Ex)
- 2.15 Swift Tracker (Ex)
- 2.16 Evasion (Ex)
- 2.17 Monster Lore (Ex)
- 2.18 Quarry (Ex)
- 2.19 Camouflage (Ex)
- 2.20 Perfect Wolf Pack Tactics (Ex)
- 2.21 Improved Evasion (Ex)
- 2.22 Hide in Plain Sight (Ex)
- 2.23 Improved Quarry (Ex)
- 2.24 Master Hunter (Ex)
- 2.25 Ridge Runner (Su)
- 2.26 Lord of the Hunt (Ex)
- 2.27 Skinner (Ex)
- 2.28 Epic Trapper (Su)
- 2.29 Sharpshooter (Ex)
- 2.30 Fanged Fury (Ex)
- 2.31 Skiver (Ex)
- 2.32 Hinterlander (Su)
- 2.33 Master Trapper (Su)
- 2.34 Deadeye (Su)
- 2.35 Flayer (Ex)
- 2.36 The Horned God (Ex)
- 2.37 Mountaineer (Su)
- 2.38 Steel Jaws Lurk (Su)
- 2.39 Flenser (Ex)
- 2.40 Alpha (Ex)
For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game—even fugitives among their own people. Unlike druids, rangers are not protectors of the wild, they are tamers of it, blazing trails with every step.
Role: Ranger are deft skirmishers, either in melee or at range, capable of skillfully dancing in and out of battle. Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable against all manner of enemies.
Hit Die: d8
Starting Wealth: 250 gp
Skill Ranks per Level: 7 + Int modifier.
Recommended Ability Score Priority:
- Dexterity: primary; affects to-hit and damage, AC and reflex saves.
- Strength: secondary; affects to-hit and damage
- Wisdom: tertiary; used for many class features and poultices.
- Constitution: quaternary; useful to bolster durability in close combat.
- Intelligence: low priority.
- Charisma: low priority.
|1st||+1||2||2||0||2d6||Quarry Pool, Track, Trapper, Herb Lore||1||-||-||-|
|2nd||+2||3||3||0||2d6||Combat Style Feat||1||-||-||-|
|3rd||+3||3||3||1||3d6||Endurance, Mana Burn||2||-||-||-|
|4th||+4||4||4||1||4d6||Advanced Herb Lore||2||1||-||-|
|5th||+5||4||4||1||4d6||Wolf Pack Tactics||2||1||-||-|
|6th||+6/+1||5||5||2||5d6||Combat Style Feat||2||2||-||-|
|7th||+7/+2||5||5||2||6d6||Woodland Stride, Expert Herb Lore||2||2||1||-|
|10th||+10/+5||7||7||3||8d6||Combat Style Feat, Herb Lore Mastery||3||2||2||1|
|11th||+11/+6/+1||7||7||3||8d6||Quarry, Monster Lore||3||3||2||1|
|14th||+14/+9/+4||9||9||4||10d6||Combat Style Feat||4||3||3||2|
|15th||+15/+10/+5||9||9||5||11d6||Perfect Wolf Pack Tactics||4||3||3||2|
|17th||+17/+12/+7/+2||10||10||5||12d6||Hide In Plain Sight||4||4||3||3|
|18th||+18/+13/+8/+3||11||11||6||13d6||Combat Style Feat||5||4||3||3|
|21st||+21/+16/+11/+6||+13||+13||+7||15d6||Ridge Runner, Lord of the Hunt||5||5||4||3|
|31st||+26/+21/+16/+11||+18||+18||+12||22d6||The Horned God||7||7||6||5|
|33rd||+27/+22/+17/+12||+19||+19||+13||23d6||Steel Jaws Lurk||8||7||6||6|
Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons and with light armor and medium armor, and light and heavy shields.
Natural Talent (Ex)
At 1st level, all characters receive two natural Natural Talent skills: one in their bailiwick skill, and one in any other skill of their choice. Natural talent allows you to re-map a skill to use any ability score you wish, rather than the ability score it normally uses. You may not select a skill for natural talent that you cannot put ranks into (such as a bailiwick skill not available to your class). Natural talent skills never suffer an armor check penalty, even if the chosen ability modifier is STR or DEX.
All characters receive an additional natural talent skill at character (not class) levels 11, 21, and 31. Additional natural talents may also be gained through Self-Improvement.
Beginning at 1st level, a ranger adds a +2 training bonus to Survival skill checks made to follow or identify tracks. This bonus improves to +3 at Ranger level 10, +4 at Ranger level 20, and +5 at Ranger level 30.
Beginning at 1st level, a ranger can, as a free action, designate one target within his line of sight as his quarry. A ranger can have no more than one quarry at a time. This effect cannot be dismissed until the quarry is rendered helpless, is slain, or the ranger gets 8 hours of rest. (Note that this is not the same as "expires after 24 hours".) If the quarry is slain (or the ranger rests), the ranger may select a new quarry at any time with a new free action, as long as he has line of sight on the new creature he wishes to designate.
If a quarry has been designated, but is not present for an encounter (e.g. ran away during the previous encounter), the ranger may not use quarry dice until either the quarry is slain, or he rests for 8 hours to clear the designation. If your quarry is slain outside of your line of sight (or line of effect), you immediately know it, since you are magically tied to your quarry. This is the only information you are able to discern about your quarry when they are beyond the reach of your senses.
In addition, during combat, as long as the Ranger has a quarry selected, a ranger gets a quarry pool of two or more d6 dice which refresh at the start of each of his turns. These dice are rolled at the start of the Ranger's turn, or as soon as a Quarry is declared, whichever is first, but never more than once per round. Each round, the ranger may spend each of these dice as he wishes, as a free action, on any of the following uses:
- Precision Damage: (Quarry Only) At any point after a successful attack roll, the ranger may expend one or more quarry pool dice to add precision damage to the attack, of an amount equal to the pips showing on the dice expended. This damage is of the same type as the attack it is used to modify, and if the attack is dealing Non-Lethal Damage, the quarry damage is also non-lethal.
- Improved Accuracy: (Quarry Only) After making an attack roll, but before the results are resolved, the Ranger may allocate one or more dice from his quarry pool to add +1 to the result per die expended. The pips showing on the dice expended are irrelevant.
- Skill Boost: (Quarry Only) A ranger may expend quarry dice to boost any of the following skills, when making checks related to their quarry: Bluff, Intimidate, any Knowledge skill, Naturalism, Perception, Sense Motive, or Stealth. The bonus they gain to the skill check is equal to the number of dice they apply to the check. This bonus only applies to a single check and can only be done during combat (as that is the only time a Ranger rolls his quarry pool). The GM makes the final call if the check is relevant to their quarry or not. If it is determined that the check isn't related to the quarry, the Ranger may not use quarry dice to improve the check.
- Improve Trap Attacks: (Any) A ranger may allocate one or more dice from his quarry pool to add +1 per die expended to a trap's to-hit roll, after the roll is made, but before the results are resolved. The pips showing on the dice expended are irrelevant. This use of quarry dice need not be made against a designated quarry, but instead against any creature who has triggered one of the ranger's traps.
- Ghost Touch: (Quarry Only) A ranger may expend 1 die from his quarry pool to make his next attack affect his quarry as though it had the Ghost Touch magic weapon property. This only affects the ranger's next attack, though additional quarry dice may be allocated per additional attack. The pips showing on the dice expended are irrelevant.
Unless the quarry pool use specifically states otherwise, the ranger may spend multiple dice on a single use to gain its effects multiple times, or gain an additive effect from it. Quarry pool uses must always be used against the Ranger's quarry target, except where the use specifically states it can be used against non-quarry targets.
Expending dice uses them up until the pool refreshes next round. Pips on a single die may never be split across multiple quarry pool uses. That is, if a die is expended, all of the pips showing on that die are expended, even if some of them are wasted as a result. Furthermore, dice may not be saved beyond the current round. At the start of the Ranger's next turn, assuming he still has a Quarry designated, he rolls all of his quarry dice again, replacing any unused dice with the new roll. Any unused dice from the previous round are lost when this occurs. Use them or lose them!
Designating a creature as Quarry is not considered a "condition" to which roles, such as tanks and threats, are partially immune.
Starting at 1st level, a ranger has the ability to set traps. To use this ability requires that the ranger acquire a Hunter's Trap for each trap he wishes to set. A Hunter's Trap weighs 10 pounds and costs 2 gold, and is not consumed when the trapper ability is used.
For a ranger to set a trap in a square takes a full round action. A Hunter's Trap is not required to be in-hand to use — the full round action assumes getting it out of storage. If a Ranger has a Hunter's Trap in-hand, they may set it in a square as a move action. Ranger traps are not small, and cannot be applied to items, doors, locks or other objects. In general, they require a full five-foot square of space, and only one may be set per square. They cannot be placed in Blocked, Impeded, or Occupied terrain, although they may be placed in Difficult terrain.
To spot a ranger trap once it is set requires greater than animal intelligence and a Perception check against an Challenging DC for the Ranger's level. Anyone can disarm a ranger trap with a standard action using Disable Device, versus an Average DC due to the size and comparative crudity of a ranger trap.
If a creature enters a space containing a ranger trap, the trap rolls to hit them. The trap has the same BAB as the ranger that set the trap, using their preferred weapon as the basis of their to-hit roll. Hit or miss, the trap is neutralized after rolling to hit, and the focus can be recovered from the square as if you are picking up a weapon. If the trap hits, it does 1d4 + Ranger Level of slashing (physical) damage and immobilizes the target. Since ranger traps do not inflict weapon damage they cannot make critical attacks, although a natural roll of a 20 always hits.
A ranger may have a maximum number of squares trapped equal to his str or dex mod, whichever is higher.
Combat Style Feat (Ex)
At 2nd level, a ranger must select one combat style to pursue. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
- Combat Style Options
- If the ranger selects the Archer style, he can choose from the following list whenever he gains a combat style feat:
- Ammo Drop (Feat), Deadly Aim (Feat), Far Shot (Feat), Focused Shot (Feat), Point-Blank Shot (Feat), Precise Shot (Feat), Prone Shooter (Feat), and Rapid Reload (Feat).
- At 6th level, he adds Crossbow Mastery (Feat), Juggle Load (Feat), Precise Shot, Improved (Feat), Parting Shot (Feat), and Point-Blank Master (Feat) to the list.
- At 10th level, he adds Impact Critical Shot (Feat), Pinpoint Targeting (Feat), Shot on the Run (Feat) and Snap Shot (Feat) to the list.
- Two-Weapon Fighter
- If the Ranger selects the Two-Weapon Fighter style, he adds his DEX modifier to all melee to-hit rolls, in addition to STR. In addition, he can choose from the following list whenever he gains a combat style feat:
- Double Slice (Feat), Shield Bash, Improved (Feat), Quick Draw (Feat), Two-Weapon Fighting (Feat), Aspect of the Beast (Feat), Natural Attack, Improved (Feat), Rending Claws (Feat), and Weapon Focus (Feat).
- At 6th level, he adds Two-Weapon Fighting, Improved (Feat), Two-Weapon Defense (Feat), and Eldritch Claws (Feat) to the list.
- At 10th level, he adds Two-Weapon Fighting, Greater (Feat), Two-Weapon Rend (Feat), and Multiattack (Feat) to the list.
- Huge Weapon Wielder
- If the Ranger selects the Huge Weapon Wielder style, he adds his DEX modifier to all melee to-hit rolls, in addition to STR. In addition, he can choose from the following list whenever he gains a combat style feat:
- Power Attack (Feat), Weapon Focus (Feat), Cleave (Feat), Shield of Swings (Feat), Spear Dancer (Feat), Furious Focus (Feat), Let Them Come (Feat)
- At 6th level, he adds Wide Stance (Feat), Pushing Assault (Feat), Iron Grip (Feat), Vice Grip (Feat), Cleave, Great (Feat)
- At 10th level, he adds Surprise Follow-Through (Feat), Surprise Follow-Through, Improved (Feat), Colossal Force (Feat)
A ranger gains Endurance as a bonus feat at 3rd level.
Herb Lore (Su)
Beginning at 1st level, every 24 hours, if the ranger has access to herbs, plants, and/or animals he can brew poultices that grant any of the effects a 1st level ranger spell provides. The Ranger can access these herbs, plants, and/or animals in any uncivilized natural area as can a Druid, but a Ranger is less picky and more adaptable than a Druid. A Ranger can also access the things he needs to brew poultices in farmland, gardens, and parks. Essentially, nearly any access to plants and other growing things will allow him to 'whip something up.'
The ranger can make a number of poultices per day equal to the number shown on Table: Ranger. A ranger with a high wisdom may gain additional poultices per day, as detailed on the Bonus Spells Table. A Poultice degrades 24-hours after it is made, but it may be used by whomever the ranger wants to give it to. A poultice that is stolen or taken by force is still potent. Note that there is no creation roll required for any Ranger poultice: Making one is automatic for the ranger as long as he can get materials to work with.
The ranger may make different poultices every 24 hours, as long as he has access to raw materials (any environment with plants, or any uncivilized natural area). The ranger is assumed to have enough time during a full night's rest to perform these activities. Note: The raw materials must be of considerable extent. A small herb garden in a back yard is more than sufficient. A window planter full of flowers and herbs is barely adequate for a single day's worth of poultices. Carrying a potted plant and claiming it's enough should earn the player the wrath of the GM, and rightly so.
Applying a poultice is (usually) a standard action, and the effect of the poultice determines where the poultice needs to be applied (on the target's body, their weapon, sprinkled over a patch of ground, etc.). Players are encouraged to work with the GM to come up with descriptions of how the poultice produces the desired effect in cases when it's not completely clear how a poultice could achieve the desired outcome (e.g. the returning weapon poultice might actually be a very springy rope attached to the weapon). If a player is having a difficult time visualizing poultice effects,"It's magic" is a perfectly valid description option.
In general, using a poultice provokes attacks of opportunities, whether it is thrown, consumed, sprinkled, or applied. Unlike standard potions, the user may make a Concentration check using their Bailiwick skill to 'combat-cast' the poultice, versus a DC of 10 + (poultice level x 4). If the user doesn't have a caster level, they instead still use their Bailiwick skill for the check). Targeted poultices generally follow the rules of the spell being mimicked, unless the player and GM agree to a description that changes it. The player and GM must agree on the descriptive application of the poultice, as some environmental conditions or enemy tactics may interfere with a poultice in ways that spells cannot normally be disrupted. Descriptions may sometimes result in the need for more than a single standard action to apply the poultice. While this does reduce the power of the core ranger class's spell abilities, it is balanced by the fact that, unlike spells, poultices can be given to allies to use at their convenience.
Poultices are not necessarily magical, though they might contain magical herbs in their concoction, and they are always considered to be arcane (rather than divine) in nature. As such, passing through an anti-magic field may destroy prepared poultices, depending on their descriptive effects. If the player's description of the poultice is convincingly non-magical, such poultices would be immune to anti-magic or dispel effects. Players are encouraged to be creative, and should re-use descriptions they're happy with, or revise them if they come up with new ideas. Rangers using Herb Lore are constantly improving their recipes and adapting to the herbs they have available, so changes to descriptions are perfectly acceptable. However, once a poultice of a particular effect has been created, the description for it and other poultices granting the same effect cannot be changed until a new batch of poultices is created.
The Caster Level of any effects created by a poultice is always the Ranger level of the Ranger who brewed the poultice. Caster feats, such as spell penetration or selective casting are still effective with poultices.
Advanced Herb Lore (Su)
Beginning at 4th level, the ranger may make poultices which mimic the effects of any 1st or 2nd level ranger spell.
Expert Herb Lore (Su)
Beginning at 7th level, the ranger may make poultices which mimic the effects of any 1st, 2nd or 3rd level ranger spells.
Herb Lore Mastery (Su)
Beginning at 10th level, the ranger may make poultices which mimic the effects of 1st through 4th level ranger spells.
Mana Burn (Sp)
Beginning at 3rd level, you can push structured portions of your aura into the casting of a spell, burning up one or more additional spells as part of the casting action of the spell being cast. These additional spells cannot be cantrips (or orisons, or powerful cantrips), but can be any other spell you have memorized, or spell slot you have available. Burned spells are used up for the day, exactly as though they had been cast. For each additional spell you burn in the casting, you increase the spell circle of the spell by one step, increasing the spell's damage scaling.
A spell's Spell Circle is a measure of how much damage it does, relative to the caster's character level. If a spell has a spell circle listed, it will be highlighted in orange in the spell's description. The only way to increase a spell's circle is by mana burning one or more additional spells at the same time that the spell is being cast (as part of the same action). For each extra spell burned, the spell's circle moves up one step on the damage scale.
There is also a maximum spell circle you can raise a given spell, based on your character level. This maximum is: (total character level + 1) ÷ 2, round down. Note that this is NOT based on the character's caster level or class level, but their total character level, making this a highly attractive option for multi-classed, dual-classed, and demi-caster characters (such as paladins, bards, and rangers).
Spell Circle Min Char Lvl Damage Per Character Level Caps At: 1st 1 1d4 per character level 5d4 (at char lvl 5) 2nd 3 1d6 per character level 6d6 (at char lvl 6) 3rd 5 1d6 per character level 10d6 (at char lvl 10) 4th 7 1d6+1 per character level 12d6+12 (at char lvl 12) 5th 9 1d6+1 per character level 15d6+15 (at char lvl 15) 6th 11 1d6+2 per character level 16d6+32 (at char lvl 16) 7th 13 1d6+2 per character level 20d6+40 (at char lvl 20) 8th 15 1d6+3 per character level 21d6+63 (at char lvl 21) 9th 17 1d6+3 per character level 25d6+75 (at char lvl 25) 10th 19 1d6+4 per character level 25d6+100 (at char lvl 25) 11th 21 1d6+5 per character level 25d6+125 (at char lvl 25) 12th 23 1d6+6 per character level 27d6+162 (at char lvl 27) 13th 25 1d6+7 per character level 27d6+189 (at char lvl 27) 14th 27 1d6+8 per character level 29d6+232 (at char lvl 29) 15th 29 1d6+9 per character level 29d6+261 (at char lvl 29) 16th 31 1d6+10 per character level 30d6+300 (at char lvl 30) 17th 33 1d6+11 per character level 30d6+330 (at char lvl 30) 18th 35 1d6+12 per character level 30d6+360 (at char lvl 30)
A few notes about mana burning:
- If a spell does not have a damage circle listed, it cannot be mana burned. In such cases, the only way to increase its damage is increasing your caster level, applying one or more metamagic feats, or by using methods described in the spell itself.
- A spell's damage circle can be different than the spell's spell level. Mana burning doesn't affect spell level — only spell circle.
- Memorizing a spell in a higher level slot (or using a higher level spell slot) than the minimum required does not raise the spell's circle. This means that adding metamagic feats to a spell when memorizing it has no effect on the spells base Circle damage.
- Metamagic feats stack normally when used at the same time as mana burning, and only escalate the 'base' spell slot. All benefits of the metamagic feat apply to the effects of the spell's circle after all mana burning has been done.
- For example, you can memorize or cast a Perfected Fireball (using a ninth level spell slot), but it only deals circle 3 damage, which is then maximized and doubled (because of Perfected). If you also burn 14 additional spells of any spell level to increase the Perfected Fireball's Circle 3 damage to Circle 17 damage (assuming you are high enough level to throw around Circle 17 damage), it deals maximized Circle 17 damage, doubled. Expensive, yes, but that fireball will cast shadows on the Sun....
- If a spell has more than one damage circle listed (such as a spell that deals damage and also has a synergy), then mana burning during the casting raises all damage circles equally based on the number of additional spells mana burned.
- For example, if a spell deals Circle 2 damage when cast, and also have a synergy that deals Circle 4 damage when triggered, if you mana burn 3 additional spells when casting this spell, it instead deals Circle 5 damage when cast, and Circle 7 damage when the synergy is triggered.
- Some spells may have a custom damage profile for their base circle. Such spells may be mana burned as normal if they have a Circle listed, and the first 'step up' moves them to the standard damage model listed in the table above.
Wolf Pack Tactics (Ex)
At 5th level, the ranger may select a teamwork feat as a bonus feat. As a swift action, the ranger may select one ally within 30 feet and bestow the use of this feat (and any other teamwork feats the ranger picks up) as though both the ranger and the ally had it/them. The ally can make use of the feat(s) until the start of the ranger's next turn. The ranger may choose the same ally or a different one (within 30 feet) each time they use this ability. No more than one ally may be granted this ability in a given round.
Woodland Stride (Ex)
Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Swift Tracker (Ex)
Beginning at 8th level, a ranger can move at his normal speed (including a double move) while using Survival to follow tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at a Run while tracking.
When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. Any attack, spell, or effect that deals damage and offers a Reflex-based saving throw deals only three-quarters damage to the ranger, if they fail the saving throw. If they succeed on the saving throw, the effect deals only half damage (in many cases, this is the normal result of such an attack targeting Reflex). Evasion does not provide any protection against non-damaging effects or status conditions, only damage. Evasion can only be used in circumstances where the ranger is not denied their dexterity to AC, is aware of the attack, and is wearing medium, light, or no armor, is not using a shield, and is not carrying a heavy load.
Monster Lore (Ex)
At 11th level, rangers may make checks to determine information about any monster encountered, using the highest knowledge skill they possess, even if they are not trained in the correct knowledge skill. This ability can only be used to learn lore on a monster the ranger is currently perceiving. The ranger must still use the appropriate knowledge skill for general knowledge checks.
At 11th level, whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed (including a double move), without penalty. In addition, he receives a +1 insight bonus on any of the following skills, when making checks pertinent to his quarry: Bluff, Disguise, Intimidate, any Knowledge skill, Naturalism, Perception, Sense Motive, or Stealth. The GM makes the final call if the check is relevant to their quarry or not. If it is determined that the check isn't related to the quarry, the Ranger may not apply this insight bonus to the check.
In addition, the Ranger may use his quarry dice for any of the following uses, in addition to those uses available from level 1:
- Locate Quarry: (Quarry Only) Expend 2 quarry dice to learn a square occupied by a creature designated as your quarry. This ability allows detection of creatures using invisibility, stealth, etc. though the Ranger still takes penalties for the creature having total concealment (50% miss chance). This effect lasts until the end of your current turn. The pips showing on the dice expended are irrelevant.
- See the Unseen: (Quarry Only) Expend 2 quarry dice to reduce a quarry's total concealment to partial concealment (20% miss chance). This effect lasts until the end of your current turn. The pips showing on the dice expended are irrelevant.
- Seeker: (Quarry Only) Expend 2 quarry dice to reduce a quarry's partial concealment to no concealment. This effect lasts until the end of your current turn. The pips showing on the dice expended are irrelevant.
- Clever Footwork: (Any) For every 2 quarry dice you expend, you may take a free 5-foot step. These 5-foot steps may be made even if you have already moved this round, or taken a 5-foot step. The pips showing on the dice expended are irrelevant.
- Inclusive Pack: (Any) For every 2 quarry dice you expend, you may include one additional ally that you can see among those benefiting from your Wolf Pack Tactics feat (or feats). The ally's benefit lasts until the start of your next turn (as with Wolf Pack Tactics). The pips showing on the dice expended are irrelevant.
A ranger of 12th level or higher can use the Stealth skill to hide, even if the terrain doesn't grant cover or concealment. Camouflage does not permit the ranger to initiate stealth against a creature that is able to perceive them, however.
Perfect Wolf Pack Tactics (Ex)
At 15th level, the ranger may grant all allies within 20 feet of her the benefit of any teamwork feats the ranger has, as a swift action, as though they had all taken the feats themselves. This benefit lasts until the start of the ranger's next turn.
Improved Evasion (Ex)
At 16th level, a ranger's evasion improves. On any attack, spell, or effect that deals damage and targets the ranger's Reflex save, the ranger takes only one quarter damage on a successful saving throw, and only half damage on a failed saving throw. Improved evasion does not provide any protection against non-damaging effects or status conditions, only damage. Improved evasion can only be used in circumstances where the ranger is not denied their dexterity to AC, is aware of the attack, and is wearing only medium, light, or no armor, is not using a shield, and is not carrying a heavy load.
Hide in Plain Sight (Ex)
A ranger of 17th level or higher can initiate a Stealth stance without the need for cover or concealment, and even while being observed.
Improved Quarry (Ex)
At 19th level, the ranger's ability to hunt his quarry improves. He can now take 20 (but with the same action as taking 10) while using Survival to track his quarry, while moving at normal speed (including a double move) without penalty. Additionally, all critical threats against the quarry are automatically confirmed.
Master Hunter (Ex)
A ranger of 20th level becomes a master hunter. He may maintain a number of quarries equal to his WIS modifier.
Ridge Runner (Su)
Beginning at 21st level, a Ranger is comfortable in the wild, but they are not of the wild. A Ranger is, in many ways, the herald of civilization, blazing trails, exploring, hunting and trapping. The Epic Ranger is able to lay their will upon the land they dwell within and make it their own. Once per day, if the Ranger spends an hour in quiet thought, she may change the terrain type of the land around her for a mile in every direction from 'natural' to 'frontier.' Any creatures or beings in that terrain which gain benefits from 'natural' terrain, lose those benefits. The area affected by this ability is a square, two miles on a side, with the ranger in the center. This change to the terrain type persists as long as the Ranger remains within this area, and fades one week after the ranger has left the area. The Ranger may have as many frontier territories as he may maintain, and with Ridge Runner, you may see an epic Ranger roving constantly to use this ability to drive back the wilderness.
Lord of the Hunt (Ex)
The Master Hunter ability improves at level 21 so that the Ranger gains +5 on all tracking rolls. In addition, the Ranger may now attempt to track beings and creatures who leave no tracks at all, such as Dryads and Druids using Trackless Step. This is a test similar to rogues with Uncanny Dodge attempting to avoid back stabs, namely, you have to be four levels higher than the target in order to track it.
Additionally, the ranger may use Quarry Pool dice as a free action to gain one or more of the following benefits:
- Cloak of Thorns: (Any) The ranger may expend 1 or more quarry dice to do 3 points of damage per die expended to any enemy that attacks him with a melee attack (hit or miss) before the start of his next turn. This damage cannot be reduced by DR, and the damage is dealt each time the ranger is attacked. This use of quarry dice applies to any creature that attacks the ranger, not just the ranger's quarries. The pips showing on the dice expended are irrelevant.
- Find Weakness: (Quarry Only) The ranger may expend 1 or more quarry dice to increase his critical hit range by 2 for each die expended for the next attack made against his quarry. This use only applies to the ranger's next attack, but additional dice may be expended to boost future attacks as well. The pips showing on the dice expended are irrelevant.
- Overcome Defense: (Quarry Only) The ranger may expend 2 quarry dice to deal damage to his quarry of a type the quarry is normally Hardened against (i.e. takes only half damage from that damage source), but only for his next attack made against the quarry. This use only applies to the ranger's next attack, but the ranger may spend 2 additional dice for each additional attack if he wishes. The pips showing on the dice expended are irrelevant.
- Bypass Immunity: (Quarry Only) The ranger may expend 4 quarry dice to deal damage to his quarry of a type against which the quarry is normally Immune (i.e. takes no damage from that damage source), but only for his next attack made against the quarry. This use only applies to the ranger's next attack, but the ranger may spend 4 additional dice for each additional attack if he wishes. The pips showing on the dice expended are irrelevant.
- Battle Wisdom: (Quarry Only) The ranger may expend 3 quarry dice to add his WIS modifier to all of his attack and damage rolls made against his quarry until the end of his current turn. Expending more than 3 dice does not improve this ability. The pips showing on the dice expended are irrelevant.
At Level 22, the Ranger's melee damage increases. Each round, any Quarry dice the Ranger has not spent for powers may be applied to two successful melee attacks.
Epic Trapper (Su)
Beginning at 23rd level, once per encounter, as an immediate action, during another creature's movement(that the Ranger can currently see), the Ranger may declare that the square they are about to leave has a trap in it, which immediately activates. To use this ability requires that the ranger have a trap focus available. The Ranger rolls a melee attack against the targeted creature using their highest BAB. This attack roll is considered a bonus attack, and inflicts bonus physical damage. Since it is not inflicting weapon damage, the trap cannot achieve a critical hit, although a roll of a natural 20 always hits. The ranger can use their normal attack modifiers to improve their chances to hit. If they successfully hit the targeted creature, they may roll their Quarry dice for damage, the creature is immobilized as normal for a ranger trap, and upon escaping from the trap the creature is affected as if the Ranger struck them with the Pin Down and Stand Still feats.
Beginning at 24th level, the Ranger may add their ranger level to the damage of one attack made with a projectile or thrown weapon each round. Sharpshooter does not work with melee weapons of any sort, nor does it work with any of the Ranger's other abilities such as traps or poultices.
Fanged Fury (Ex)
At level 25, the Ranger gains a bonus teamwork feat. In addition, once per encounter the feat granted by Perfect Wolf Pack Tactics lasts until the end of the encounter.
At 26th level, the Ranger's melee damage increases. Each round, any Quarry dice the Ranger has not spent for powers may be applied to three successful melee attacks.
Starting at 27th level, the Ranger's Ridge Runner ability improves. Once per day, after an hour of cogitating, the Ranger changes the terrain type in all directions a number of miles equal to her Ranger level. The area affected by this ability is a square with sides equal to Ranger Level x2, with the Ranger in the center. This change to the terrain type persists as long as the Ranger remains within this area, and fades one week after the ranger has left the area. The Ranger may have as many frontier territories as he can manage to maintain, and you may see an epic Ranger roving about constantly, using this ability to drive back the wilderness.
Master Trapper (Su)
Beginning at 28th level, the ranger's Epic Trapper ability improves so that she may use it once every round, as long as they have trap focii.
Beginning at 29th level, once each round, when the Ranger uses his Sharpshooter ability to add his class level to the damage of a projectile or thrown weapon, he may also add a quantity of d6's equal to his Quarry pool as precision damage to that same attack. The weapon attack, the Sharpshooter bonus, and the Deadeye Quarry dice are added together and applied to the victim as a single attack. These bonus d6's do not count as the Ranger's Quarry for the round, or prevent the Ranger from applying his Quarry dice in other ways.
At 30th level, the Ranger's melee damage improves again. Each round, any Quarry pool dice the Ranger has not expended to power abilities may be rolled up to four times, assuming four successful melee attacks are made.
The Horned God (Ex)
At 31st level, Lord of the Hunt improves so that the Ranger gains +10 on all tracking rolls. In addition, the Ranger may now attempt to track beings and creatures who leave no tracks at all, such as Dryads and Druids using Trackless Step. This is a test similar to rogues with Uncanny Dodge attempting to avoid back stabs, except the Ranger gains +8 effective levels for the test.
The Ranger's Hinterlander ability improves at level 32. A number of times per day equal to 1 plus her wisdom modifier, minimum 2, the Ranger changes the terrain type in all directions a number of miles equal to her Ranger level. The use of Mountaineer is a full round action, and can be undertaken in combat. The area affected by this ability is a square with sides equal to Ranger Level x2, with the Ranger in the center. This change to the terrain type persists as long as the Ranger remains within this area, and fades one week after the ranger has left the area. The Ranger may have as many frontier territories as he may maintain, and you may see an epic Ranger roving constantly to use this ability to drive back the wilderness.
Steel Jaws Lurk (Su)
At level 33, the Ranger's Master Trapper ability improves further. If the Ranger uses it to target other creatures during their movement, the Ranger may now use it twice a round, each round, and gets their full Quarry dice pool as bonus damage each time, for as long as they have trap foci to expend. In addition, once per encounter as a swift action, the Ranger may designate a number of squares equal to his Str mod on the encounter board as being trapped. This ability uses up a number of his trap foci equal to the number of squares trapped, and if he lacks enough foci this ability fails. Once so declared, any creature which enters these squares, friend or foe, suffers an attack at the Ranger's highest BAB and if struck, takes the Ranger's Quarry dice as damage. These traps are not concealed, and are marked on the encounter map for all to see. This use is in addition to the normal use of the Rangers master trapper ability.
At 34th level, the Ranger's melee damage improves again. Each round, any Quarry pool dice the Ranger has not expended to power abilities may be rolled up to five times, assuming five successful melee attacks are made.
At level 35, Fanged Fury can be used once per round, and all feats granted last until the end of the encounter.