Ranger

From Epic Path
Jump to navigation Jump to search
Found you....

The rugged individualist who travels the wilderness on their own, the wild-eyed 'mountain man' who has been so long in the wild they have forgotten how to even speak, the fanatical liver-eating recluse who haunts the back woods exacting unspeakable revenge, the blood-soaked trapper running lines for bales and bales of furs, the noble guardian of their beloved wild lands, the reclusive hermit who seeks purity and peace away from the clamor of civilization.

All these classic archetypes, and many more besides, are the purview of the Ranger.

Rangers are at home in the wild. They have many skills and abilities that allow them to make their way without the assistance of civilization, and they are well equipped to handle the manifold perils of the wild.

But Rangers are not Druids. Rangers may love the wild they live within, or they may not! To a Ranger, the wilderness may be merely a convenient place to hide, a useful way to keep other people at bay, or a rich resource to be ruthlessly and completely exploited.

To put it mildly, this wide expanse of possible 'Rangers' makes these hardy outdoor-dwellers uncomfortable allies, at the very best, of Druids. Indeed, it is common for Rangers and Druids to be the bitterest of enemies, as Rangers who want timber and herbs and furs collide head-long with Druids, who despise everything of civilization.

To make this tension even worse, Ranger's are uncomfortably capable at dealing with the wild, their considerable skill with weapons, abilities in combat and tracking, and ability to brew up magically potent poultices with manifold effects, all make them very dangerous indeed if a Druid finds it necessary to oppose them.

To non-Druids, Rangers are much like any other person, either an ally, an onlooker, or a foe, depending upon their personal desires and predilections.

Role: Rangers are surprisingly dangerous melee fighters, and if they choose to use ranged weapons, they are even worse. A Ranger's Quarry ability make them nearly unmatched in their ability to focus upon a foe and kill them quickly, then shift and do it again, if required. Rangers are also reasonably durable, although they cannot suffer unlimited abuse. Rangers have many useful non-combat skills and abilities, and of course, the poultices they prepare can be massively useful at all times.

Alignment: Any

Hit Die: d8

Starting Wealth: 250 gp

Recommended Ability Score Priority:
  • Dexterity: primary; affects ranged to-hit, AC and reflex saves.
  • Strength: secondary; affects melee 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.
Base To-Hit:
A ranger's base to-hit numbers are modified by their Survivalist Training class feature, which allows them to add their Dexterity modifier to their melee to-hit rolls (including melee touch attacks), and their Strength modifier to their ranged to-hit rolls (including ranged touch attacks).
  • Melee To-Hit: Base Attack Bonus (BAB) + Strength Modifier + Dexterity Modifier
  • Ranged To-Hit: Base Attack Bonus (BAB) + Strength Modifier + Dexterity Modifier
Base Weapon Damage:
A ranger's base weapon damage numbers are calculated normally. They do not receive any bonus ability modifiers to their melee or ranged damage rolls.
  • Melee Damage: Base Weapon Damage + Strength Modifier
  • Thrown Weapon Damage: Base Weapon Damage + Strength Modifier
  • Projectile Weapon Damage: Base Weapon Damage (may add Strength Modifier only if the weapon has the Mighty quality)
Base Armor Class:
A ranger's base armor class is 10.
  • Armor Class: 10 + Armor bonus + Adjusted Dexterity Modifier + Shield Bonus (if any) + Racial Size Modifier (if any)
Maneuver Defense:
A ranger's maneuver defense is calculated normally.
  • Maneuver Defense: 10 + ½ Character Level (round down) + Strength Modifier + Dexterity Modifier + Shield Bonus (if any) + Size Modifier
Skills:
Rangers get 7 + Int modifier skill ranks per Ranger class level.
Your bailiwick skill is always considered a Natural Talent skill, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
You automatically gain skill ranks in your linked skill equal to the number of ranks you place in your Bailiwick skill. Remember that you can never place more skill ranks into a skill than your character level. Your Linked skill, as a Knowledge skill, is always mapped to your Intelligence modifier unless you choose it as your Natural Talent skill.
  • Natural Talent:
You may choose one skill (in addition to your Bailiwick skill) to be a Natural Talent at 1st level, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
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. Because natural talents are gained at particular character levels, dual-classed and multi-classed characters receive the same number of natural talent skills (and at the same levels) as a single-classed character.
  • Suggested Skills:
The following skills may be somewhat more applicable or useful to this class than others. This list is by no means intended to limit which skills you choose for your character. Unless a particular skill has a note stating that it is important for this class, your character will likely function just fine without any of these skills. If you have a vision for how your character should be, follow that, instead. These are just suggestions.
Page-divider-1.png

Favored Class: Ranger

If the Ranger class is your Favored Class, you gain the following benefits at level 1. This is in addition to those benefits and class features listed for the Courageous Ranger (Levels 1 - 5) class tier table, below.

Level Full Attack BAB Fort Ref Will Base AC Favored Class Feature
1st Atk 2nd Atk 3rd Atk 4th Atk
Fav   +0   -5   -10   -15   +2   +2   +0   10 Pathfinder

Pathfinder (Ex)

If you choose Ranger as your favored class, you add an additional d6 to your Quarry dice pool each round (bringing your total to 4d6 at level 1, instead of 3d6).

Page-divider-1.png

Courageous Ranger (Levels 1 - 5)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
1st   +1 (+1)   -4 (+1)   -9 (+1)   -14 (+1)   +2   +2   +0   10 Survivalist Training, Quarry I, Hinterlander, Woodland Stride
2nd   +2 (+1)   -3 (+1)   -8 (+1)   -13 (+1)   +3 (+1)   +3 (+1)   +0   10 Level 1 Poultices, Tracker I
3rd   +3 (+1)   -2 (+1)   -7 (+1)   -12 (+1)   +3   +3   +1 (+1)   10 Combat Style I
4th   +4 (+1)   -1 (+1)   -6 (+1)   -11 (+1)   +4 (+1)   +4 (+1)   +1   10 Trapper
5th   +5 (+1)   +0 (+1)   -5 (+1)   -10 (+1)   +4   +4   +1   10 Level 2 Poultices, Wolf Pack Tactics I

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.

Survivalist Training (Ex)

Beginning at 1st level, the ranger adds their Dexterity modifier to all melee to-hit rolls (including melee touch attack rolls) they make, and they add their Strength modifier to any ranged to-hit rolls (including ranged touch attack rolls) they make. This means that the ranger always adds both their Strength and Dexterity modifiers to their Base Attack Bonus (BAB) when calculating to-hits, regardless of the type of attack they are performing.

Quarry I (Ex)

Beginning at 1st level, during combat as a free action, a ranger can designate one enemy creature they can perceive as their quarry. A ranger can only have one quarry designated at a time. If their quarry is defeated, the ranger may select a new enemy creature they can perceive to be their new quarry (using another free action). Alternatively, if the ranger wants to change who their quarry target is, but their current quarry is still alive, they can expend a Move Action to change their quarry. When the ranger designates a new quarry, any creature that was previously that ranger's quarry that is still alive immediately loses their quarry designation.

The Quarry I class feature does not provide the ranger any means of locating or perceiving their quarry, if their quarry uses stealth or invisibility (or some other means of escaping the ranger's notice).

Designating a creature as quarry is not considered a "condition" to which roles, such as heavies and threats, are partially immune. Quarry can affect these creatures normally.

Quarry Pool (Courageous Tier)

Once an enemy creature has been designated as the ranger's quarry, the ranger gains access to their quarry pool. The quarry pool is a set of dice that can provide the ranger a variety of benefits or bonuses. The size of the ranger's quarry pool is 3d6 (or 4d6 if the ranger's favored class is Ranger; see Pathfinder for details), and the pool increases in size by +1d6 per experience tier of the Ranger class that the ranger possesses, after the first. That is, with two experience tiers of the Ranger class (i.e. at least 6 levels of Ranger), the pool's size is 4d6 (or 5d6 if the ranger's favored class is Ranger); with three experience tiers of the Ranger class (i.e. at least 11 levels of Ranger), the pool's size is 5d6 (or 6d6 if the ranger's favored class is Ranger); etc., to a maximum of 9d6 if the ranger has all seven tiers of the Ranger class (or 10d6 if the ranger's favored class is Ranger).

The quarry pool dice are rolled at the start of each of the ranger's turns, or as soon as a creature is designated as the ranger's quarry (whichever occurs first, but never more than once per round). The quarry pool can only be rolled during combat (i.e. while an initiative order is in effect), only if the ranger has a valid quarry target, and only during a round that the ranger is able to perform actions.

Quarry Pool Activations (Courageous Tier)

An activation is a benefit triggered by expending one or more of your quarry pool dice for the round. You must always expend at least one die to trigger a given activation, but many activations can be improved by expending multiple dice on them. Once a die is expended, it is unavailable for use until the quarry pool refreshes at the start of the ranger's next turn (assuming that the ranger still has a quarry target).

The ranger may spend dice from their quarry pool on any of the following activations:

  • Precision Damage: (Quarry Only) The ranger may expend one or more quarry pool dice to add precision damage to the damage of their next successful attack against their quarry, inflicting an amount of damage equal to the pips showing on the dice expended. This damage is of the same damage type as the attack it is used to modify. Precision damage is never multiplied on a critical hit.
  • Improved Accuracy: (Quarry Only) After making an attack roll, but before the results are resolved, the ranger may allocate one or more dice from their quarry pool to add +2 to the result per die expended. The pips showing on the dice expended are irrelevant.

Additional quarry pool activations are available upon acquiring future iterations of the Quarry class feature (e.g. Quarry II at Ranger level 6). Unless the quarry pool activation specifically states otherwise, the ranger may spend multiple dice on a single activation to gain its effects multiple times, or gain an additive effect from it. Quarry pool activations must always be used against the Ranger's quarry target, except where the activation specifically states it can be used against non-quarry targets.

Quarry dice may be spent at any time during the ranger's turn, but they cannot be used to alter the effect of a roll that has already been resolved. As an example, you can spend quarry dice to add precision damage to an attack after the to-hit roll has been resolved but prior to rolling damage for the attack, but you could not spend them after the damage roll has been resolved (though you could spend them to modify your next attack). The point is you can't use the dice in your quarry pool to change something that has already happened, only to change something that is about to happen.

Pips on a single die may never be split across multiple quarry pool activations. 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 they still have a quarry designated, they roll all of their 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!

Hinterlander (Ex)

At 1st level, the ranger gains Endurance (Feat) as a bonus feat.

Woodland Stride (Ex)

At 1st level, a ranger may move through difficult terrain at their normal speed, as long as the terrain is natural. Natural terrain is anything that has not been significantly modified by a creature for their own comfort or convenience (or to cause discomfort or inconvenience for their enemies). A tree stump, for example, despite being caused by a creature cutting down the tree, is still natural terrain, because the stump wasn't created specifically to help the creature. However, if the stump were carved into a throne (or some other useful thing), it would stop being natural terrain.

The ranger does not gain this benefit when attempting to traverse difficult man-made terrain (such as mud-covered roads, loose and uneven cobblestones, etc), or when traversing natural terrain that has been affected by magical effects (such as magical vines, hallucinatory terrain, conjured acid clouds, etc.).

Ranger Poultices (Sp)

  • Rangers are Wisdom-Based Arcane casters, that must prepare their poultices in advance.

Beginning at 2nd level, a ranger is able to concoct semi-magical salves, brews, tonics, and poultices drawn from the Ranger Poultices list. Like clerics and wizards, rangers must choose and prepare their poultices in advance each day.

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 descriptive option.

In general, using a poultice provokes attacks of opportunity from threatening enemies, whether it is thrown, consumed, sprinkled, or applied. The ranger may make a Concentration check using their Bailiwick skill to 'combat-cast' the poultice, versus a DC of 10 + (poultice level x 4).

Poultices are usually, but not necessarily magical. 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 Ranger Poultices 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 can be used with poultices, but metamagic feats (such as Maximize Spell, or Heighten Spell) may not be applied to poultices.

Poultices Known

Upon gaining access to the Ranger Poultices class feature, the ranger immediately learns two 1st level poultice recipes of their choice for free.

For each additional level of Ranger that the character gains, they may choose two additional free poultice recipes of any poultice level they can brew at their new level. Furthermore, at each character level after the first, the ranger may swap out one known poultice recipe for a different one of any level they can brew, for free (even if the swapped out poultice was of a different level). Any other swapping must occur via the Reselection process.

A ranger may also attempt to teach themselves additional poultice recipes by spending time in an area with adequate natural resources (as described above). The ranger makes a Naturalism check and compares the result to the different skill difficulty categories for their own character level. A ranger may only attempt to learn a poultice recipe of a poultice level they are able to brew, based on their current ranger level. The difficulty category they achieve with their roll, along with the level of the poultice being attempted, determines how long it takes to learn the new poultice recipe, as shown in the table below:

Result Days to Complete
Failure 'poultice level' + 2 days
Easy 'poultice level' + 1 day
Result Days to Complete
Average 'poultice level' days
Challenging 'poultice level' days - 1 day
Result Days to Complete
Hard 'poultice level' days - 2 days
Impossible 1 day, regardless of poultice level

Regardless of the result, no poultice recipe can ever take less than 1 full day to learn. A 'full day' is defined as working exclusively on learning the recipe, and not spending more than 1 hour doing anything else that day, with the exception of meals and short breaks. If more than an hour is spent on any activity other than learning the recipe, that day does not count toward learning the recipe.

Days spent learning a recipe do not need to be consecutive. A ranger can spend 1 day trying to learn a recipe, adventure for a week, then spend the remaining days to complete the recipe, and there is no penalty for this, other than not being able to use the new poultice until the foll amount of time required has been spent.

There is no limit on the total number of recipes the ranger can know, other than the time required to learn them.

Poultices Preparable Per Day

Preparing poultices each day is a process of combining herbs, animal 'bits', and other natural materials, as well as imbuing a tiny bit of the ranger's own aura into the mix. A ranger can prepare the full number of poultices that they are able to use in a given day by spending 1 hour brewing them, regardless of how many poultices that actually is. The ranger must have a source of natural materials, either from passing through an uncivilized area, or by visiting a farm, park, or a garden to collect their needed components each day. A ranger may also purchase a Component Pouch, which not only allows them to provide material components as needed, but can also serve to replace the natural materials needed to brew each day's poultices (though materials harvested from a natural environment would obviously taste and smell better). It is assumed that the ranger can gather these materials over the course of their travels, without spending any time or distracting from their other tasks during the journey.

Rangers mix, heat, grind, and muddle their ingredients each day, in a roughly one-hour-long brewing process, in order to restore their capacity to use poultices for that day. The ranger is assumed to have enough time during a full night's rest to perform these activities. This process cannot be performed outside of a full night's rest.

As a ranger advances in levels and grows in power, their ability to more efficiently apply their aura to each poultice improves, allowing them to create more poultices each day, and brew higher level poultices.

To prepare or use a poultice, a ranger must have a Wisdom score equal to at least 10 + the poultice level.

Once a poultice is used, it is expended for the day, and is not available to used again, unless the ranger prepared that same poultice more than once. As each poultice is used, the ranger's retinue of poultices they have prepared for that day is used up.

The ranger's base number of poultices they can prepare and use each day is given in the table below. In addition, they receive bonus poultices per day if they have a high Wisdom score (see Table: Bonus Spell Slots Per Day). When the ranger brews new poultices for the day, it resets their available poultices back to the number listed for each poultice level in the table below, and also restores any bonus poultices provided by having a high caster ability score. Unused prepared poultices from previous days cannot be saved up and used later. Any prepared poultices that the ranger fails to use before their next full night's rest, or before 24 hours pass (whichever comes first), become inert and cannot be used.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values').

Level 1st 2nd 3rd 4th
1st   -   -   -   -
2nd   3 (+3)   -   -   -
3rd   4 (+1)   -   -   -
4th   5 (+1)   -   -   -
5th   5   1 (+1)   -   -

Tracker I (Ex)

At 2nd level, any time the ranger performs a Survival skill check to track a creature, they may ignore up to -5 worth of penalties on the check for each iteration of the Tracker class feature they possess. That is, if the ranger has the Tracker I, Tracker II, and Tracker III class features, they may ignore up to -15 worth of penalties on their survival checks made to track a creature, regardless of why those penalties are incurred. If the ranger possesses all seven iterations of the Tracker class feature, they can ignore up to -35 worth of penalties on their tracking checks, making it possible for the ranger to track things well beyond the ken of most mortals. Need to find a specific clown fish that was kidnapped from its home and probably sold to a dentist? A ranger can do that.

The removal of penalties from the check can never result in this class feature granting a bonus to the check. If the ranger can ignore more penalties than are present on the check, they just roll against the unmodified target DC.

Combat Style I (Ex)

Each ranger develops their own unique style of fighting, learning from their experiences and incorporating the most effective moves of their foes into their own techniques. At 3rd level, the ranger gains one of the following feats as a bonus feat, or they may select one of the bonus feats listed in other iterations of the Combat Style class feature, as long as they possess the experience tier of the Ranger class in which it is listed. The ranger does not need to meet any of the prerequisites for these feats to select them, unless the listing below states otherwise:

Trapper (Ex)

Beginning at 4th 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 they wish to set. A Hunter's Trap weighs 10 pounds and costs 2 gold, and is not consumed when the trapper ability is used.

A ranger can set a trap as a swift action in any square within 10 feet of their own space. The ranger does not need a free hand, or to be wielding a Hunter's Trap to set the trap — the ranger has really placed these traps in advance of the encounter, and is only setting the traps with the swift action. Traps cannot be used at all in an encounter in which the ranger was surprised during a surprise round, though they can be set during a surprise round if the ranger is not surprised.

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 an intelligence score greater than 3 and a Perception check against an Challenging DC based on the Ranger's character level. Anyone can disarm a ranger trap that hasn't yet been triggered with a standard action using Disable Device versus an Average DC for the Ranger's level, 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. This attack is resolved using the ranger's highest to-hit bonus (a full-BAB attack), 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 item can be recovered from the square as if you are picking up a weapon (i.e. part of a move action). If the trap hits, it inflicts 1d4 + the ranger's class level points of crushing (physical, common) damage and immobilizes the target. Since ranger traps do not inflict weapon damage they cannot deal critical damage, although a natural roll of a 20 always hits.

To free yourself from the Immobilized condition requires an intelligence score greater than 3 and a full-round action (which automatically succeeds), and/or an Escape Artist check as a move action, versus a DC of the Maneuver Defense of the ranger.

A ranger may set a maximum number of traps per encounter equal to their WIS modifier (this is also limited by how many Hunter's Traps they have purchased and are willing to carry around with them).

Wolf Pack Tactics I (Ex)

At 5th level, the ranger may select a teamwork feat as a bonus feat. As a swift action once per round, the ranger may select one ally within 15 feet of their space and bestow the use of this feat (or any one teamwork feat the ranger knows) to that ally, allowing the selected ally to use the feat as if they had learned it themselves, until the start of the ranger's next turn. The ranger may choose the same ally or a different one (within 15 feet) each time they use this ability. No more than one ally may be granted this ability in a given round.

Page-divider-1.png

Intrepid Ranger (Levels 6 - 10)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
6th   +6 (+1)   +1 (+1)   -4 (+1)   -9 (+1)   +5 (+1)   +5 (+1)   +2 (+1)   10 Survivalist Training, Ranger Poultices, Woodland Stride, Trapper, Quarry II
7th   +7 (+1)   +2 (+1)   -3 (+1)   -8 (+1)   +5   +5   +2   10 Tracker II, Opening Shot
8th   +8 (+1)   +3 (+1)   -2 (+1)   -7 (+1)   +6 (+1)   +6 (+1)   +2   10 Level 3 Poultices, Combat Style II
9th   +9 (+1)   +4 (+1)   -1 (+1)   -6 (+1)   +6   +6   +3 (+1)   10 Skinner
10th   +10 (+1)   +5 (+1)   +0 (+1)   -5 (+1)   +7 (+1)   +7 (+1)   +3   10 Beast Lore, Wolf Pack Tactics II

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.

Survivalist Training (Intrepid Tier)

If you do not already have the Survivalist Training class feature, you gain it at 6th level. See Survivalist Training for details on how this works.

Ranger Poultices (Intrepid Tier)

If you do not already have the Ranger Poultices class feature, you gain it at 6th level. See Ranger Poultices for details on how this works. You do not gain the 'Poultices Preparable Per Day' amounts listed in previous tiers of the Ranger class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Wisdom score.

Poultices Known (Intrepid Tier)

Each time the ranger gains a new level in the Ranger class, they learn two new poultice recipes of any poultice level they are able to create and use at the new level. They may learn additional recipes through downtime and experimentation. See Poultices Known (above) for details. There is no limit on the total number of recipes the ranger can know, other than the time required to learn them.

In addition, each time the ranger gains a level, they may exchange one known recipe for a different recipe of their choice. The new recipe can be of any poultice level (it doesn't need to be the same level as the one being traded out), as long as the ranger is capable of brewing poultices of that poultice level.

Poultices Preparable Per Day (Intrepid Tier)

The following table shows how many poultices the ranger can actually prepare and cast each day at this experience tier. As a ranger advances in levels and grows in power, their ability to more efficiently apply their aura to each poultice improves, allowing them to create more poultices each day, and brew higher level poultices.

The ranger's base daily allotment of preparable poultices is given in the table below. In addition, they receive bonus poultices per day if they have a high Wisdom score (see Table: Bonus Spell Slots Per Day). The poultices preparable per day are reset to these base values when the ranger mixes up new poultices for the day (as part of their Full Night's Rest action), and doing so also restores any bonus poultice slots provided by having a high caster ability score. Unused prepared poultices from previous days cannot be saved up and used later. Any prepared poultices that the ranger fails to use before they take a full night's rest, or before 24 hours pass (whichever comes first), are lost.

To prepare or activate a poultice, a ranger must have a Wisdom score equal to at least 10 + the poultice level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each poultice level, rather than the full amount listed (unless, of course, they are the same).

Level 1st 2nd 3rd 4th
6th   5   2 (+1)   -   -
7th   5   3 (+1)   -   -
8th   5   3   1 (+1)   -
9th   5   3   2 (+1)   -
10th   5   3   3 (+1)   -

Woodland Stride (Intrepid Tier)

If you do not already have the Woodland Stride class feature, you gain it at 6th level. See Woodland Stride for details on how this works.

Trapper (Intrepid Tier)

If you do not already have the Trapper class feature, you gain it at 6th level. See Trapper for details on how this works.

Quarry II (Ex)

If you do not already have the Quarry I class feature, you gain it at 6th level. See Quarry I for details on how this works.

If you do already have the Quarry I class feature from a previous tier of the Ranger class, it improves at 6th level, instead. The following things improve:

  • the size of your quarry pool increases
  • you can choose one additional way to expend dice from your Quarry Pool

Quarry Pool (Intrepid Tier)

Each iteration of the Quarry class feature you possess that is in addition to Quarry I grants you +1d6 to your quarry pool size.

Quarry Pool Activations (Intrepid Tier)

Each iteration of the Quarry class feature you possess in addition to Quarry I allows you to select one additional activation for your quarry pool. An activation is a benefit triggered by expending one or more of your quarry pool dice for the round. You must always expend at least one die to trigger a given activation, but many activations can be improved by expending multiple dice on them. The new activation you choose is in addition to the initial two activations you receive from the Quarry I class feature, namely, Improved Accuracy and Precision Damage.

Once selected, the new activation cannot be changed, except through the re-selection process. You may only choose a given activation from this list once; there is no benefit from selecting the same activation more than once.

Choose one of the following:

  • Bypass Immunity: (Quarry Only) If you choose this activation, you may expend one die from your quarry pool to cause your affected attacks against your quarry to bypass any Hardened (½ damage) or Immune (no damage) special abilities that the quarry might have against the damage you are inflicting. For example, if your quarry is Hardened against precision damage, this use of the quarry pool would allow your affected attacks to ignore this ability and deal full precision damage to that target (assuming you are dealing precision damage with your affected attacks). The pips showing on the die expended are irrelevant. You must declare which attacks are receiving this benefit before you roll damage for those attacks. This activation does not allow your affected attacks to bypass any DR or ER your quarry might possess. The pips showing on the expended die are irrelevant.
  • Cloak of Thorns: If you choose this activation, you may expend one or more dice from your quarry pool to cause any enemies that attack with a melee attack to suffer piercing (physical, common) damage equal to the pips showing on each die you expend on this activation. This damage is applied to every attacking enemy each time a melee attack is attempted against you prior to the start of your next turn, regardless of whether those attacks hit or miss you.
  • Dousing: If you choose this activation, you may expend one or more dice from your quarry pool to grant yourself a number of points of Energy Resistance versus all energy types (ER x/-) equal to the pips showing on each die you expend on this activation. The energy resistance granted by this activation persists until the start of your next turn.
  • Find Weakness: (Quarry Only) If you choose this activation, you may one die from your quarry pool to increase the critical threat range of your weapon by +1 with all of your attacks made against your quarry before the end of your current turn. This activation does not apply to attack rolls made outside of your turn, such as attacks of opportunity. For example, if you are wielding a longsword (which has a critical threat range of 19-20) and you expend a die on this activation, you increase its critical threat range by +1, bringing it to a 18-20 range. This activation does not increase your to-hit chances, nor does it improve your critical confirmation roll in any way. The pips showing on the expended die are irrelevant.
  • Ghost Touch: (Quarry Only) If you choose this activation, you may expend one die from your quarry pool to grant all of your attacks against your quarry before the end of your current turn the Ghost Touch magic property, allowing your affected attacks to deal their normal damage against your quarry if they are incorporeal. This activation does not apply ot attack rolls made outside of your turn, such as attacks of opportunity. You must declare which attacks are receiving this benefit before you roll damage for those attacks. The pips showing on the expended die are irrelevant.
  • Hunkering: If you choose this activation, you may expend one or more dice from your quarry pool to grant yourself Damage Resistance versus all physical damage types (DR x/-) equal to the pips showing on each die you expend on this activation. The damage resistance granted by this activation persists until the start of your next turn.
  • Inclusive Pack: If you choose this activation, you may expend one or more dice from your quarry pool to grant one additional ally the benefit of your Wolf Pack Tactics class feature (or any higher-tier iterations of that power you might possess) per die you expend. The ally (or allies) must all be within the range of your Wolf Pack Tactics to gain this benefit. Allies included in your Wolf Pack Tactics effect due to this activation only retain the granted teamwork feat until the start of your next turn, even if your Wolf Pack Tactics class feature would allow you to bestow the benefit for longer. The pips showing on the expended dice are irrelevant.
  • Inescapable: (Quarry Only) If you choose this activation, you may expend one or more dice from your quarry pool to slide yourself 5 feet (1 square) closer to your quarry per die expended. You cannot use this activation to slide yourself into a square that is equidistant or further from your quarry than the space you are leaving. This is considered forced movement (on yourself), so it does not provoke attacks of opportunity. Furthermore, it does not count as movement for purposes of determining whether or not you may perform any 5-foot steps this round. The pips showing on the expended dice are irrelevant.
  • Light Step: (Quarry Only) If you choose this activation, you may expend one or more dice from your quarry pool to grant yourself a +1 dodge bonus to your AC per die expended until the start of your next turn, but only versus attacks made against you by your quarry. Attacks made against you by any creature other than your quarry go against your normal AC. The pips showing on the expended die are irrelevant.
  • Locate Target: If you choose this activation, you may expend one or more dice from your quarry pool to determine the exact square of one creature within 60 feet of you, even if that creature is invisible or stealthed. Each die expended reveals the location of another hidden creature in range. Note that attacks made against creatures you cannot perceive still suffer Total Concealment (miss on a Natural 12 or less), even if you know what square they are in. (Attacks made against the wrong square miss 100% of the time, however.) If the located creature is able to move from its current space, you would have to use this activation again to locate them once more (or use some other means of locating them). This activation can be used against any creature, even if it is not your quarry, but it can only be performed during combat (since that is the only time you roll your quarry pool). The pips showing on the expended dice are irrelevant.
  • Overcome Defense: (Quarry Only) If you choose this activation, you may expend one die from your quarry pool to cause all your attacks against your quarry before the end of your current turn to ignore your quarry's Damage Resistance (DR) or Energy Resistance (ER), if they have any. This activation does not apply to attack rolls made outside of your turn, such as attacks of opportunity. This activation does not allow your affected attacks against your quarry to bypass any Hardened (½ damage) or Immunity (no damage) special abilities your quarry might possess. The pips showing on the expended die are irrelevant.
  • Seeker: (Quarry Only) If you choose this activation, you may expend one die from your quarry pool to cause all of your attacks against your quarry before the end of your current turn to ignore any miss chance or to-hit penalties caused by Cover or Concealment that your quarry may possess. This activation does not apply to attack rolls made outside of your turn, such as attacks of opportunity. You must still be able to trace line of sight and line of effect to your target to attack them. This activation does not provide you with any information on which square your target is in, if you do not have a means of perceiving them, nor will it allow you to make attacks against a target that is behind total cover. The pips showing on the expended die are irrelevant.
  • Slippery: (Quarry Only) If you choose this activation, you may expend one or more dice from your quarry pool to slide yourself 5 feet (1 square) away from your quarry per die expended. You cannot use this activation to slide yourself into a square that is equidistant or closer to your quarry than the space you are leaving. This is considered forced movement (on yourself), so it does not provoke attacks of opportunity. Furthermore, it does not count as movement for purposes of determining whether or not you may perform any 5-foot steps this round. The pips showing on the expended dice are irrelevant.

Tracker II (Ex)

If you do not already have the Tracker I class feature, you gain it at 7th level. See Tracker I for details on how this works.

If you do already have the Tracker I class feature from a previous tier of the Ranger class, it improves at 7th level, instead. The ranger can ignore a further -5 worth of penalties when performing a Survival check to track a creature. This is cumulative with all other iterations of the Tracker class feature the Ranger possesses.

The removal of penalties from the check can never result in this class feature granting a bonus to the check. If the ranger can ignore more penalties than are present on the check, they just roll against the unmodified target DC.

Opening Shot (Ex)

At 7th level, once per encounter, the ranger may perform a bonus attack as a free action during their turn, against their quarry using a thrown weapon or projectile weapon they possess and are proficient with. The ranger must be able to free up one of their hands long enough to wield the weapon they use to perform this attack (remember you can remove one hand from a two-handed weapon and return the hand to wielding the two-handed weapon both as free actions). The bonus attack is performed at their highest attack value, as a ranged attack, and stacks with any other bonus attacks they might have, such as that provided by the Haste spell. The bonus attack from Opening Shot may only be performed against the ranger's quarry — if the ranger does not have a designated quarry, they cannot use this class feature.

Combat Style II (Ex)

Each ranger develops their own unique style of fighting, learning from their experiences and incorporating the most effective moves of their foes into their own techniques. At 8th level, the ranger gains one of the following feats as a bonus feat, or they may select one of the bonus feats listed in other iterations of the Combat Style class feature, as long as they possess the experience tier of the Ranger class in which it is listed. The ranger does not need to meet any of the prerequisites for these feats to select them, unless the listing below states otherwise:

Skinner (Ex)

At 9th level, the ranger gains the ability to maintain up to two quarries at the same time. The ranger can still only designate one quarry per round, even though it is only a free action to do so. However, upon designating a second quarry, the first quarry retains their quarry status. If the ranger attempts to designate a new quarry while two quarries are already designated (and still undefeated), they must expend a move action to do so, and they must declare which of their existing two quarries loses their quarry status.

Beast Lore (Ex)

At 10th level, the ranger may perform a Lore check to determine information about a particular monster (or group of monsters) the ranger is able to perceive, using the highest knowledge skill the ranger possesses, in place of the knowledge skill normally required for lore specific to that monster's type or subtype. 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.

As with normal Lore checks, if the ranger fails the check, they cannot keep retrying until they succeed, since the roll represents what they know. Failure indicates that the ranger simply doesn't know anything about the monster in question.

Wolf Pack Tactics II (Ex)

If you do not already have the Wolf Pack Tactics I class feature, you gain it at 10th level. See Wolf Pack Tactics I for details on how this works.

If you do already have the Wolf Pack Tactics I class feature from a previous tier of the Ranger class, it improves at 10th level, instead. You may now grant a teamwork feat to one ally within 30 feet of your space (instead of 15 feet).

Page-divider-1.png

Heroic Ranger (Levels 11 - 15)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
11th   +11 (+1)   +6 (+1)   +1 (+1)   -4 (+1)   +7   +7   +3   10 Survivalist Training, Ranger Poultices, Woodland Stride, Trapper, Level 4 Poultices, Quarry III
12th   +12 (+1)   +7 (+1)   +2 (+1)   -3 (+1)   +8 (+1)   +8 (+1)   +4 (+1)   10 Tracker III
13th   +13 (+1)   +8 (+1)   +3 (+1)   -2 (+1)   +8   +8   +4   10 Combat Style III
14th   +14 (+1)   +9 (+1)   +4 (+1)   -1 (+1)   +9 (+1)   +9 (+1)   +4   10 Master Trapper
15th   +15 (+1)   +10 (+1)   +5 (+1)   +0 (+1)   +9   +9   +5 (+1)   10 Evasion, Wolf Pack Tactics III

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.

Survivalist Training (Heroic Tier)

If you do not already have the Survivalist Training class feature, you gain it at 11th level. See Survivalist Training for details on how this works.

Ranger Poultices (Heroic Tier)

If you do not already have the Ranger Poultices class feature, you gain it at 11th level. See Ranger Poultices for details on how this works. You do not gain the 'Poultices Preparable Per Day' amounts listed in previous tiers of the Ranger class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Wisdom score.

Poultices Known (Heroic Tier)

Each time the ranger gains a new level in the Ranger class, they learn two new poultice recipes of any poultice level they are able to create and use at the new level. They may learn additional recipes through downtime and experimentation. See Poultices Known (above) for details. There is no limit on the total number of recipes the ranger can know, other than the time required to learn them.

In addition, each time the ranger gains a level, they may exchange one known recipe for a different recipe of their choice. The new recipe can be of any poultice level (it doesn't need to be the same level as the one being traded out), as long as the ranger is capable of brewing poultices of that poultice level.

Poultices Preparable Per Day (Heroic Tier)

The following table shows how many poultices the ranger can actually prepare and cast each day at this experience tier. As a ranger advances in levels and grows in power, their ability to more efficiently apply their aura to each poultice improves, allowing them to create more poultices each day, and brew higher level poultices.

The ranger's base daily allotment of preparable poultices is given in the table below. In addition, they receive bonus poultices per day if they have a high Wisdom score (see Table: Bonus Spell Slots Per Day). The poultices preparable per day are reset to these base values when the ranger mixes up new poultices for the day (as part of their Full Night's Rest action), and doing so also restores any bonus poultice slots provided by having a high caster ability score. Unused prepared poultices from previous days cannot be saved up and used later. Any prepared poultices that the ranger fails to use before they take a full night's rest, or before 24 hours pass (whichever comes first), are lost.

To prepare or activate a poultice, a ranger must have a Wisdom score equal to at least 10 + the poultice level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each poultice level, rather than the full amount listed (unless, of course, they are the same).

Level 1st 2nd 3rd 4th
11th   5   3   3   1 (+1)
12th   5   3   3   2 (+1)
13th   5   3   3   3 (+1)
14th   6 (+1)   3   3   3
15th   6   4 (+1)   3   3

Woodland Stride (Heroic Tier)

If you do not already have the Woodland Stride class feature, you gain it at 11th level. See Woodland Stride for details on how this works.

Trapper (Heroic Tier)

If you do not already have the Trapper class feature, you gain it at 11th level. See Trapper for details on how this works.

Quarry III (Ex)

If you do not already have the Quarry I class feature, you gain it at 11th level. See Quarry I for details on how this works.

If you do already have the Quarry I class feature from a previous tier of the Ranger class, it improves at 11th level, instead. The following things improve:

  • the size of your quarry pool increases
  • you can choose one additional way to expend dice from your Quarry Pool

Quarry Pool (Heroic Tier)

Each iteration of the Quarry class feature you possess that is in addition to Quarry I grants you +1d6 to your quarry pool size.

Quarry Pool Activations (Heroic Tier)

Each iteration of the Quarry class feature you possess in addition to Quarry I allows you to select one additional activation for your quarry pool. An activation is a benefit triggered by expending one or more of your quarry pool dice for the round. You must always expend at least one die to trigger a given activation, but many activations can be improved by expending multiple dice on them. The new activation you choose is in addition to the initial two activations you receive from the Quarry I class feature, namely, Improved Accuracy and Precision Damage.

Once selected, the new activation cannot be changed, except through the re-selection process. You may only choose a given activation from this list once; there is no benefit from selecting the same activation more than once.

Choose one of the following:

  • Bypass Immunity: (Quarry Only) If you choose this activation, you may expend one die from your quarry pool to cause your affected attacks against your quarry to bypass any Hardened (½ damage) or Immune (no damage) special abilities that the quarry might have against the damage you are inflicting. For example, if your quarry is Hardened against precision damage, this use of the quarry pool would allow your affected attacks to ignore this ability and deal full precision damage to that target (assuming you are dealing precision damage with your affected attacks). The pips showing on the die expended are irrelevant. You must declare which attacks are receiving this benefit before you roll damage for those attacks. This activation does not allow your affected attacks to bypass any DR or ER your quarry might possess. The pips showing on the expended die are irrelevant.
  • Cloak of Thorns: If you choose this activation, you may expend one or more dice from your quarry pool to cause any enemies that attack with a melee attack to suffer piercing (physical, common) damage equal to the pips showing on each die you expend on this activation. This damage is applied to every attacking enemy each time a melee attack is attempted against you prior to the start of your next turn, regardless of whether those attacks hit or miss you.
  • Dousing: If you choose this activation, you may expend one or more dice from your quarry pool to grant yourself a number of points of Energy Resistance versus all energy types (ER x/-) equal to the pips showing on each die you expend on this activation. The energy resistance granted by this activation persists until the start of your next turn.
  • Find Weakness: (Quarry Only) If you choose this activation, you may one die from your quarry pool to increase the critical threat range of your weapon by +1 with all of your attacks made against your quarry before the end of your current turn. This activation does not apply to attack rolls made outside of your turn, such as attacks of opportunity. For example, if you are wielding a longsword (which has a critical threat range of 19-20) and you expend a die on this activation, you increase its critical threat range by +1, bringing it to a 18-20 range. This activation does not increase your to-hit chances, nor does it improve your critical confirmation roll in any way. The pips showing on the expended die are irrelevant.
  • Ghost Touch: (Quarry Only) If you choose this activation, you may expend one die from your quarry pool to grant all of your attacks against your quarry before the end of your current turn the Ghost Touch magic property, allowing your affected attacks to deal their normal damage against your quarry if they are incorporeal. This activation does not apply ot attack rolls made outside of your turn, such as attacks of opportunity. You must declare which attacks are receiving this benefit before you roll damage for those attacks. The pips showing on the expended die are irrelevant.
  • Hunkering: If you choose this activation, you may expend one or more dice from your quarry pool to grant yourself Damage Resistance versus all physical damage types (DR x/-) equal to the pips showing on each die you expend on this activation. The damage resistance granted by this activation persists until the start of your next turn.
  • Inclusive Pack: If you choose this activation, you may expend one or more dice from your quarry pool to grant one additional ally the benefit of your Wolf Pack Tactics class feature (or any higher-tier iterations of that power you might possess) per die you expend. The ally (or allies) must all be within the range of your Wolf Pack Tactics to gain this benefit. Allies included in your Wolf Pack Tactics effect due to this activation only retain the granted teamwork feat until the start of your next turn, even if your Wolf Pack Tactics class feature would allow you to bestow the benefit for longer. The pips showing on the expended dice are irrelevant.
  • Inescapable: (Quarry Only) If you choose this activation, you may expend one or more dice from your quarry pool to slide yourself 5 feet (1 square) closer to your quarry per die expended. You cannot use this activation to slide yourself into a square that is equidistant or further from your quarry than the space you are leaving. This is considered forced movement (on yourself), so it does not provoke attacks of opportunity. Furthermore, it does not count as movement for purposes of determining whether or not you may perform any 5-foot steps this round. The pips showing on the expended dice are irrelevant.
  • Light Step: (Quarry Only) If you choose this activation, you may expend one or more dice from your quarry pool to grant yourself a +1 dodge bonus to your AC per die expended until the start of your next turn, but only versus attacks made against you by your quarry. Attacks made against you by any creature other than your quarry go against your normal AC. The pips showing on the expended die are irrelevant.
  • Locate Target: If you choose this activation, you may expend one or more dice from your quarry pool to determine the exact square of one creature within 60 feet of you, even if that creature is invisible or stealthed. Each die expended reveals the location of another hidden creature in range. Note that attacks made against creatures you cannot perceive still suffer Total Concealment (miss on a Natural 12 or less), even if you know what square they are in. (Attacks made against the wrong square miss 100% of the time, however.) If the located creature is able to move from its current space, you would have to use this activation again to locate them once more (or use some other means of locating them). This activation can be used against any creature, even if it is not your quarry, but it can only be performed during combat (since that is the only time you roll your quarry pool). The pips showing on the expended dice are irrelevant.
  • Overcome Defense: (Quarry Only) If you choose this activation, you may expend one die from your quarry pool to cause all your attacks against your quarry before the end of your current turn to ignore your quarry's Damage Resistance (DR) or Energy Resistance (ER), if they have any. This activation does not apply to attack rolls made outside of your turn, such as attacks of opportunity. This activation does not allow your affected attacks against your quarry to bypass any Hardened (½ damage) or Immunity (no damage) special abilities your quarry might possess. The pips showing on the expended die are irrelevant.
  • Seeker: (Quarry Only) If you choose this activation, you may expend one die from your quarry pool to cause all of your attacks against your quarry before the end of your current turn to ignore any miss chance or to-hit penalties caused by Cover or Concealment that your quarry may possess. This activation does not apply to attack rolls made outside of your turn, such as attacks of opportunity. You must still be able to trace line of sight and line of effect to your target to attack them. This activation does not provide you with any information on which square your target is in, if you do not have a means of perceiving them, nor will it allow you to make attacks against a target that is behind total cover. The pips showing on the expended die are irrelevant.
  • Slippery: (Quarry Only) If you choose this activation, you may expend one or more dice from your quarry pool to slide yourself 5 feet (1 square) away from your quarry per die expended. You cannot use this activation to slide yourself into a square that is equidistant or closer to your quarry than the space you are leaving. This is considered forced movement (on yourself), so it does not provoke attacks of opportunity. Furthermore, it does not count as movement for purposes of determining whether or not you may perform any 5-foot steps this round. The pips showing on the expended dice are irrelevant.

Tracker III (Ex)

If you do not already have the Tracker I class feature, you gain it at 12th level. See Tracker I for details on how this works.

If you do already have the Tracker I class feature from a previous tier of the Ranger class, it improves at 12th level, instead. The ranger can ignore a further -5 worth of penalties when performing a Survival check to track a creature. This is cumulative with all other iterations of the Tracker class feature the Ranger possesses.

The removal of penalties from the check can never result in this class feature granting a bonus to the check. If the ranger can ignore more penalties than are present on the check, they just roll against the unmodified target DC.

Combat Style III (Ex)

Each ranger develops their own unique style of fighting, learning from their experiences and incorporating the most effective moves of their foes into their own techniques. At 13th level, the ranger gains one of the following feats as a bonus feat, or they may select one of the bonus feats listed in other iterations of the Combat Style class feature, as long as they possess the experience tier of the Ranger class in which it is listed. The ranger does not need to meet any of the prerequisites for these feats to select them, unless the listing below states otherwise:

Master Trapper (Ex)

At 14th level, once per encounter as an immediate action, the ranger can set a trap directly in the path of an enemy creature, in an attempt to interrupt its movement. The ranger must announce that they are using this class feature while the enemy creature is still moving, and they then decide which square of the enemy's path contains the trap. The enemy's movement is (temporarily) halted in the square in question, and the ranger resolves the trap activation.

To resolve the trap, the ranger makes a melee to-hit roll against the target creature, using their highest attack value (a full BAB attack) based on the primary weapon they are wielding. If the attack hits, the target creature suffers 1d4 + the ranger's class level points of crushing (physical, common) damage and they become immobilized until they can free themselves. The creature's movement is immediately halted in the square in which the ranger set the trap, ending the action used to perform the move (presumably a move action), though the creature may finish any remaining actions they have available.

The creature can attempt to free itself from the Immobilized condition only if they possess an intelligence score greater than 3 and they perform a full-round action (which automatically succeeds), or an Escape Artist check as a move action, versus a DC of the Maneuver Defense of the ranger.

If the trap misses, it does nothing. The target creature can continue its movement unimpeded, and finish all the remaining actions of its turn however it wishes.

The trapped square must be within 30 feet of the ranger's space, and the ranger must be able to perceive the square and the target enemy to use this class feature. Master Trapper can only be used against an enemy that is moving; it cannot be used on a stationary enemy (but 5-foot steps do count as moving). The ranger must have an available Hunter's Trap on their person, though they do not need to have it in-hand. This class feature cannot be used during an encounter in which the ranger was surprised during a surprise round, though it can be used during a surprise round if the ranger is not surprised. Using Master Trapper counts against the maximum number of traps a ranger can use in a given encounter; if they have already used their maximum number of traps for this encounter, they cannot use this class feature.

Master Trapper eliminates the possibility of a creature spotting the trap before they step into it, or disabling it before it is activated.

Evasion (Ex)

Beginning at 15th 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 can be mitigated with this ability. If the ranger succeeds on their saving throw, the effect deals only one-quarter (¼) damage. Furthermore, even if the ranger fails their Reflex saving throw, they take only three-quarters (¾) damage from the effect.

Evasion does not provide any protection against non-damaging effects or status conditions caused by the attack, it only reduces the damage portion of the attack. Evasion can only be used in circumstances where the ranger is aware of the attack, is not using a shield or wearing heavy armor, and is not carrying a medium or heavier load.

Wolf Pack Tactics III (Ex)

If you do not already have the Wolf Pack Tactics I class feature, you gain it at 15th level. See Wolf Pack Tactics I for details on how this works.

If you already have the Wolf Pack Tactics I class feature, but you do not have the Wolf Pack Tactics II class feature, you gain it at 15th level, instead. See Wolf Pack Tactics II for details on how this works.

If you already have both the Wolf Pack Tactics I and Wolf Pack Tactics II class features from previous tiers of the Ranger class, they improve at 15th level, instead. Each time you spend a swift action to grant an ally within 30 feet the use of one of your teamwork feats, you can now grant a second ally the same feat, as long as that second ally is also within 30 feet of your space. This requires only a single swift action, not one for each ally. You may still only use Wolf Pack Tactics a maximum of once per round.

Page-divider-1.png

Undaunted Ranger (Levels 16 - 20)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
16th   +16 (+1)   +11 (+1)   +6 (+1)   +1 (+1)   +10 (+1)   +10 (+1)   +5   10 Survivalist Training, Ranger Poultices, Woodland Stride, Trapper, Quarry IV
17th   +17 (+1)   +12 (+1)   +7 (+1)   +2 (+1)   +10   +10   +5   10 Tracker IV, Marksman
18th   +18 (+1)   +13 (+1)   +8 (+1)   +3 (+1)   +11 (+1)   +11 (+1)   +6 (+1)   10 Combat Style IV
19th   +19 (+1)   +14 (+1)   +9 (+1)   +4 (+1)   +11   +11   +6   10 Flayer
20th   +20 (+1)   +15 (+1)   +10 (+1)   +5 (+1)   +12 (+1)   +12 (+1)   +6   10 Hide In Plain Sight, Wolf Pack Tactics IV

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.

Survivalist Training (Undaunted Tier)

If you do not already have the Survivalist Training class feature, you gain it at 16th level. See Survivalist Training for details on how this works.

Ranger Poultices (Undaunted Tier)

If you do not already have the Ranger Poultices class feature, you gain it at 16th level. See Ranger Poultices for details on how this works. You do not gain the 'Poultices Preparable Per Day' amounts listed in previous tiers of the Ranger class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Wisdom score.

Poultices Known (Undaunted Tier)

Each time the ranger gains a new level in the Ranger class, they learn two new poultice recipes of any poultice level they are able to create and use at the new level. They may learn additional recipes through downtime and experimentation. See Poultices Known (above) for details. There is no limit on the total number of recipes the ranger can know, other than the time required to learn them.

In addition, each time the ranger gains a level, they may exchange one known recipe for a different recipe of their choice. The new recipe can be of any poultice level (it doesn't need to be the same level as the one being traded out), as long as the ranger is capable of brewing poultices of that poultice level.

Poultices Preparable Per Day (Undaunted Tier)

The following table shows how many poultices the ranger can actually prepare and cast each day at this experience tier. As a ranger advances in levels and grows in power, their ability to more efficiently apply their aura to each poultice improves, allowing them to create more poultices each day, and brew higher level poultices.

The ranger's base daily allotment of preparable poultices is given in the table below. In addition, they receive bonus poultices per day if they have a high Wisdom score (see Table: Bonus Spell Slots Per Day). The poultices preparable per day are reset to these base values when the ranger mixes up new poultices for the day (as part of their Full Night's Rest action), and doing so also restores any bonus poultice slots provided by having a high caster ability score. Unused prepared poultices from previous days cannot be saved up and used later. Any prepared poultices that the ranger fails to use before they take a full night's rest, or before 24 hours pass (whichever comes first), are lost.

To prepare or activate a poultice, a ranger must have a Wisdom score equal to at least 10 + the poultice level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each poultice level, rather than the full amount listed (unless, of course, they are the same).

Level 1st 2nd 3rd 4th
16th   6   4   4 (+1)   3
17th   6   4   4   4 (+1)
18th   7 (+1)   4   4   4
19th   7   5 (+1)   4   4
20th   7   5   5 (+1)   4

Woodland Stride (Undaunted Tier)

If you do not already have the Woodland Stride class feature, you gain it at 16th level. See Woodland Stride for details on how this works.

Trapper (Undaunted Tier)

If you do not already have the Trapper class feature, you gain it at 16th level. See Trapper for details on how this works.

Quarry IV (Ex)

If you do not already have the Quarry I class feature, you gain it at 16th level. See Quarry I for details on how this works.

If you do already have the Quarry I class feature from a previous tier of the Ranger class, it improves at 16th level, instead. The following things improve:

  • the size of your quarry pool increases
  • you can choose one additional way to expend dice from your Quarry Pool

Quarry Pool (Undaunted Tier)

Each iteration of the Quarry class feature you possess that is in addition to Quarry I grants you +1d6 to your quarry pool size.

Quarry Pool Activations (Undaunted Tier)

Each iteration of the Quarry class feature you possess in addition to Quarry I allows you to select one additional activation for your quarry pool. An activation is a benefit triggered by expending one or more of your quarry pool dice for the round. You must always expend at least one die to trigger a given activation, but many activations can be improved by expending multiple dice on them. The new activation you choose is in addition to the initial two activations you receive from the Quarry I class feature, namely, Improved Accuracy and Precision Damage.

Once selected, the new activation cannot be changed, except through the re-selection process. You may only choose a given activation from this list once; there is no benefit from selecting the same activation more than once.

Choose one of the following:

  • Bypass Immunity: (Quarry Only) If you choose this activation, you may expend one die from your quarry pool to cause your affected attacks against your quarry to bypass any Hardened (½ damage) or Immune (no damage) special abilities that the quarry might have against the damage you are inflicting. For example, if your quarry is Hardened against precision damage, this use of the quarry pool would allow your affected attacks to ignore this ability and deal full precision damage to that target (assuming you are dealing precision damage with your affected attacks). The pips showing on the die expended are irrelevant. You must declare which attacks are receiving this benefit before you roll damage for those attacks. This activation does not allow your affected attacks to bypass any DR or ER your quarry might possess. The pips showing on the expended die are irrelevant.
  • Cloak of Thorns: If you choose this activation, you may expend one or more dice from your quarry pool to cause any enemies that attack with a melee attack to suffer piercing (physical, common) damage equal to the pips showing on each die you expend on this activation. This damage is applied to every attacking enemy each time a melee attack is attempted against you prior to the start of your next turn, regardless of whether those attacks hit or miss you.
  • Dousing: If you choose this activation, you may expend one or more dice from your quarry pool to grant yourself a number of points of Energy Resistance versus all energy types (ER x/-) equal to the pips showing on each die you expend on this activation. The energy resistance granted by this activation persists until the start of your next turn.
  • Find Weakness: (Quarry Only) If you choose this activation, you may one die from your quarry pool to increase the critical threat range of your weapon by +1 with all of your attacks made against your quarry before the end of your current turn. This activation does not apply to attack rolls made outside of your turn, such as attacks of opportunity. For example, if you are wielding a longsword (which has a critical threat range of 19-20) and you expend a die on this activation, you increase its critical threat range by +1, bringing it to a 18-20 range. This activation does not increase your to-hit chances, nor does it improve your critical confirmation roll in any way. The pips showing on the expended die are irrelevant.
  • Ghost Touch: (Quarry Only) If you choose this activation, you may expend one die from your quarry pool to grant all of your attacks against your quarry before the end of your current turn the Ghost Touch magic property, allowing your affected attacks to deal their normal damage against your quarry if they are incorporeal. This activation does not apply ot attack rolls made outside of your turn, such as attacks of opportunity. You must declare which attacks are receiving this benefit before you roll damage for those attacks. The pips showing on the expended die are irrelevant.
  • Hunkering: If you choose this activation, you may expend one or more dice from your quarry pool to grant yourself Damage Resistance versus all physical damage types (DR x/-) equal to the pips showing on each die you expend on this activation. The damage resistance granted by this activation persists until the start of your next turn.
  • Inclusive Pack: If you choose this activation, you may expend one or more dice from your quarry pool to grant one additional ally the benefit of your Wolf Pack Tactics class feature (or any higher-tier iterations of that power you might possess) per die you expend. The ally (or allies) must all be within the range of your Wolf Pack Tactics to gain this benefit. Allies included in your Wolf Pack Tactics effect due to this activation only retain the granted teamwork feat until the start of your next turn, even if your Wolf Pack Tactics class feature would allow you to bestow the benefit for longer. The pips showing on the expended dice are irrelevant.
  • Inescapable: (Quarry Only) If you choose this activation, you may expend one or more dice from your quarry pool to slide yourself 5 feet (1 square) closer to your quarry per die expended. You cannot use this activation to slide yourself into a square that is equidistant or further from your quarry than the space you are leaving. This is considered forced movement (on yourself), so it does not provoke attacks of opportunity. Furthermore, it does not count as movement for purposes of determining whether or not you may perform any 5-foot steps this round. The pips showing on the expended dice are irrelevant.
  • Light Step: (Quarry Only) If you choose this activation, you may expend one or more dice from your quarry pool to grant yourself a +1 dodge bonus to your AC per die expended until the start of your next turn, but only versus attacks made against you by your quarry. Attacks made against you by any creature other than your quarry go against your normal AC. The pips showing on the expended die are irrelevant.
  • Locate Target: If you choose this activation, you may expend one or more dice from your quarry pool to determine the exact square of one creature within 60 feet of you, even if that creature is invisible or stealthed. Each die expended reveals the location of another hidden creature in range. Note that attacks made against creatures you cannot perceive still suffer Total Concealment (miss on a Natural 12 or less), even if you know what square they are in. (Attacks made against the wrong square miss 100% of the time, however.) If the located creature is able to move from its current space, you would have to use this activation again to locate them once more (or use some other means of locating them). This activation can be used against any creature, even if it is not your quarry, but it can only be performed during combat (since that is the only time you roll your quarry pool). The pips showing on the expended dice are irrelevant.
  • Overcome Defense: (Quarry Only) If you choose this activation, you may expend one die from your quarry pool to cause all your attacks against your quarry before the end of your current turn to ignore your quarry's Damage Resistance (DR) or Energy Resistance (ER), if they have any. This activation does not apply to attack rolls made outside of your turn, such as attacks of opportunity. This activation does not allow your affected attacks against your quarry to bypass any Hardened (½ damage) or Immunity (no damage) special abilities your quarry might possess. The pips showing on the expended die are irrelevant.
  • Seeker: (Quarry Only) If you choose this activation, you may expend one die from your quarry pool to cause all of your attacks against your quarry before the end of your current turn to ignore any miss chance or to-hit penalties caused by Cover or Concealment that your quarry may possess. This activation does not apply to attack rolls made outside of your turn, such as attacks of opportunity. You must still be able to trace line of sight and line of effect to your target to attack them. This activation does not provide you with any information on which square your target is in, if you do not have a means of perceiving them, nor will it allow you to make attacks against a target that is behind total cover. The pips showing on the expended die are irrelevant.
  • Slippery: (Quarry Only) If you choose this activation, you may expend one or more dice from your quarry pool to slide yourself 5 feet (1 square) away from your quarry per die expended. You cannot use this activation to slide yourself into a square that is equidistant or closer to your quarry than the space you are leaving. This is considered forced movement (on yourself), so it does not provoke attacks of opportunity. Furthermore, it does not count as movement for purposes of determining whether or not you may perform any 5-foot steps this round. The pips showing on the expended dice are irrelevant.

Tracker IV (Ex)

If you do not already have the Tracker I class feature, you gain it at 17th level. See Tracker I for details on how this works.

If you do already have the Tracker I class feature from a previous tier of the Ranger class, it improves at 17th level, instead. The ranger can ignore a further -5 worth of penalties when performing a Survival check to track a creature. This is cumulative with all other iterations of the Tracker class feature the Ranger possesses.

The removal of penalties from the check can never result in this class feature granting a bonus to the check. If the ranger can ignore more penalties than are present on the check, they just roll against the unmodified target DC.

Marksman (Ex)

If you do not already have the Opening Shot class feature, you gain it at 17th level. See Opening Shot for details on how this works.

If you do already have the Opening Shot class feature from a previous tier of the Ranger class, it improves at 17th level, instead. You may now use Opening Shot once per round (instead of once per encounter). In addition, when you use Opening Shot, you may add your Wisdom modifier to both the to-hit and damage of that attack.

Combat Style IV (Ex)

Each ranger develops their own unique style of fighting, learning from their experiences and incorporating the most effective moves of their foes into their own techniques. At 18th level, the ranger gains one of the following feats as a bonus feat, or they may select one of the bonus feats listed in other iterations of the Combat Style class feature, as long as they possess the experience tier of the Ranger class in which it is listed. The ranger does not need to meet any of the prerequisites for these feats to select them, unless the listing below states otherwise:

Flayer (Ex)

If you do not already have the Skinner class feature, you gain it at 19th level. See Skinner for details on how this works.

If you do already have the Skinner class feature from a previous tier of the Ranger class, it improves at 19th level, instead. You can now maintain up to three quarries at the same time (instead of two). The ranger can still only designate one quarry per round, even though it is only a free action to do so. However, upon designating a second or third quarry, any existing quarry targets retain their quarry status. If the ranger attempts to designate a new quarry while three quarries are already designated (and still undefeated), they must expend a swift action to do so (instead of a move action), and they must declare which of their existing three quarries loses their quarry status.

Hide In Plain Sight (Su)

At 20th level, the ranger becomes able to initiate a Stealth stance without the need for cover or concealment, and can even hide from creatures that are currently observing them. The ranger has learned to use diversions and subtle changes in terrain to mask their movements and seem able to vanish from sight at will.

Wolf Pack Tactics IV (Ex)

If you do not already have the Wolf Pack Tactics I class feature, you gain it at 20th level. See Wolf Pack Tactics I for details on how this works.

If you already have the Wolf Pack Tactics I class feature, but you do not have the Wolf Pack Tactics II class feature, you gain it at 20th level, instead. See Wolf Pack Tactics II for details on how this works.

If you already have both the Wolf Pack Tactics I and Wolf Pack Tactics II class features, but you do not have the Wolf Pack Tactics III class feature, you gain it at 20th level, instead. See Wolf Pack Tactics for details on how this works.

If you already have all of the Wolf Pack Tactics I through Wolf Pack Tactics III class features from previous tiers of the Ranger class, they improve at 20th level, instead. Instead of granting two allies one of your teamwork feats until the start of your next turn with a swift action, you can grant one ally one of your teamwork feats until the end of the current encounter with a swift action. The ally must be within 30 feet of your space, and you can only use this class feature a maximum of once per round. You may still grant two allies a teamwork feat that lasts until the start of your next turn, if you prefer.

Page-divider-1.png

Valorous Ranger (Levels 21 - 25)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
21st   +21 (+1)   +16 (+1)   +11 (+1)   +6 (+1)   +13 (+1)   +13 (+1)   +7 (+1)   10 Survivalist Training, Ranger Poultices, Woodland Stride, Trapper, Quarry V
22nd   +21   +16   +11   +6   +13   +13   +7   10 Tracker V
23rd   +22 (+1)   +17 (+1)   +12 (+1)   +7 (+1)   +14 (+1)   +14 (+1)   +8 (+1)   10 Combat Style V
24th   +22   +17   +12   +7   +14   +14   +8   10 Steel Jaws Lurk
25th   +23 (+1)   +18 (+1)   +13 (+1)   +8 (+1)   +15 (+1)   +15 (+1)   +9 (+1)   10 Wolf Pack Tactics V

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.

Survivalist Training (Valorous Tier)

If you do not already have the Survivalist Training class feature, you gain it at 21st level. See Survivalist Training for details on how this works.

Ranger Poultices (Valorous Tier)

If you do not already have the Ranger Poultices class feature, you gain it at 21st level. See Ranger Poultices for details on how this works. You do not gain the 'Poultices Preparable Per Day' amounts listed in previous tiers of the Ranger class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Wisdom score.

Poultices Known (Valorous Tier)

Each time the ranger gains a new level in the Ranger class, they learn two new poultice recipes of any poultice level they are able to create and use at the new level. They may learn additional recipes through downtime and experimentation. See Poultices Known (above) for details. There is no limit on the total number of recipes the ranger can know, other than the time required to learn them.

In addition, each time the ranger gains a level, they may exchange one known recipe for a different recipe of their choice. The new recipe can be of any poultice level (it doesn't need to be the same level as the one being traded out), as long as the ranger is capable of brewing poultices of that poultice level.

Poultices Preparable Per Day (Valorous Tier)

The following table shows how many poultices the ranger can actually prepare and cast each day at this experience tier. As a ranger advances in levels and grows in power, their ability to more efficiently apply their aura to each poultice improves, allowing them to create more poultices each day, and brew higher level poultices.

The ranger's base daily allotment of preparable poultices is given in the table below. In addition, they receive bonus poultices per day if they have a high Wisdom score (see Table: Bonus Spell Slots Per Day). The poultices preparable per day are reset to these base values when the ranger mixes up new poultices for the day (as part of their Full Night's Rest action), and doing so also restores any bonus poultice slots provided by having a high caster ability score. Unused prepared poultices from previous days cannot be saved up and used later. Any prepared poultices that the ranger fails to use before they take a full night's rest, or before 24 hours pass (whichever comes first), are lost.

To prepare or activate a poultice, a ranger must have a Wisdom score equal to at least 10 + the poultice level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each poultice level, rather than the full amount listed (unless, of course, they are the same).

Level 1st 2nd 3rd 4th
21st   7   5   5   5 (+1)
22nd   8 (+1)   5   5   5
23rd   8   6 (+1)   5   5
24th   8   6   6 (+1)   5
25th   8   6   6   6 (+1)

Woodland Stride (Valorous Tier)

If you do not already have the Woodland Stride class feature, you gain it at 21st level. See Woodland Stride for details on how this works.

Trapper (Valorous Tier)

If you do not already have the Trapper class feature, you gain it at 21st level. See Trapper for details on how this works.

Quarry V (Ex)

If you do not already have the Quarry I class feature, you gain it at 21st level. See Quarry I for details on how this works.

If you do already have the Quarry I class feature from a previous tier of the Ranger class, it improves at 21st level, instead. The following things improve:

  • the size of your quarry pool increases
  • you can choose one additional way to expend dice from your Quarry Pool

Quarry Pool (Valorous Tier)

Each iteration of the Quarry class feature you possess that is in addition to Quarry I grants you +1d6 to your quarry pool size.

Quarry Pool Activations (Valorous Tier)

Each iteration of the Quarry class feature you possess in addition to Quarry I allows you to select one additional activation for your quarry pool. An activation is a benefit triggered by expending one or more of your quarry pool dice for the round. You must always expend at least one die to trigger a given activation, but many activations can be improved by expending multiple dice on them. The new activation you choose is in addition to the initial two activations you receive from the Quarry I class feature, namely, Improved Accuracy and Precision Damage.

Once selected, the new activation cannot be changed, except through the re-selection process. You may only choose a given activation from this list once; there is no benefit from selecting the same activation more than once.

Choose one of the following:

  • Bypass Immunity: (Quarry Only) If you choose this activation, you may expend one die from your quarry pool to cause your affected attacks against your quarry to bypass any Hardened (½ damage) or Immune (no damage) special abilities that the quarry might have against the damage you are inflicting. For example, if your quarry is Hardened against precision damage, this use of the quarry pool would allow your affected attacks to ignore this ability and deal full precision damage to that target (assuming you are dealing precision damage with your affected attacks). The pips showing on the die expended are irrelevant. You must declare which attacks are receiving this benefit before you roll damage for those attacks. This activation does not allow your affected attacks to bypass any DR or ER your quarry might possess. The pips showing on the expended die are irrelevant.
  • Cloak of Thorns: If you choose this activation, you may expend one or more dice from your quarry pool to cause any enemies that attack with a melee attack to suffer piercing (physical, common) damage equal to the pips showing on each die you expend on this activation. This damage is applied to every attacking enemy each time a melee attack is attempted against you prior to the start of your next turn, regardless of whether those attacks hit or miss you.
  • Dousing: If you choose this activation, you may expend one or more dice from your quarry pool to grant yourself a number of points of Energy Resistance versus all energy types (ER x/-) equal to the pips showing on each die you expend on this activation. The energy resistance granted by this activation persists until the start of your next turn.
  • Find Weakness: (Quarry Only) If you choose this activation, you may one die from your quarry pool to increase the critical threat range of your weapon by +1 with all of your attacks made against your quarry before the end of your current turn. This activation does not apply to attack rolls made outside of your turn, such as attacks of opportunity. For example, if you are wielding a longsword (which has a critical threat range of 19-20) and you expend a die on this activation, you increase its critical threat range by +1, bringing it to a 18-20 range. This activation does not increase your to-hit chances, nor does it improve your critical confirmation roll in any way. The pips showing on the expended die are irrelevant.
  • Ghost Touch: (Quarry Only) If you choose this activation, you may expend one die from your quarry pool to grant all of your attacks against your quarry before the end of your current turn the Ghost Touch magic property, allowing your affected attacks to deal their normal damage against your quarry if they are incorporeal. This activation does not apply ot attack rolls made outside of your turn, such as attacks of opportunity. You must declare which attacks are receiving this benefit before you roll damage for those attacks. The pips showing on the expended die are irrelevant.
  • Hunkering: If you choose this activation, you may expend one or more dice from your quarry pool to grant yourself Damage Resistance versus all physical damage types (DR x/-) equal to the pips showing on each die you expend on this activation. The damage resistance granted by this activation persists until the start of your next turn.
  • Inclusive Pack: If you choose this activation, you may expend one or more dice from your quarry pool to grant one additional ally the benefit of your Wolf Pack Tactics class feature (or any higher-tier iterations of that power you might possess) per die you expend. The ally (or allies) must all be within the range of your Wolf Pack Tactics to gain this benefit. Allies included in your Wolf Pack Tactics effect due to this activation only retain the granted teamwork feat until the start of your next turn, even if your Wolf Pack Tactics class feature would allow you to bestow the benefit for longer. The pips showing on the expended dice are irrelevant.
  • Inescapable: (Quarry Only) If you choose this activation, you may expend one or more dice from your quarry pool to slide yourself 5 feet (1 square) closer to your quarry per die expended. You cannot use this activation to slide yourself into a square that is equidistant or further from your quarry than the space you are leaving. This is considered forced movement (on yourself), so it does not provoke attacks of opportunity. Furthermore, it does not count as movement for purposes of determining whether or not you may perform any 5-foot steps this round. The pips showing on the expended dice are irrelevant.
  • Light Step: (Quarry Only) If you choose this activation, you may expend one or more dice from your quarry pool to grant yourself a +1 dodge bonus to your AC per die expended until the start of your next turn, but only versus attacks made against you by your quarry. Attacks made against you by any creature other than your quarry go against your normal AC. The pips showing on the expended die are irrelevant.
  • Locate Target: If you choose this activation, you may expend one or more dice from your quarry pool to determine the exact square of one creature within 60 feet of you, even if that creature is invisible or stealthed. Each die expended reveals the location of another hidden creature in range. Note that attacks made against creatures you cannot perceive still suffer Total Concealment (miss on a Natural 12 or less), even if you know what square they are in. (Attacks made against the wrong square miss 100% of the time, however.) If the located creature is able to move from its current space, you would have to use this activation again to locate them once more (or use some other means of locating them). This activation can be used against any creature, even if it is not your quarry, but it can only be performed during combat (since that is the only time you roll your quarry pool). The pips showing on the expended dice are irrelevant.
  • Overcome Defense: (Quarry Only) If you choose this activation, you may expend one die from your quarry pool to cause all your attacks against your quarry before the end of your current turn to ignore your quarry's Damage Resistance (DR) or Energy Resistance (ER), if they have any. This activation does not apply to attack rolls made outside of your turn, such as attacks of opportunity. This activation does not allow your affected attacks against your quarry to bypass any Hardened (½ damage) or Immunity (no damage) special abilities your quarry might possess. The pips showing on the expended die are irrelevant.
  • Seeker: (Quarry Only) If you choose this activation, you may expend one die from your quarry pool to cause all of your attacks against your quarry before the end of your current turn to ignore any miss chance or to-hit penalties caused by Cover or Concealment that your quarry may possess. This activation does not apply to attack rolls made outside of your turn, such as attacks of opportunity. You must still be able to trace line of sight and line of effect to your target to attack them. This activation does not provide you with any information on which square your target is in, if you do not have a means of perceiving them, nor will it allow you to make attacks against a target that is behind total cover. The pips showing on the expended die are irrelevant.
  • Slippery: (Quarry Only) If you choose this activation, you may expend one or more dice from your quarry pool to slide yourself 5 feet (1 square) away from your quarry per die expended. You cannot use this activation to slide yourself into a square that is equidistant or closer to your quarry than the space you are leaving. This is considered forced movement (on yourself), so it does not provoke attacks of opportunity. Furthermore, it does not count as movement for purposes of determining whether or not you may perform any 5-foot steps this round. The pips showing on the expended dice are irrelevant.

Tracker V (Ex)

If you do not already have the Tracker I class feature, you gain it at 22nd level. See Tracker I for details on how this works.

If you do already have the Tracker I class feature from a previous tier of the Ranger class, it improves at 22nd level, instead. The ranger can ignore a further -5 worth of penalties when performing a Survival check to track a creature. This is cumulative with all other iterations of the Tracker class feature the Ranger possesses.

The removal of penalties from the check can never result in this class feature granting a bonus to the check. If the ranger can ignore more penalties than are present on the check, they just roll against the unmodified target DC.

Combat Style V (Ex)

Each ranger develops their own unique style of fighting, learning from their experiences and incorporating the most effective moves of their foes into their own techniques. At 23rd level, the ranger gains one of the following feats as a bonus feat, or they may select one of the bonus feats listed in other iterations of the Combat Style class feature, as long as they possess the experience tier of the Ranger class in which it is listed. The ranger does not need to meet any of the prerequisites for these feats to select them, unless the listing below states otherwise:

Steel Jaws Lurk (Ex)

If you do not already have the Master Trapper class feature, you gain it at 24th level. See Master Trapper for details on how this works.

If you do already have the Master Trapper class feature from a previous tier of the Ranger class, it improves at 24th level, instead. You can now use Master Trapper up to once per round (instead of once per encounter).

Master Trapper can still only be used against an enemy that is moving; it cannot be used on a stationary enemy (but 5-foot steps do count as moving). The trapped square must be within 30 feet of the ranger's space, and the ranger must be able to perceive the square and the target enemy to use this class feature. The ranger must have an available Hunter's Trap on their person, though they do not need to have it in-hand. This class feature cannot be used during an encounter in which the ranger was surprised during a surprise round, though it can be used during a surprise round if the ranger is not surprised. Using Master Trapper counts against the maximum number of traps a ranger can use in a given encounter; if they have already used their maximum number of traps for this encounter, they cannot use this class feature.

In addition, starting at 24th level, a ranger's traps deal the same damage as their primary (currently wielded) weapon, including any enhancement bonuses, magic weapon properties, feats, class features, or other modifiers to the weapon's damage (instead of the traps only inflicting 1d4 + the Ranger's class level). Note that, if the ranger's weapon contains a magic weapon property (or any other effect) that inflicts a status condition, it is not applied; instead, the trap's Immobilized condition is always used (since monsters can only have a single status condition present at any given time, the trap effectively overwrites any other condition that the weapon might normally apply).

Wolf Pack Tactics V (Ex)

If you do not already have the Wolf Pack Tactics I class feature, you gain it at 25th level. See Wolf Pack Tactics I for details on how this works.

If you already have the Wolf Pack Tactics I class feature, but you do not have the Wolf Pack Tactics II class feature, you gain it at 25th level, instead. See Wolf Pack Tactics II for details on how this works.

If you already have both the Wolf Pack Tactics I and Wolf Pack Tactics II class features, but you do not have the Wolf Pack Tactics III class feature, you gain it at 25th level, instead. See Wolf Pack Tactics III for details on how this works.

If you already have all of the Wolf Pack Tactics I through Wolf Pack Tactics III class features, but you do not have the Wolf Pack Tactics IV class feature, you gain it at 25th level, instead. See Wolf Pack Tactics IV for details on how this works.

If you already have all of the Wolf Pack Tactics I through Wolf Pack Tactics IV class features from previous tiers of the Ranger class, they improve at 25th level, instead. You may select a teamwork feat as a bonus feat. Each time you use Wolf Pack Tactics to grant one or more allies a teamwork feat until the start of your next turn, those allies gain the use of all teamwork feats you know, instead of just one. This class feature does not change the way you grant an ally a teamwork feat that lasts until the end of the encounter — in that case, the selected ally still only learns a single teamwork feat (each time you use the class feature). You may only use Wolf Pack Tactics a maximum of once per round.

Page-divider-1.png

Mythic Ranger (Levels 26 - 30)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
26th   +23   +18   +13   +8   +15   +15   +9   10 Survivalist Training, Ranger Poultices, Woodland Stride, Trapper, Quarry VI
27th   +24 (+1)   +19 (+1)   +14 (+1)   +9 (+1)   +16 (+1)   +16 (+1)   +10 (+1)   10 Tracker VI, Deadeye
28th   +24   +19   +14   +9   +16   +16   +10   10 Combat Style VI
29th   +25 (+1)   +20 (+1)   +15 (+1)   +10 (+1)   +17 (+1)   +17 (+1)   +11 (+1)   10 Flenser, Steady Hands
30th   +25   +20   +15   +10   +17   +17   +11   10 Improved Evasion, Wolf Pack Tactics VI

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.

Survivalist Training (Mythic Tier)

If you do not already have the Survivalist Training class feature, you gain it at 26th level. See Survivalist Training for details on how this works.

Ranger Poultices (Mythic Tier)

If you do not already have the Ranger Poultices class feature, you gain it at 26th level. See Ranger Poultices for details on how this works. You do not gain the 'Poultices Preparable Per Day' amounts listed in previous tiers of the Ranger class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Wisdom score.

Poultices Known (Mythic Tier)

Each time the ranger gains a new level in the Ranger class, they learn two new poultice recipes of any poultice level they are able to create and use at the new level. They may learn additional recipes through downtime and experimentation. See Poultices Known (above) for details. There is no limit on the total number of recipes the ranger can know, other than the time required to learn them.

In addition, each time the ranger gains a level, they may exchange one known recipe for a different recipe of their choice. The new recipe can be of any poultice level (it doesn't need to be the same level as the one being traded out), as long as the ranger is capable of brewing poultices of that poultice level.

Poultices Preparable Per Day (Mythic Tier)

The following table shows how many poultices the ranger can actually prepare and cast each day at this experience tier. As a ranger advances in levels and grows in power, their ability to more efficiently apply their aura to each poultice improves, allowing them to create more poultices each day, and brew higher level poultices.

The ranger's base daily allotment of preparable poultices is given in the table below. In addition, they receive bonus poultices per day if they have a high Wisdom score (see Table: Bonus Spell Slots Per Day). The poultices preparable per day are reset to these base values when the ranger mixes up new poultices for the day (as part of their Full Night's Rest action), and doing so also restores any bonus poultice slots provided by having a high caster ability score. Unused prepared poultices from previous days cannot be saved up and used later. Any prepared poultices that the ranger fails to use before they take a full night's rest, or before 24 hours pass (whichever comes first), are lost.

To prepare or activate a poultice, a ranger must have a Wisdom score equal to at least 10 + the poultice level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each poultice level, rather than the full amount listed (unless, of course, they are the same).

Level 1st 2nd 3rd 4th
26th   9 (+1)   6   6   6
27th   9   7 (+1)   6   6
28th   9   7   7 (+1)   6
29th   9   7   7   7 (+1)
30th   10 (+1)   7   7   7

Woodland Stride (Mythic Tier)

If you do not already have the Woodland Stride class feature, you gain it at 26th level. See Woodland Stride for details on how this works.

Trapper (Mythic Tier)

If you do not already have the Trapper class feature, you gain it at 26th level. See Trapper for details on how this works.

Quarry VI (Ex)

If you do not already have the Quarry I class feature, you gain it at 26th level. See Quarry I for details on how this works.

If you do already have the Quarry I class feature from a previous tier of the Ranger class, it improves at 26th level, instead. The following things improve:

  • the size of your quarry pool increases
  • you can choose one additional way to expend dice from your Quarry Pool

Quarry Pool (Mythic Tier)

Each iteration of the Quarry class feature you possess that is in addition to Quarry I grants you +1d6 to your quarry pool size.

Quarry Pool Activations (Mythic Tier)

Each iteration of the Quarry class feature you possess in addition to Quarry I allows you to select one additional activation for your quarry pool. An activation is a benefit triggered by expending one or more of your quarry pool dice for the round. You must always expend at least one die to trigger a given activation, but many activations can be improved by expending multiple dice on them. The new activation you choose is in addition to the initial two activations you receive from the Quarry I class feature, namely, Improved Accuracy and Precision Damage.

Once selected, the new activation cannot be changed, except through the re-selection process. You may only choose a given activation from this list once; there is no benefit from selecting the same activation more than once.

Choose one of the following:

  • Bypass Immunity: (Quarry Only) If you choose this activation, you may expend one die from your quarry pool to cause your affected attacks against your quarry to bypass any Hardened (½ damage) or Immune (no damage) special abilities that the quarry might have against the damage you are inflicting. For example, if your quarry is Hardened against precision damage, this use of the quarry pool would allow your affected attacks to ignore this ability and deal full precision damage to that target (assuming you are dealing precision damage with your affected attacks). The pips showing on the die expended are irrelevant. You must declare which attacks are receiving this benefit before you roll damage for those attacks. This activation does not allow your affected attacks to bypass any DR or ER your quarry might possess. The pips showing on the expended die are irrelevant.
  • Cloak of Thorns: If you choose this activation, you may expend one or more dice from your quarry pool to cause any enemies that attack with a melee attack to suffer piercing (physical, common) damage equal to the pips showing on each die you expend on this activation. This damage is applied to every attacking enemy each time a melee attack is attempted against you prior to the start of your next turn, regardless of whether those attacks hit or miss you.
  • Dousing: If you choose this activation, you may expend one or more dice from your quarry pool to grant yourself a number of points of Energy Resistance versus all energy types (ER x/-) equal to the pips showing on each die you expend on this activation. The energy resistance granted by this activation persists until the start of your next turn.
  • Find Weakness: (Quarry Only) If you choose this activation, you may one die from your quarry pool to increase the critical threat range of your weapon by +1 with all of your attacks made against your quarry before the end of your current turn. This activation does not apply to attack rolls made outside of your turn, such as attacks of opportunity. For example, if you are wielding a longsword (which has a critical threat range of 19-20) and you expend a die on this activation, you increase its critical threat range by +1, bringing it to a 18-20 range. This activation does not increase your to-hit chances, nor does it improve your critical confirmation roll in any way. The pips showing on the expended die are irrelevant.
  • Ghost Touch: (Quarry Only) If you choose this activation, you may expend one die from your quarry pool to grant all of your attacks against your quarry before the end of your current turn the Ghost Touch magic property, allowing your affected attacks to deal their normal damage against your quarry if they are incorporeal. This activation does not apply ot attack rolls made outside of your turn, such as attacks of opportunity. You must declare which attacks are receiving this benefit before you roll damage for those attacks. The pips showing on the expended die are irrelevant.
  • Hunkering: If you choose this activation, you may expend one or more dice from your quarry pool to grant yourself Damage Resistance versus all physical damage types (DR x/-) equal to the pips showing on each die you expend on this activation. The damage resistance granted by this activation persists until the start of your next turn.
  • Inclusive Pack: If you choose this activation, you may expend one or more dice from your quarry pool to grant one additional ally the benefit of your Wolf Pack Tactics class feature (or any higher-tier iterations of that power you might possess) per die you expend. The ally (or allies) must all be within the range of your Wolf Pack Tactics to gain this benefit. Allies included in your Wolf Pack Tactics effect due to this activation only retain the granted teamwork feat until the start of your next turn, even if your Wolf Pack Tactics class feature would allow you to bestow the benefit for longer. The pips showing on the expended dice are irrelevant.
  • Inescapable: (Quarry Only) If you choose this activation, you may expend one or more dice from your quarry pool to slide yourself 5 feet (1 square) closer to your quarry per die expended. You cannot use this activation to slide yourself into a square that is equidistant or further from your quarry than the space you are leaving. This is considered forced movement (on yourself), so it does not provoke attacks of opportunity. Furthermore, it does not count as movement for purposes of determining whether or not you may perform any 5-foot steps this round. The pips showing on the expended dice are irrelevant.
  • Light Step: (Quarry Only) If you choose this activation, you may expend one or more dice from your quarry pool to grant yourself a +1 dodge bonus to your AC per die expended until the start of your next turn, but only versus attacks made against you by your quarry. Attacks made against you by any creature other than your quarry go against your normal AC. The pips showing on the expended die are irrelevant.
  • Locate Target: If you choose this activation, you may expend one or more dice from your quarry pool to determine the exact square of one creature within 60 feet of you, even if that creature is invisible or stealthed. Each die expended reveals the location of another hidden creature in range. Note that attacks made against creatures you cannot perceive still suffer Total Concealment (miss on a Natural 12 or less), even if you know what square they are in. (Attacks made against the wrong square miss 100% of the time, however.) If the located creature is able to move from its current space, you would have to use this activation again to locate them once more (or use some other means of locating them). This activation can be used against any creature, even if it is not your quarry, but it can only be performed during combat (since that is the only time you roll your quarry pool). The pips showing on the expended dice are irrelevant.
  • Overcome Defense: (Quarry Only) If you choose this activation, you may expend one die from your quarry pool to cause all your attacks against your quarry before the end of your current turn to ignore your quarry's Damage Resistance (DR) or Energy Resistance (ER), if they have any. This activation does not apply to attack rolls made outside of your turn, such as attacks of opportunity. This activation does not allow your affected attacks against your quarry to bypass any Hardened (½ damage) or Immunity (no damage) special abilities your quarry might possess. The pips showing on the expended die are irrelevant.
  • Seeker: (Quarry Only) If you choose this activation, you may expend one die from your quarry pool to cause all of your attacks against your quarry before the end of your current turn to ignore any miss chance or to-hit penalties caused by Cover or Concealment that your quarry may possess. This activation does not apply to attack rolls made outside of your turn, such as attacks of opportunity. You must still be able to trace line of sight and line of effect to your target to attack them. This activation does not provide you with any information on which square your target is in, if you do not have a means of perceiving them, nor will it allow you to make attacks against a target that is behind total cover. The pips showing on the expended die are irrelevant.
  • Slippery: (Quarry Only) If you choose this activation, you may expend one or more dice from your quarry pool to slide yourself 5 feet (1 square) away from your quarry per die expended. You cannot use this activation to slide yourself into a square that is equidistant or closer to your quarry than the space you are leaving. This is considered forced movement (on yourself), so it does not provoke attacks of opportunity. Furthermore, it does not count as movement for purposes of determining whether or not you may perform any 5-foot steps this round. The pips showing on the expended dice are irrelevant.

Tracker VI (Ex)

If you do not already have the Tracker I class feature, you gain it at 27th level. See Tracker I for details on how this works.

If you do already have the Tracker I class feature from a previous tier of the Ranger class, it improves at 27th level, instead. The ranger can ignore a further -5 worth of penalties when performing a Survival check to track a creature. This is cumulative with all other iterations of the Tracker class feature the Ranger possesses.

The removal of penalties from the check can never result in this class feature granting a bonus to the check. If the ranger can ignore more penalties than are present on the check, they just roll against the unmodified target DC.

Deadeye (Ex)

If you do not already have the Opening Shot class feature, you gain it at 27th level. See Opening Shot for details on how this works.

If you already have the Opening Shot class feature, but do not have the Marksman class feature, you gain it at 27th level, instead. See Marksman for details on how this works.

If you already have both the Opening Shot and Marksman class features from previous tiers of the Ranger class, they improve at 27th level, instead. You may add your quarry pool dice to the damage dealt by any Opening Shot attack that successfully hits your quarry. You do not re-roll your quarry pool for this; you simply count up the pips of the existing roll and add it to the damage dealt. You may only use this class feature if you have a designated quarry at the time you perform the Opening Shot, and only if your target is your quarry.

Deadeye does not use up any of the quarry pool dice when it adds this damage; all of the quarry dice are still available for whatever activations you wish to perform this round.

Combat Style (Ex)

Each ranger develops their own unique style of fighting, learning from their experiences and incorporating the most effective moves of their foes into their own techniques. At 28th level, the ranger gains one of the following feats as a bonus feat, or they may select one of the bonus feats listed in other iterations of the Combat Style class feature, as long as they possess the experience tier of the Ranger class in which it is listed. The ranger does not need to meet any of the prerequisites for these feats to select them, unless the listing below states otherwise:

Flenser (Ex)

If you do not already have the Skinner class feature, you gain it at 29th level. See Skinner for details on how this works.

If you already have the Skinner class feature, but you do not have the Flayer class feature, you gain it at 29th level, instead. See Flayer for details on how this works.

If you do already have both the Skinner and Flayer class features from previous tiers of the Ranger class, they improve at 29th level, instead. You can now maintain up to four quarries at the same time (instead of three). The ranger can still only designate one quarry per round, even though it is only a free action to do so. However, upon designating a second or third quarry, any existing quarry targets retain their quarry status. If the ranger attempts to designate a new quarry while three quarries are already designated (and still undefeated), they must expend a free action to do so (instead of a swift action, but the free action may only be performed during their turn), and they must declare which of their existing three quarries loses their quarry status.

Steady Hands (Ex)

Beginning at 29th level, the ranger may add their Dexterity modifier to all damage rolls they make. If the ranger is already adding their Dexterity modifier to the damage roll, for any reason, they may not add it again (i.e. this does not stack).

Improved Evasion (Ex)

If you do not already have the Evasion class feature, you gain it at 30th level. See Evasion for details on how this works.

If you do already have the Evasion class feature from a previous tier of the Ranger class, you gain Improved Evasion at 30th level, instead. Beginning at 30th level, a ranger with this class feature improves their ability to avoid magical and unusual attacks. On any attack, spell, or effect that deals damage and permits a Reflex saving throw, the ranger takes no damage on a successful save, and only half (½) damage on a failed save.

Improved evasion does not provide any protection against non-damaging effects or status conditions caused by the effect, it only reduces the damage portion of the attack. Improved evasion can only be used in circumstances where the ranger is aware of the attack, is not using a shield or wearing heavy armor, and is not carrying a medium or heavier load.

Wolf Pack Tactics VI (Ex)

If you do not already have the Wolf Pack Tactics I class feature, you gain it at 30th level. See Wolf Pack Tactics I for details on how this works.

If you already have the Wolf Pack Tactics I class feature, but you do not have the Wolf Pack Tactics II class feature, you gain it at 30th level, instead. See Wolf Pack Tactics II for details on how this works.

If you already have both the Wolf Pack Tactics I and Wolf Pack Tactics II class features, but you do not have the Wolf Pack Tactics III class feature, you gain it at 30th level, instead. See Wolf Pack Tactics III for details on how this works.

If you already have all of the Wolf Pack Tactics I through Wolf Pack Tactics III class features, but you do not have the Wolf Pack Tactics IV class feature, you gain it at 30th level, instead. See Wolf Pack Tactics IV for details on how this works.

If you already have all of the Wolf Pack Tactics I through Wolf Pack Tactics IV class features, but you do not have the Wolf Pack Tactics V class feature, you gain it at 30th level, instead. See Wolf Pack Tactics V for details on how this works.

If you already have all of the Wolf Pack Tactics I through Wolf Pack Tactics V class features from previous tiers of the Ranger class, they improve at 30th level, instead. You can now use Wolf Pack Tactics on allies within 45 feet of your space (instead of 30 feet).

Page-divider-1.png

Legendary Ranger (Levels 31 - 35)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
31st   +26 (+1)   +21 (+1)   +16 (+1)   +11 (+1)   +18 (+1)   +18 (+1)   +12 (+1)   10 Survivalist Training, Ranger Poultices, Woodland Stride, Trapper, Quarry VII
32nd   +26   +21   +16   +11   +18   +18   +12   10 Tracker VII
33rd   +27 (+1)   +22 (+1)   +17 (+1)   +12 (+1)   +19 (+1)   +19 (+1)   +13 (+1)   10 Combat Style VII
34th   +27   +22   +17   +12   +19   +19   +13   10 Legendary Trapper
35th   +28 (+1)   +23 (+1)   +18 (+1)   +13 (+1)   +20 (+1)   +20 (+1)   +14 (+1)   10 Wolf Pack Tactics VII

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.

Survivalist Training (Intrepid Tier)

If you do not already have the Survivalist Training class feature, you gain it at 31st level. See Survivalist Training for details on how this works.

Ranger Poultices (Legendary Tier)

If you do not already have the Ranger Poultices class feature, you gain it at 31st level. See Ranger Poultices for details on how this works. You do not gain the 'Poultices Preparable Per Day' amounts listed in previous tiers of the Ranger class unless you actually took those previous tiers.

Remember that you also receive bonus spells per day if you have a sufficiently high Wisdom score.

Poultices Known (Legendary Tier)

Each time the ranger gains a new level in the Ranger class, they learn two new poultice recipes of any poultice level they are able to create and use at the new level. They may learn additional recipes through downtime and experimentation. See Poultices Known (above) for details. There is no limit on the total number of recipes the ranger can know, other than the time required to learn them.

In addition, each time the ranger gains a level, they may exchange one known recipe for a different recipe of their choice. The new recipe can be of any poultice level (it doesn't need to be the same level as the one being traded out), as long as the ranger is capable of brewing poultices of that poultice level.

Poultices Preparable Per Day (Legendary Tier)

The following table shows how many poultices the ranger can actually prepare and cast each day at this experience tier. As a ranger advances in levels and grows in power, their ability to more efficiently apply their aura to each poultice improves, allowing them to create more poultices each day, and brew higher level poultices.

The ranger's base daily allotment of preparable poultices is given in the table below. In addition, they receive bonus poultices per day if they have a high Wisdom score (see Table: Bonus Spell Slots Per Day). The poultices preparable per day are reset to these base values when the ranger mixes up new poultices for the day (as part of their Full Night's Rest action), and doing so also restores any bonus poultice slots provided by having a high caster ability score. Unused prepared poultices from previous days cannot be saved up and used later. Any prepared poultices that the ranger fails to use before they take a full night's rest, or before 24 hours pass (whichever comes first), are lost.

To prepare or activate a poultice, a ranger must have a Wisdom score equal to at least 10 + the poultice level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each poultice level, rather than the full amount listed (unless, of course, they are the same).

Level 1st 2nd 3rd 4th
31st   10   8 (+1)   7   7
32nd   10   8   8 (+1)   7
33rd   10   8   8   8 (+1)
34th   11 (+1)   8   8   8
35th   11   9 (+1)   8   8

Woodland Stride (Legendary Tier)

If you do not already have the Woodland Stride class feature, you gain it at 31st level. See Woodland Stride for details on how this works.

Trapper (Legendary Tier)

If you do not already have the Trapper class feature, you gain it at 31st level. See Trapper for details on how this works.

Quarry VII (Ex)

If you do not already have the Quarry I class feature, you gain it at 31st level. See Quarry I for details on how this works.

If you do already have the Quarry I class feature from a previous tier of the Ranger class, it improves at 31st level, instead. The following things improve:

  • the size of your quarry pool increases
  • you can choose one additional way to expend dice from your Quarry Pool

Quarry Pool (Legendary Tier)

Each iteration of the Quarry class feature you possess that is in addition to Quarry I grants you +1d6 to your quarry pool size.

Quarry Pool Activations (Legendary Tier)

Each iteration of the Quarry class feature you possess in addition to Quarry I allows you to select one additional activation for your quarry pool. An activation is a benefit triggered by expending one or more of your quarry pool dice for the round. You must always expend at least one die to trigger a given activation, but many activations can be improved by expending multiple dice on them. The new activation you choose is in addition to the initial two activations you receive from the Quarry I class feature, namely, Improved Accuracy and Precision Damage.

Once selected, the new activation cannot be changed, except through the re-selection process. You may only choose a given activation from this list once; there is no benefit from selecting the same activation more than once.

Choose one of the following:

  • Bypass Immunity: (Quarry Only) If you choose this activation, you may expend one die from your quarry pool to cause your affected attacks against your quarry to bypass any Hardened (½ damage) or Immune (no damage) special abilities that the quarry might have against the damage you are inflicting. For example, if your quarry is Hardened against precision damage, this use of the quarry pool would allow your affected attacks to ignore this ability and deal full precision damage to that target (assuming you are dealing precision damage with your affected attacks). The pips showing on the die expended are irrelevant. You must declare which attacks are receiving this benefit before you roll damage for those attacks. This activation does not allow your affected attacks to bypass any DR or ER your quarry might possess. The pips showing on the expended die are irrelevant.
  • Cloak of Thorns: If you choose this activation, you may expend one or more dice from your quarry pool to cause any enemies that attack with a melee attack to suffer piercing (physical, common) damage equal to the pips showing on each die you expend on this activation. This damage is applied to every attacking enemy each time a melee attack is attempted against you prior to the start of your next turn, regardless of whether those attacks hit or miss you.
  • Dousing: If you choose this activation, you may expend one or more dice from your quarry pool to grant yourself a number of points of Energy Resistance versus all energy types (ER x/-) equal to the pips showing on each die you expend on this activation. The energy resistance granted by this activation persists until the start of your next turn.
  • Find Weakness: (Quarry Only) If you choose this activation, you may one die from your quarry pool to increase the critical threat range of your weapon by +1 with all of your attacks made against your quarry before the end of your current turn. This activation does not apply to attack rolls made outside of your turn, such as attacks of opportunity. For example, if you are wielding a longsword (which has a critical threat range of 19-20) and you expend a die on this activation, you increase its critical threat range by +1, bringing it to a 18-20 range. This activation does not increase your to-hit chances, nor does it improve your critical confirmation roll in any way. The pips showing on the expended die are irrelevant.
  • Ghost Touch: (Quarry Only) If you choose this activation, you may expend one die from your quarry pool to grant all of your attacks against your quarry before the end of your current turn the Ghost Touch magic property, allowing your affected attacks to deal their normal damage against your quarry if they are incorporeal. This activation does not apply ot attack rolls made outside of your turn, such as attacks of opportunity. You must declare which attacks are receiving this benefit before you roll damage for those attacks. The pips showing on the expended die are irrelevant.
  • Hunkering: If you choose this activation, you may expend one or more dice from your quarry pool to grant yourself Damage Resistance versus all physical damage types (DR x/-) equal to the pips showing on each die you expend on this activation. The damage resistance granted by this activation persists until the start of your next turn.
  • Inclusive Pack: If you choose this activation, you may expend one or more dice from your quarry pool to grant one additional ally the benefit of your Wolf Pack Tactics class feature (or any higher-tier iterations of that power you might possess) per die you expend. The ally (or allies) must all be within the range of your Wolf Pack Tactics to gain this benefit. Allies included in your Wolf Pack Tactics effect due to this activation only retain the granted teamwork feat until the start of your next turn, even if your Wolf Pack Tactics class feature would allow you to bestow the benefit for longer. The pips showing on the expended dice are irrelevant.
  • Inescapable: (Quarry Only) If you choose this activation, you may expend one or more dice from your quarry pool to slide yourself 5 feet (1 square) closer to your quarry per die expended. You cannot use this activation to slide yourself into a square that is equidistant or further from your quarry than the space you are leaving. This is considered forced movement (on yourself), so it does not provoke attacks of opportunity. Furthermore, it does not count as movement for purposes of determining whether or not you may perform any 5-foot steps this round. The pips showing on the expended dice are irrelevant.
  • Light Step: (Quarry Only) If you choose this activation, you may expend one or more dice from your quarry pool to grant yourself a +1 dodge bonus to your AC per die expended until the start of your next turn, but only versus attacks made against you by your quarry. Attacks made against you by any creature other than your quarry go against your normal AC. The pips showing on the expended die are irrelevant.
  • Locate Target: If you choose this activation, you may expend one or more dice from your quarry pool to determine the exact square of one creature within 60 feet of you, even if that creature is invisible or stealthed. Each die expended reveals the location of another hidden creature in range. Note that attacks made against creatures you cannot perceive still suffer Total Concealment (miss on a Natural 12 or less), even if you know what square they are in. (Attacks made against the wrong square miss 100% of the time, however.) If the located creature is able to move from its current space, you would have to use this activation again to locate them once more (or use some other means of locating them). This activation can be used against any creature, even if it is not your quarry, but it can only be performed during combat (since that is the only time you roll your quarry pool). The pips showing on the expended dice are irrelevant.
  • Overcome Defense: (Quarry Only) If you choose this activation, you may expend one die from your quarry pool to cause all your attacks against your quarry before the end of your current turn to ignore your quarry's Damage Resistance (DR) or Energy Resistance (ER), if they have any. This activation does not apply to attack rolls made outside of your turn, such as attacks of opportunity. This activation does not allow your affected attacks against your quarry to bypass any Hardened (½ damage) or Immunity (no damage) special abilities your quarry might possess. The pips showing on the expended die are irrelevant.
  • Seeker: (Quarry Only) If you choose this activation, you may expend one die from your quarry pool to cause all of your attacks against your quarry before the end of your current turn to ignore any miss chance or to-hit penalties caused by Cover or Concealment that your quarry may possess. This activation does not apply to attack rolls made outside of your turn, such as attacks of opportunity. You must still be able to trace line of sight and line of effect to your target to attack them. This activation does not provide you with any information on which square your target is in, if you do not have a means of perceiving them, nor will it allow you to make attacks against a target that is behind total cover. The pips showing on the expended die are irrelevant.
  • Slippery: (Quarry Only) If you choose this activation, you may expend one or more dice from your quarry pool to slide yourself 5 feet (1 square) away from your quarry per die expended. You cannot use this activation to slide yourself into a square that is equidistant or closer to your quarry than the space you are leaving. This is considered forced movement (on yourself), so it does not provoke attacks of opportunity. Furthermore, it does not count as movement for purposes of determining whether or not you may perform any 5-foot steps this round. The pips showing on the expended dice are irrelevant.

Tracker VII (Ex)

If you do not already have the Tracker I class feature, you gain it at 32nd level. See Tracker I for details on how this works.

If you do already have the Tracker I class feature from a previous tier of the Ranger class, it improves at 32nd level, instead. The ranger can ignore a further -5 worth of penalties when performing a Survival check to track a creature. This is cumulative with all other iterations of the Tracker class feature the Ranger possesses.

The removal of penalties from the check can never result in this class feature granting a bonus to the check. If the ranger can ignore more penalties than are present on the check, they just roll against the unmodified target DC.

Combat Style VII (Ex)

Each ranger develops their own unique style of fighting, learning from their experiences and incorporating the most effective moves of their foes into their own techniques. At 33rd level, the ranger gains one of the following feats as a bonus feat, or they may select one of the bonus feats listed in other iterations of the Combat Style class feature, as long as they possess the experience tier of the Ranger class in which it is listed. The ranger does not need to meet any of the prerequisites for these feats to select them, unless the listing below states otherwise:

Legendary Trapper (Ex)

Beginning at 34th level, any time one of the ranger's traps inflict damage on an enemy creature, the ranger may add their quarry pool dice to the damage dealt. The ranger does not re-roll their quarry pool for this; they simply count up the pips of the existing roll and add it to the damage dealt. The ranger may only use this class feature if they have a designated quarry at the time the trap deals its damage, though the trap's victim does not need to be the quarry.

Legendary Trapper does not use up any of the quarry pool dice when it adds this damage; all of the quarry dice are still available for whatever activations the ranger wishes perform this round.

Wolf Pack Tactics VII (Ex)

If you do not already have the Wolf Pack Tactics I class feature, you gain it at 30th level. See Wolf Pack Tactics I for details on how this works.

If you already have the Wolf Pack Tactics I class feature, but you do not have the Wolf Pack Tactics II class feature, you gain it at 30th level, instead. See Wolf Pack Tactics II for details on how this works.

If you already have both the Wolf Pack Tactics I and Wolf Pack Tactics II class features, but you do not have the Wolf Pack Tactics III class feature, you gain it at 30th level, instead. See Wolf Pack Tactics III for details on how this works.

If you already have all of the Wolf Pack Tactics I through Wolf Pack Tactics III class features, but you do not have the Wolf Pack Tactics IV class feature, you gain it at 30th level, instead. See Wolf Pack Tactics IV for details on how this works.

If you already have all of the Wolf Pack Tactics I through Wolf Pack Tactics IV class features, but you do not have the Wolf Pack Tactics V class feature, you gain it at 30th level, instead. See Wolf Pack Tactics V for details on how this works.

If you already have all of the Wolf Pack Tactics I through Wolf Pack Tactics V class features, but you do not have the Wolf Pack Tactics VI class feature, you gain it at 30th level, instead. See Wolf Pack Tactics VI for details on how this works.

If you already have all of the Wolf Pack Tactics I through Wolf Pack Tactics VI class features from previous tiers of the Ranger class, they improve at 30th level, instead. Each time you spend a swift action to grant an ally within 45 feet the use of one of your teamwork feats until the end of the current encounter, you can now grant a second ally the same feat, as long as that second ally is also within 45 feet of your space. This requires only a single swift action, not one for each ally. This use of the Wolf Pack Tactics class feature only grants the allies a single teamwork feat you know, not all of them. You may still grant two allies within range knowledge of all of the teamwork feats you know until the start of your next turn, if you prefer. Regardless of which version of this class feature you use, you may still only use it a maximum of once per round.

Page-divider-1.png

Apotheotic Ranger (Levels 36+)

Level Class Features
36+ Apotheosis!

Apotheosis!

Upon reaching level 36, and at every level above that, the character begins to gather their mantle of divinity around themselves. This can take many forms, but it is the first step to the ascension to godhood.

Reaching apotheosis is usually signified by a paradigm shift in the campaign. Traditional adventuring, such as fighting monsters and looting treasure, is largely beneath the dignity and power of such advanced creatures. Instead, they compete within the powers and intrigues of the Celestial Bureaucracy itself, gathering power, followers, allies, and potens machenvar to seize their places of power. Apotheotic creatures usually choose a theme around which their powers are centered, and use this theme as a common belief to gather their followers (or worshipers).

GMs are encouraged to completely break the rules, remove limitations and restrictions, and generally experiment with the extreme limits of power that this level of play offers. Characters are of a power level comparable to the most extreme super-heroes of comics and film, and can perform feats well beyond anything a mortal could ever dream. GMs are cautioned that games at this level can be very difficult to run, and presenting challenges for apotheotic characters can be a very daunting task. However, if you can pull it off, it's likely that your players will talk about how insane and awesome your campaign was for years after it ends.