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Weapon and Armor Proficiencies: As before.
Spells: As before, but you gain spellcasting beginning at 1st level as shown on the table. In addition, your caster level is equal to your class level.
Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given below. The ranger gains a +2 bonus on Bluff, Hide, Listen, Move Silently, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on attack and damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonuses to skills, attack and damage to all previously selected favored enemies (not including currently selected one) increase by 2.
Categories of Favored Enemies:
• Aberration and Ooze
• Animal and Magical Beast
• Construct
• Dragon
• Elemental and Outsiders (Elemental) - Includes all Outsiders with Fire, Water, Air, or Earth subtypes and without an alignment subtype.
• Fey and Plant
• Giant and Monstrous Humanoid
• Humanoid (Small) - Includes all naturally Small humanoid races such as halflings, gnomes, kobolds, and goblins. Though they’re not technically Small, dwarves and dwarven subraces are also included in this category.
• Humanoid (Other)
• Outsider (Other)
• Undead
• Vermin
In addition, each time a ranger’s bonuses to one favored enemy grows higher, he gains a special ability related to that enemy. These special abilities are separately determined for each favored enemy you have, based on the bonus to skills/attack/damage/AC on that favored enemy. All these special abilities are extraordinary.
At +2 bonus, you gain half your class level to Knowledge checks to identify members of the favored enemy and find their special powers and vulnerabilities (see Knowledge skill).
At +4 bonus, you gain a specific special ability depending on type of favored enemy:
• Aberration and Ooze: You can make critical hits, deal precision damage, and flank against oozes (normally, oozes are immune to critical hits, precision damage, and flanking).
• Animal and Magical Beast: You cannot be detected by the Scent special quality.
• Construct: You can make critical hits and deal precision damage against constructs (normally, constructs are immune to critical hits and precision damage).
• Dragon: You are immune to the Frightful Presence ability.
• Elemental and Outsider (Elemental): For the purposes of the Earth Mastery ability, you are always considered off the ground. For the purposes of the Air Mastery ability, you are never considered airborne. For the purposes of the Water Mastery ability, you are always considered touching the ground.
• Fey and Plant: You can make critical hits and deal precision damage against plants (normally, plants are immune to critical hits and precision damage).
• Giant and Monstrous Humanoid: You gain half your class level as dodge AC against rock projectiles (such as a thrown boulder or a pebble shot from a sling).
• Humanoid (Small): Whenever you gaze upon an Illusion (Figment) spell or effect, you immediately gain a Will save to disbelieve it as if you had interacted with it.
• Humanoid (Other): Gain Bluff, Disguise, Gather Information, Intimidate, and Sense Motive as ranger class skills.
• Outsider (Other): You gain half your class level to Spot checks to reveal creatures that changed shape (such as from an Alter Self spell or a Change Shape special ability; see Disguise skill).
• Undead: You can make critical hits and deal precision damage against undead (normally, undead are immune to critical hits and precision damage).
• Vermin: Your weapon deals half damage to swarms and you can flank swarms (normally swarms are immune to weapon damage and cannot be flanked).
At +6 bonus, any weapon you wield against members of this favored enemy (including natural weapons and unarmed strike if you have the Improved Unarmed Strike feat) is treated as a bane weapon against it (its enhancement bonus is increased by 2 and it deals +2d6 points of damage). This doesn’t stack with similar abilities, such as the Bane weapon special ability.
At +8 bonus, you gain a specific special ability depending on type of favored enemy:
• Aberration and Ooze: All tentacle attacks against you are treated as if having half their normal reach (they still retain at least 5 ft of reach). Creatures with tentacles do not threaten you with them if you are outside the area of this new reach.
• Animal and Magical Beast: When making a rushed Wild Empathy check (see Diplomacy skill), you do not take any penalty. Instead, taking the normal full minute to make a Wild Empathy check grants an additional +5 bonus to the check. Also, you do not receive a penalty for attempting a Wild Empathy check on a magical beast.
• Construct: When attacking with a slashing or piercing weapon (including an arrow), you may choose to take a -2 penalty to the attack in exchange for having the weapon do bludgeoning damage instead. You may decide this separately for each attack you make in a round.
• Dragon: When saving against breath weapons, you receive a bonus to the save equal to half your class level.
• Elemental and Outsider (Elemental): You gain fire resistance equal to class level. You also gain half your class level to all saves made to avoid or escape a Whirlwind or Vortex ability.
• Fey and Plant: You gain half your class level to saves against the spell-like abilities of fey.
• Giant and Monstrous Humanoid: You gain half your class level as a bonus to grapple checks to resist grapples and Escape Artist checks to escape grapples.
• Humanoid (Small): When attacking a creature of a smaller size category than you, gain +1 to attack for each size category that you are larger.
• Humanoid (Other): When making a trip or disarm check, you gain half your class level as a bonus to the check. This does not stack with the bonuses provided by Improved Trip or Improved Disarm. In addition, you do not provoke attacks of opportunity when making a trip or disarm attempt.
• Outsider (Other): Whenever you deal damage to a creature with an attack, that creature loses the benefit of its Fast Healing ability for a number of rounds equal to half your class level.
• Undead: All of your attacks gain the benefit of Ghost Touch.
• Vermin: You gain immunity to all poisons and diseases.
At +10 bonus, you gain a specific special ability depending on type of favored enemy:
• Aberration and Ooze: You can no longer be detected by the Blindsight or Mindsight abilities.
• Animal and Magical Beast: Enemies cannot use Improved Grab, Rake, Constrict, or Pounce against you. You automatically succeed on all saves against the Trample special ability.
• Construct: All of your attacks count as adamantine for the sake of damage reduction and penetrating hardness.
• Dragon: You cannot be detected by Blindsense or Darkvision. In addition, all of your attacks count as magic for the sake of piercing damage reduction.
• Elemental and Outsider (Elemental): You gain Tremorsense over 30 ft whenever you touch the ground. You are immune to fire. You can breathe underwater.
• Fey and Plant: All of your attacks count as cold iron and silver for the sake of piercing damage reduction.
• Giant and Monstrous Humanoid: Against an attack made by a creature of a bigger size category than you, you gain +1 to dodge AC per size category that you are smaller.
• Humanoid (Small): Whenever your forces are outnumbered by enemy creatures of suitable challenge, you gain ¼ your class level as morale bonus to attack and damage rolls.
• Humanoid (Other): You automatically confirm critical threats against all creatures of the same size category as you.
• Outsider (Other): If you are of a Good alignment, your attacks now count as Good for the purpose of penetrating damage reduction. If you are of an Evil alignment, your attacks now count as Evil for the purpose of penetrating damage reduction. If you are Neutral with regards to Good and Evil, you may decide whether to align your attacks of Good or Evil when receiving this ability, and your decision may never be changed without a change in alignment.
• Undead: You gain half your class level to all saves against death effects, energy drain, and negative energy effects. If such an effect does not normally allow a save, you gain a Fortitude save (or another appropriate save, as determined by the DM) to negate it.
• Vermin: Against attacks by creatures of a smaller size category than you, gain a +2 bonus to natural armor AC per size category that you are larger.
Track: As before.
Wild Empathy (Ex): As before, but add your Wisdom modifier rather than Charisma modifier to the check.
Bonus Feat: At 2nd level and every 3 levels after (5th, 8th, 11th, etc), you gain a bonus feat. You must meet all requirements for the feat. You may select this feat from the following list:
Player’s Handbook: Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Combat Reflexes, Dodge, Endurance, Far Shot, Greater Two-Weapon Fighting, Great Fortitude, Improved Initiative, Improved Precise Shot, Improved Two-Weapon Fighting, Lightning Reflexes, Manyshot, Mounted Archery, Mounted Combat, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Ride-By Attack, Run, Self-Sufficient, Shot on the Run, Spirited Charge, Spring Attack, Toughness, Trample, Two-Weapon Defense, Two-Weapon Fighting.
Expanded Psionics Handbook: Cloak Dance, Greater Manyshot.
Complete Warrior: Crescent Moon, Dash, Elusive Target, Eyes in the Back of your Head, Faster Healing, Favored Power Attack, Fleet of Foot, Giantbane, Greater Two-Weapon Defense, Improved Favored Enemy, Improved Mounted Archery, Improved Rapid Shot, Improved Toughness, Improved Two-Weapon Defense, Ranged Disarm, Ranged Pin, Ranged Sunder, Raptor School, Sharp-Shooting, Zen Archery.
Complete Adventurer: Ascetic Hunter, Brachiation, Danger Sense, Devoted Tracker, Dual Strike, Hear the Unseen, Improved Swimming, Natural Bond, Quick Reconnoiter.
Complete Champion: Air Devotion, Animal Devotion, Earth Devotion, Fire Devotion, Knowledge Devotion, Plant Devotion, Strength Devotion, Travel Devotion, Water Devotion.
Complete Scoundrel: Daredevil Athlete, Freerunner, Improved Skirmish, Swift Ambusher.
Player’s Handbook II: Acrobatic Strike, Bounding Assault, Combat Acrobat, Crossbow Sniper, Cunning Evasion, Deadeye Shot, Keen-Eared Scout, Leap of the Heavens, Penetrating Shot, Rapid Blitz, Steadfast Determination, Telling Blow, Trophy Collector, Tumbling Feint, Two-Weapon Pounce, Two-Weapon Rend.
Tome of Battle: Desert Fire, Desert Wind Dodge, Evasive Reflexes, Martial Stance, Martial Study, Rapid Assault, Reaping Talons.
Animal Companion (Ex): As the druid. Your effective druid level is equal to your class level.
Skirmish (Ex): At 3rd level, you deal an extra 1d6 damage on all attacks you make during any round in which you move at least 10 ft. This extra damage on applies on attacks made during your turn. The extra damage counts as precision damage, and does not affect nonliving or incorporeal creatures or those without a discernable anatomy. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You can apply this extra damage to ranged attacks while skirmishing, but only if the target is within 30 ft.
At level 6, the extra damage increases by 1d6. In addition, now, on any round in which you move at least 10 ft, you gain a +1 bonus to dodge AC. This bonus lasts as soon as you have moved 10 ft and lasts until the start of your next turn. Moving multiple times in one round does not increase the bonus granted, though this stacks with all other sources of dodge AC.
Every 3 levels afterward, you gain an additional 1d6 extra skirmish damage as well increase the dodge AC for movement by +1.
Woodland Stride (Ex): As before, but gained at 4th level.
Woodland Hunter (Ex): When reaching 4th level, you may now make “get along in the wild” checks while moving at your full overland speed at the normal DC 10 without penalty (see Survival skill).
Fast Movement (Ex): Starting at 5th level, you gain a +10 ft bonus to your land speed as long as you are on natural terrain or natural ground. This bonus increases by +10 ft every 6 levels thereafter, as shown on the table. You do not gain this bonus if you are wearing medium or heavy armor or carrying a medium or heavy load, or if you are in an artificial or manmade setting (like a city).
Natural Instinct (Ex): An experienced ranger learns the subtleties of the natural world, allowing you to sense even the smallest disturbance upon that serene visage. As you progress through the class, you gain a number of additional senses to model your increased understanding of nature and your developing link with the natural environment. These senses only apply when you are in a natural setting, such as in a forest, desert, or natural cave. You are unable to use these senses in locations such as cities or manmade buildings.
Scent: At 7th level, you gain the Scent special ability, allowing you to notice unfamiliar or out of place odors in natural places.
Blindsense: At 13th level, you are extremely attuned to the natural environment, allowing yourself to realize even the smallest of disturbances around you. You gain Blindsense over 30 ft in a natural setting.
Foresight: At 19th level, your understanding of the natural world is so thorough and your instincts are so sharp that you can make accurate predictions of the next few moments simply by reading the natural signs around you. You are constantly treated as under the effects of Foresight when in a natural setting.
Woodland Sprint (Ex): At 7th level, you gain an improved version of your Woodland Stride ability. You may now move at your normal speed through thorns, briars, and overgrown areas that have been magically manipulated. You do not take damage or suffer any other impairment, since you become immune to such magical effects.
Evasion (Ex): As before, but gained at 10th level.
Nature’s Messengers (Sp): Upon reaching 11th level, you gain the ability to call upon the aid of wild creatures as scouts or messengers. Once per day, by meditating in an area for 1 minute, you may call upon the service of 2d8 creatures from the surrounding area. These creatures stay with you for a number of hours equal to your class level. This ability only works if there are natural creatures that can reach you in the area, generally within 1 mile of your location, though the distance may be smaller underground. These creatures are usually small, mobile critters like birds, bats, rats or fishes, whatever fits the environment you are in.
These creatures are initially helpful towards you, and you may command them using either a Handle Animal check or directly using a Speak with Animals spell. You may add half your class level to any Handle Animal checks to control or communicate with them. If you use Speak with Animals, you do not need to roll a check. These animals understand simple commands like Come (DC 5), Go (DC 5), Follow (DC 5), Search (DC 10 or more if you’re searching for something complex), Fetch (DC 15), Scout (DC 20), Deliver Message (DC 25), and other simple commands. These animals are generally ineffectual at combat, and are rarely used for those purposes.
If you send an animal to scout and it comes back to you, you may hold the creature to know what it had seen and sensed while scouting. This requires holding the creature for 1 full-round per 10 minutes of its memories you want to see. If you send an animal to deliver a message, it will travel for up to one day per class level to deliver it. You may identify the target of the message by touching the animal to give it a mental image of the target and convey the target’s approximate location. If you have not met the one you want to send a message to, you must have some other way of identification, such as with a picture, a description, or an item carrying the target’s scent. You cannot deliver a message to someone whose general location you do not know, unless you also command the creature to search for the target (adds +5 to the DC, or more if the area to search is very large).
Camouflage (Ex): As before.
Hide in Plain Sight (Ex): As before, but gained at 16th level.
Unnatural Instinct (Ex): At 20th level, your instincts are so finely honed that you may apply them even in places you are not familiar with, granting you an uncanny sense of what does and does not belong. Your Natural Instinct ability now applies even in unnatural or manmade environments.