Class: Ranger

Open Game Content

Constraints
A Ranger's Combat style only work whilst wearing light or no armor or carrying at most medium load.

Benefits
Hit Die: d8, Trained Skills: 6, Class Bonuses: +3 REA, +2 EVA, +3 END, +3 P/D
 * Combat Training: Simple Weapons, 1 Weapon Groups of choice (3 if taken as first class). Light Armor Group and Shield Group.
 * Favored Skills: Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Class Features

 * Animal Companion (Ex): At 4th level, a ranger gains an animal companion as described under Animal Companion. A Rangers Animal Companion Level is 1/2 his Ranger level.
 * Combat Style (Ex):
 * A Ranger is a specialized combatant who relies on his agilitiy. Over time he devotes himself into one special path of fighting.
 * At 2nd and 6th level he gains the abilities tied to his Combat style. These abilities can only be used if a ranger wears at most light armor and is carrying at most light load. A Ranger automatically qualifies for the feats granted by his combat style if he is of appropriate level.


 * Favored Enemy (Ex): See description under Class Features
 * Survivalist (Sp): A ranger gains the ability to adapt to his environment under stress. Choose two spells from the list below. Once per day a Ranger can cast one of his chosen spells at will (Caster Level 4th). Available Spells are Barkskin, Bear's Endurance, Cat's Grace or Owl's Wisdom.
 * Wild Empathy (Ex): See the description under Class Features
 * Woodland Stride (Ex): A ranger moves through any sort of undergrowth (such as natural thorns, briars or overgrown areas or similar terrain) at his normal speed without taking damage or suffering other impariment. However should the this undergrowth be magically enhanced or manipulated, normal penalties apply.

Spellcasting
A ranger who has a Wisdom Score of 11 or higher gains the ability to cast a few spells drawn from the ranger spell list. A ranger prepares his spells as described below. Ranger spells are treated as 1st level spells in all regards and a rangers spell-casting Attribute is Wisdom. The number of spells per day a ranger may cast is given in the class table and may be adjusted by Bonus Spells.

Caster Level := 1/2 Ranger class level Spell Safe DC := 10 + Spell Level + WIS Modifier

A Ranger has to select a time at that he meditates for one hour to (re)gain his spells. Spells are gaind upon finishing meditation. Time of resting has no effect on preparation and no rolls are required, however spells can only be selected during this meditation.

1st level

 * Alarm: Wards an area for 2 hours/level.
 * Animal Messenger: Sends a Tiny animal to a specific place.
 * Calm Animals: Calms (2d4 + CL) HD of animals.
 * Cure Light Wounds: Cures 1d8 damage +1/CL (max +5).
 * Charm Animal: Makes one animal your friend.
 * Delay Poison: Stops poison from harming subject for 1 hour/CL.
 * Detect Animals or Plants: Detects kinds of animals or plants.


 * Detect Poison: Detects poison in one creature or object.
 * Detect Snares and Pits: Reveals natural or primitive traps.
 * Endure Elements: Exist comfortably in hot or cold environments.
 * Entangle: Plants entangle everyone in 40-ft.-radius circle.
 * Hide from Animals: Animals can’t perceive one subject/level.
 * Jump: Subject gets bonus on Jump checks.
 * Longstrider: Increases your speed.


 * Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
 * Pass without Trace: One subject/level leaves no tracks.
 * Read Magic: Read scrolls and spellbooks.
 * Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
 * Speak with Animals: You can communicate with animals.
 * Summon Nature’s Ally I: Calls animal to fight for you.