Hunters, pure and simple, rangers can be found in both wilderness and urban environments. They are frequently employed as bounty hunters and game wardens. They have no magical or supernatural abilities, but spend much of their lives in the company of a companion creature that is their partner and friend.

Abilities: All ability scores are potentially important for rangers. They use the highest table for base attack bonus and Fort saves. They use the low table for Ref and Will saves.

Alignment: Any

Hit Die: d8

Skill Points: 6 + Int modifier

Starting Gold: 6d4 x 10gp

Weapon & Armor Proficiency: Rangers are proficient with all simple and martial weapons, light armor, and shields, but not tower shields.

1+1+2+0+0Favored Prey, Tracking, Wild Empathy
2+2+3+0+0bonus feat
3+3+3+1+1Creature Companion
4+4+4+1+1Predator's Heart
5+5+4+1+1bonus feat, Favored Prey
7+7/+2+5+2+2Predator's Heart
8+8/+3+6+2+2bonus feat
10+10/+5+7+3+3Favored Prey
11+11/+6/+1+7+3+3bonus feat
13+13/+8/+3+8+4+4Predator's Heart
14+14/+9/+4+9+4+4bonus feat
15+15/+10/+5+9+5+5Favored Prey
17+17/+12/+7/+2+10+5+5bonus feat
19+19/+14/+9/+4+11+6+6Predator's Heart
20+20/+15/+10/+5+12+6+6bonus feat, Favored Prey

Favored Prey: A ranger selects one type of creature as her Favored Prey, such as aberrations or fey. If she selects humanoids or outsiders, she must also choose a subtype. See below for a full list of choices. When dealing with this type of creature, she gains a +2 bonus to the following skills: Bluff, Gather Information, Listen, Sense Motive, Spot, Survival. She also gains a +1 circumstance bonus to attack and damage and a +1 dodge bonus to AC against this creature type. Every 5 levels (5, 10, 15, 20), she may either increase the skill bonuses for one of her Favored Prey types by +2 and combat bonuses by +1, or she can select a new category of Favored Prey. When a ranger has more than one type of Favored Prey, the bonuses do not stack for creatures that fall under multiple types.
Creature types acceptable for Favored Prey:
Aberration Animal
Construct Dragon
Elemental Fey
Giant Humanoid (aquatic)
Humanoid (dwarf) Humanoid (elf)
Humanoid (goblinoid) Humanoid (gnoll)
Humanoid (halfling) Humanoid (human)
Humanoid (orc) Humanoid (reptilian)
Magical beast Monstrous humanoid
Ooze Outsider(air)
Outsider(chaotic) Outsider(earth)
Outsider(evil) Outsider(fire)
Outsider(good) Outsider(lawful)
Outsider(native) Outsider(water)
Plant Undead
Alternatively, a ranger may select a specific organization to target as her favored prey. The bonuses listed above apply to all members of that organization. The organization itself must be limited in scope, such as the thieves’ guild of a particular city, or a particular kingdom’s army.

Tracking: A ranger may select either Track or Urban Tracking as a bonus feat.

Wild Empathy: As the Druid ability, except that rangers may use this ability with any creature whose Int score is 2 or less.

Bonus Feats: Starting at 2nd level, a ranger gains one bonus feat per three levels (2, 5, 8, etc.). She must choose from the feats and special abilities on the following list, and must meet the prerequisites for any she does choose (new feats and special abilties are marked with *):
Cover Tracks*
Dual Strike
Far Shot
Flawless Stride*
Hide in Plain Sight*
Improved Precise Shot
Improved Two-Weapon Fighting
In Your Face Archery*
Natural Stealth*
Penetrating Shot
Point Blank Shot
Precise Shot
Rapid Reload
Rapid Shot
Shot on the Run
Skill Focus (any class skill)
Swift Tracker*
Temperature Acclimation*
Two-Weapon Fighting
Urban Stealth*

Creature Companion: At 3rd level, the ranger can form a special bond with one creature. Intelligent creatures need to be convinced that they wish to be bonded. If the companion is not treated well, it will abandon the ranger. The bond is created through a 1 minute ritual that involves sharing blood between both parties. The bond can be broken at any time by either party. Should the ranger wish to bond with a new companion, she may select one that meets the above requirements, except that both its CR and hit dice must be no higher than her ranger level minus 1, and she must wait 24 hours after the bond is broken with the old one. The benefits of the bond:

- Allows the ranger to communicate simple ideas through body language and/or hand signals without the need for any sort of check or shared language.
- Ranger and companion are each aware of the other’s distance and location relative to their own as long as they are on the same plane.
- Ranger and companion are each aware of the other’s health, knowing exact hit point totals, ability score damage, and of the existence of some conditions (poisoned, diseased, nauseated, negative energy levels).
- Each gains a +2 bonus to Spot checks, as having four (or more) eyes is better than two.
- When attacking the same enemy, the ranger is treated as occupying one additional square that must be adjacent to both herself and the enemy for the purposes of determining flanking. This square can change each round. It is declared as part of the ranger's action.

The companion advances by one hit die or class level when the ranger does. No advancement is applied retroactively. For example, if a ranger bonded with a creature at 6th level, it would advance for the first time when she reaches 7th level. It does not gain experience, but it does keep the advancement should the bond ever be broken. Whether a creature may have class levels or not is left to DM discretion. Dragons use the rules for dragon advancement as if they were PCs.

Predator’s Heart: At 4th, 7th, 13th, and 19th levels, a ranger may choose any one of the following abilities, but she must meet any prerequisites it might have (abilities with asterisks (*) can be taken multiple times and stack):
- Evasion (as Monk ability)
- Sneak attack +1d6 (applies only against Favored Prey)*
- Bonus feat (not restricted)*
- Fast movement (add +10 to your base speed)*
- Uncanny Dodge (applies only against Favored Prey)
- Improved Uncanny Dodge (Prerequisite: Uncanny Dodge, applies only against Favored Prey)

Ranger Special Abilities
Cover Tracks
You can impose a –5 penalty to any check made to follow your own tracks while moving at your normal speed. The penalty is reduced by 1 for each additional creature’s track you try to hide.
Flawless Stride
You can ignore normal, nonmagical terrain penalties, such as that from undergrowth or rubble. This ability does not affect movement through any terrain that requires a Swim, Balance, or Climb check. Magical terrain penalties still apply normally.
Swift Tracker
Prerequisite: Track
You do not incur the –5 penalty for moving at your normal speed while tracking. The penalty for tracking at up to twice your normal speed is reduced by half to –10.
Temperature Acclimation
Your body slowly acclimates to the ambient temperature. If the temperature around you is greater than 70 degrees (Fahrenheit), the apparent temperature for you decreases by 2 degrees every 10 minutes until it reaches 70. If the temperature around you is less than 70 degrees, the apparent temperature for you increases by 2 degrees per 10 minutes until it reaches 70. Your apparent temperature is what is used to determine if penalties are imposed for temperature related effects.

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