Ranger

<color=Gold>**Ranger**</color>

A ranger can use a variety of weapons and is quite capable in combat. His skills allow him to survive in the wilderness, to find his prey, and to avoid detection. He also has special knowledge about certain types of creatures, which makes it easier for him to find and defeat such foes. Finally, an experienced ranger has such a tie to nature that he can actually draw upon natural power to cast divine spells, much as a druid does.

<color=Gold>Class Features:</color>

- **Hit Die:** d10

- **Base Attack Bonus:** High.

- **High Saves:** Fortitude and Reflex.

- **Weapon Proficiencies:** Simple and martial weapons.

- **Armor Proficiencies:** Light armor and shields (except tower shields).

- **Skill Points:** 6 + Int modifier per level, x4 at first level.

- **Class Skills:** Concentration, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Heal, Hide, Listen, Lore, Move Silently, Parry, Search, Set Trap, Spot and Survival.

- **Track:** A ranger has the ability to find and read tracks, but he moves slowly when doing so.

- **Favored Enemy:** At 1st level, a ranger may select a type of creature as his favored enemy. The ranger gains a +1 bonus on Bluff, Listen, Spot, and Taunt checks, and also a +1 bonus on weapon damage rolls against their favored enemy. At 5th level, and every five levels after that, the ranger can choose an additional favored enemy and gains +1 to all favored enemy bonuses.

- **Combat Style:** At 2nd level, a ranger must select one of two combat styles to pursue: archery, crossbow, two-handed, or two-weapon combat. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

**Two-Handed Combat Style (new):**
2nd level - Power Attack.
6th level - Improved Two Weapon Defense (You gain +1 Shield AC for every 4 levels of Ranger you have up to a maximum of +6 while using a Two-Handed Weapon).
11th level - Improved Favored Enemy (You automatically gain Improved Favored Enemy feats against your Favored Enemies).
21st level - Deadly Precision (1/2 your DEX bonus is added to your weapon as additional damage).

**Crossbow Combat Style (new):**
2nd level - Rapid Reload.
6th level - Many Shot.
11th level - Rapid Shot.
21st level - Bane of Enemies.

- **Toughness:** At 3rd level the ranger gains Toughness as a bonus feat.

- **Animal Companion:** At 4th level, a ranger gains an animal companion.

- **Spells:** Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance. To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth).

- **Caster Level Progression:** You gain full caster level progression per level (instead of half).

<Color=red>- **Spell Progression (changed):**</color>
Spell Level (1) - 3rd level
Spell Level (2) - 6th level
Spell Level (3) - 9th level
Spell Level (4) - 12th level

New 1st level spells (see bottom for descriptions):
Primal Hunter

New 2nd level spells (see bottom for descriptions):
Primal Instinct, One with the Land, Aspect of the Wild

New 3rd level spells (see bottom for descriptions):
Primal Senses, Embrace the Wild, Inspired Aim

New 4th level spells (see bottom for descriptions):
Primal Speed, Longstrider (Mass), Magic Fang (Superior), Hunter's Eye, Skin of the Cactus

- **Improved Combat Style:** At 6th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

- **Woodland Stride:** Starting at 7th level, a ranger gains a +10% movement increase when in outdoor, natural environments.

- **Swift Tracker:** At 8th level, a ranger can use their tracking skill and move at normal speed.

- **Evasion:** At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor.

- **Combat Mastery:** At 11th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

- **Camouflage:** At 13th level the ranger does not suffer a movement penalty for using stealth mode when in outdoor areas.

- **Hide in Plain Sight:** A 17th level ranger has the ability to use the Hide skill even when being watched and in combat.

- **Epic Animal Companion: At 25th level, a ranger automatically gains Epic Animal Companion.**

**- **Bonus Feats:** You gain a bonus feat at 23rd, 26th, and 29th level.**

**---***** + If all four of these Primal spells are active on you at the same time, you gain improved uncanny dodge (as the barbarian class feature; your barbarian level for the purpose of being flanked equals your caster level).**Primal Hunter: Your muscles ripple with the memory of ancestral strength, tensing for quick action. This spell causes your body to recall the strength of your forebears, hearkening back to a time when your ancestors constantly struggled for survival. You gain a +5 bonus on Tumble checks. Lasts 24 hours.

Primal Instinct: Rings of blue-white energy travel from your feet to your head and back again, vanishing after encircling you in their glow. This spell calls upon the raw natural forces within you to grant the basic instincts possessed by your ancestors. You gain a +5 bonus on Survival checks. Last 24 hours.

Primal Senses: This spell calls upon the primal forces of creation to grant you the senses of your primitive ancestors. You gain low-light vision and a +5 competence bonus on Listen and Spot checks. Lasts 24 hours.

Primal Speed: This spell draws upon the natural reflexes of hunters and prey, giving you the ability to react to danger as more primitive beings might. You gain a +5 bonus on Reflex saves and a 10% concealment bonus. Lasts 24 hours.

One with the Land: You forge a strong link with nature that gives you greater insight into your environment. You gain a +2 competence bonus on Move Silently, Search, Hide, Lore, and Survival. Lasts 1 hour/level.

Aspect of the Wild: With a feral cry you complete the spell. Instantly, your body changes and you take on the appearance of your animal companion. Your animal companion does not need to be summoned for this to work. This spell lasts 1 min./caster level.

Embrace the Wild: This spell allows you to adopt the nature and some abilities of your animal companion. You retain your own form, but you gain the natural and extraordinary senses of your animal duration. The higher level your animal companion, the more powerful the bonus is. This bonus is lost if your animal companion dies or is unsummoned, but will reappear if they're resurrected or revived and you're still under the effect. Lasts 10 minutes/level.

Badger - You gain the effect of Rage. You gain +2 Strength and +2 Constitution for every 2.5 levels of your animal companion up to a maximum of +8.
Wolf - You gain improved tracking senses. You gain +1 spot and listen for every 4 levels of your animal companion up to a maximum of +5.
Brown Bear - Your natural defenses improve. You gain a +1 bonus to Armor AC for every 2 levels of your animal companion up to a maximum of +8.
Boar - Your fortitude improves. You gain +2.5 bonus hit points for every 2 levels your animal companion up to a maximum of +50.
Giant Spider - Your attacks become venomous. You gain +1 acid damage to your weapon for every 5 levels of your animal companion up to a maximum of +4.
Panther - Your stealth improves. You gain +1 stealth and move silently for every 4 levels of your animal companion up to a maximum of +5.
Dinosaur - Your movement speed increases by +1 for every level of your animal companion up to a maximum of 20%.

Inspired Aim: You inspire allies within the your party to focus their minds on hitting their intended targets. All allies gain a +2 attack bonus on all ranged attacks. Lasts 1 minute/level.

Longstrider, Mass: Your party members gain the effect of Longstrider. Lasts 1 hour/level.

Magic Fang, Superior: The subject creature gets an enhancement bonus on attack rolls and damage rolls equal to +1 per three caster levels (max +7) to all their natural weapons. They also deal an additional 2 magical damage on hit. Lasts 1 minute/level.

Skin of the Cactus: This spell grants a living creature the toughness, resilience, and needles of a cactus. The effect grants a +3 enhancement to natural armor on the target. This enhancement bonus increases to +4 at caster level 12th and to a maximum of +5 at caster level 15th. In addition to the enhancement bonus, skin of the cactus causes the subject to grow needles from its skin, clothing, or armor. Any creature grappling the subject or striking it with physical attacks takes 1d6 points of piercing damage from the needles. Lasts 1 minute/caster level.

Hunter's Eye: Your vision blurs for a moment. When it clears, you can see through your enemies' skin to spot their arteries, organs, and other vulnerable points. Your slice into a foe with uncanny precision, allowing you to strike a foe's vulnerable points and deal extra damage. This spell grants you the sneak attack ability. You deal an extra 1d6 points of sneak attack per three caster levels. If you already have the sneak attack ability, this damage stacks with it. Lasts 1 round/level.