Ranger
A warrior class.
Requirements
Advancement
Ranger experience levels
Experience needed for each level, and the hit dice that come with it.| Level | Experience | Hit dice |
|---|---|---|
| 1 | 0 | 1d10 |
| 2 | 2,250 | 2d10 |
| 3 | 4,500 | 3d10 |
| 4 | 9,000 | 4d10 |
| 5 | 18,000 | 5d10 |
| 6 | 36,000 | 6d10 |
| 7 | 75,000 | 7d10 |
| 8 | 150,000 | 8d10 |
| 9 | 300,000 | 9d10 |
| 10 | 600,000 | 9d10+3 |
| 11 | 900,000 | 9d10+6 |
| 12 | 1,200,000 | 9d10+9 |
| 13 | 1,500,000 | 9d10+12 |
| 14 | 1,800,000 | 9d10+15 |
| 15 | 2,100,000 | 9d10+18 |
| 16 | 2,400,000 | 9d10+21 |
| 17 | 2,700,000 | 9d10+24 |
| 18 | 3,000,000 | 9d10+27 |
| 19 | 3,300,000 | 9d10+30 |
| 20 | 3,600,000 | 9d10+33 |
Combat
Ranger THAC0
The number you need to roll to hit Armour Class 0, by level.| Level | THAC0 |
|---|---|
| 1 | 20 |
| 2 | 19 |
| 3 | 18 |
| 4 | 17 |
| 5 | 16 |
| 6 | 15 |
| 7 | 14 |
| 8 | 13 |
| 9 | 12 |
| 10 | 11 |
| 11 | 10 |
| 12 | 9 |
| 13 | 8 |
| 14 | 7 |
| 15 | 6 |
| 16 | 5 |
| 17 | 4 |
| 18 | 3 |
| 19 | 2 |
| 20 | 1 |
Ranger saving throws
Target numbers by level. Lower is better; roll this or higher to save.| Level | Paralyzation, Poison, Death | Rod, Staff, Wand | Petrification, Polymorph | Breath Weapon | Spell |
|---|---|---|---|---|---|
| 1 | 14 | 16 | 15 | 17 | 17 |
| 2 | 14 | 16 | 15 | 17 | 17 |
| 3 | 13 | 15 | 14 | 16 | 16 |
| 4 | 13 | 15 | 14 | 16 | 16 |
| 5 | 11 | 13 | 12 | 13 | 14 |
| 6 | 11 | 13 | 12 | 13 | 14 |
| 7 | 10 | 12 | 11 | 12 | 13 |
| 8 | 10 | 12 | 11 | 12 | 13 |
| 9 | 8 | 10 | 9 | 9 | 11 |
| 10 | 8 | 10 | 9 | 9 | 11 |
| 11 | 7 | 9 | 8 | 8 | 10 |
| 12 | 7 | 9 | 8 | 8 | 10 |
| 13 | 5 | 7 | 6 | 5 | 8 |
| 14 | 5 | 7 | 6 | 5 | 8 |
| 15 | 4 | 6 | 5 | 4 | 7 |
| 16 | 4 | 6 | 5 | 4 | 7 |
| 17 | 3 | 5 | 4 | 4 | 6 |
| 18 | 3 | 5 | 4 | 4 | 6 |
| 19 | 3 | 5 | 4 | 4 | 6 |
| 20 | 3 | 5 | 4 | 4 | 6 |
Magic
Ranger spell slots
Spells castable per day at each level, before any bonus from a high score.| Level | 1 | 2 | 3 |
|---|---|---|---|
| 1 | — | — | — |
| 2 | — | — | — |
| 3 | — | — | — |
| 4 | — | — | — |
| 5 | — | — | — |
| 6 | — | — | — |
| 7 | — | — | — |
| 8 | 1 | — | — |
| 9 | 2 | — | — |
| 10 | 2 | 1 | — |
| 11 | 2 | 2 | — |
| 12 | 2 | 2 | 1 |
| 13 | 3 | 2 | 1 |
| 14 | 3 | 2 | 2 |
| 15 | 3 | 3 | 2 |
| 16 | 3 | 3 | 3 |
| 17 | 3 | 3 | 3 |
| 18 | 3 | 3 | 3 |
| 19 | 3 | 3 | 3 |
| 20 | 3 | 3 | 3 |
Class abilities
Ranger abilities by level
What the class grants as it advances.| Level | Hide in Shadows | Move Silently |
|---|---|---|
| 1 | 10% | 15% |
| 2 | 15% | 21% |
| 3 | 20% | 27% |
| 4 | 25% | 33% |
| 5 | 31% | 40% |
| 6 | 37% | 47% |
| 7 | 43% | 55% |
| 8 | 49% | 62% |
| 9 | 56% | 70% |
| 10 | 63% | 78% |
| 11 | 70% | 86% |
| 12 | 77% | 94% |
| 13 | 85% | 99% |
| 14 | 93% | 99% |
| 15 | 99% | 99% |
| 16 | 99% | 99% |
| 17 | 99% | 99% |
| 18 | 99% | 99% |
| 19 | 99% | 99% |
| 20 | 99% | 99% |
Kits
Beastmaster
A ranger who commands a menagerie of animal companions rather than the usual .
Benefits
- +5% to hide in natural surroundings.
- Can acquire normal or giant animals as at any (number by ); replaceable without penalty.
Hindrances
- Bonded so closely to animals that he is uneasy and less effective dealing with people per the source.
Explorer
A far-ranging wanderer and pathfinder, master of languages and unknown country.
Benefits
- Can learn TWICE the normal number of languages allowed by (each still costs a slot).
- Find the Path: can sense the most direct route through unfamiliar terrain per the source.
Hindrances
- Restless wanderer; ill-suited to staying put or settled obligations.
Falconer
A ranger bonded to a hunting bird, fighting alongside his falcon.
Benefits
- Enhanced Training: may retry a failed/untrainable falcon trick after gaining a .
- Attuned : forms an exceptionally strong bond with a falcon follower (better learning + communication).
Hindrances
- If the attuned falcon dies or is lost, the Falconer grieves 1-4 weeks: -2 to all attack rolls and , and gains no new during mourning.
Feralan
A ranger raised wild among animals — feral, stealthy, and savage in a frenzy.
Benefits
- +10% to hide in natural surroundings and +10% to silently.
- Feral Rage: after first drawing an opponent's blood, can attempt to enter a combat frenzy (one attempt per opponent) for increased effectiveness.
Hindrances
- Limited Magic: only the animal , and no spells above 2nd (Table 41 progression).
Forest Runner
A woodland guerrilla and folk-hero outlaw who inspires his comrades.
Benefits
- +5% to hide in natural surroundings and +5% to silently.
- Inspire: once per day, spend 1d4+1 boosting morale of allies (number = his ); on a successful check, they gain a bonus per the source.
Hindrances
- An outlaw of the woods: rarely befriends the politically powerful, and risks arrest by authorities of his and allied homelands.
Giant Killer
A ranger specialized in slaying giant-kind, dealing them grievous wounds.
Benefits
- Bonus vs giants: +1 damage per of the Giant Killer against any giant-type creature.
Hindrances
- Obsessive focus on giants can lead him into reckless danger per the source.
Greenwood Ranger
A ranger transformed by nature into a half-plant being — warded against plant magic, but stiff and flammable.
Benefits
- +2 to vs hold plant, charm plant, and similar plant-affecting spells (his nature is part-plant).
Hindrances
- Stiff limbs: -5% to silently and NO bonus to .
- Vulnerability to Fire: opponents get +4 to hit him with fire attacks (and he likely suffers extra fire per the source).
Guardian
A ranger sworn to guard a sacred grove, person, or place.
Benefits
- Bonus priest access (a guardian of a sacred place/people) per the source.
Hindrances
- Bound to protect a specific place, people, or thing; cannot stray far from his charge.
Justifier
A combat-specialized ranger and monster-hunter, trained to destroy a chosen foe.
Benefits
- Weapon Specialization: must spend initial slots to specialize (extra attacks/) — combat-focused training.
Hindrances
- A hunter of a specific evil (e.g. a monster type or organization); single-minded about his quarry.
Mountain Man
A rugged highland ranger, at home on peaks and slopes others fear.
Benefits
- +5% to hide in natural surroundings; can acquire animal (mountain creatures) per the source.
Hindrances
- A loner of the high country, uneasy in towns and crowds.
Pathfinder
A ranger who knows one wilderness region better than anyone, its premier guide.
Benefits
- Expert guide: bonuses to navigation, tracking, and leading others through wilderness per the source.
Hindrances
- Tied to a specific region he knows intimately; less effective far from it.
Sea Ranger
A seafaring ranger who tracks across open water and fights on deck and shore.
Benefits
- Sea Tracking: can track waterborne craft and aquatic creatures using winds, currents, and conditions.
Hindrances
- A creature of the coasts and waves; less effective deep inland.
Seeker
A questing ranger gifted with greater divine magic in service of his search.
Benefits
- Increased spell access: acquires spells at 6th and can eventually cast up to 4th-level priest spells (more than a normal ranger).
Hindrances
- Driven by a quest or mystery; his seeking can override caution.
Stalker
A ranger-assassin who tracks his prey through cities as easily as wilds.
Benefits
- FULL (not half) tracking in urban settings, plus normal outdoor ranger tracking.
- +10% to hide in shadows (and enhanced stealth) per the source.
Hindrances
- A grim hunter of a specific quarry; single-minded and often solitary.
Warden
An official ranger-warden patrolling a lord's lands for pay and duty.
Benefits
- Stipend: a Warden in good standing with his overlord receives regular pay/support for patrolling his charge.
Hindrances
- Bound to patrol and protect an assigned territory for his lord; answerable to that authority.
Archer
A bow master, and everything else second.
Benefits
- Chooses one per combat: RAPID FIRE, giving a of 5/2 while moving or 3/1 standing still (the standing rate makes her an easier target); or TRICK SHOTS, +1 per 4 on called and trick shots, on top of specialization and .
- +1 with a bow she has owned and maintained for a month or more, and with keen arrows. Familiar equipment only.
Hindrances
- In she uses only long sword, short sword or dagger, and at -1 to hit. She may learn other weapons later but NEVER gains any to-hit bonus with them, which costs her the racial +1 with swords.
- Must keep her missile gear in top condition, and uses inferior gear only in mortal danger or where the mission demands it.
Wilderness Runner
A feral ranger who has never wanted a roof.
Benefits
- Tracking at +2.
- Unbothered by temperatures between 32 and 100 degrees Fahrenheit.
- May use Set Snares against people, as a thief does.
- Improvised gear made from what the country provides works at full effectiveness in her hands.
Hindrances
- Cannot bear civilization: a check at -4 after one day indoors, and she cannot remain inside walls past the second day. Unnatural caverns are as bad; natural caves are fine.
- Never uses a mount.
- Civilized elves react at -2.
- Sylvan-aligned elves react at +2.
Windrider
Aerial cavalry, and the elven military elite.
Benefits
- A winged mount — griffon, hippogriff or pegasus — and enough of its species' speech to work with it.
- Mounted, the elven and human upper react at +2.
Hindrances
- Once the awe wears off, the lower — elven and human alike — react at -3.
- If the mount dies she keeps every hindrance and loses every benefit until she has earned another.
- The mount's welfare is a standing obligation. Failing to feed and shelter it loses the 's benefits.
Undead Slayer
One species of undead, and a life spent ending it.
Benefits
- Against her chosen undead species, prepared: +2 to hit and +2 .
- Traces a lair from signs and rumours to a general area, and hunts from there.
Hindrances
- Never declines a chance to destroy undead. Not a suicide charge, but the ultimate self-sacrifice is accepted.
- Sentient undead outrank mindless ones as targets.
- Cannot tolerate a sentient undead even when it is friendly or , and will plot against a good lich.
Wilderness Protector
A guardian of wild places, holding a line the rest of the tribe never has to see.
Benefits
- All PHB ranger special .
Hindrances
- Every PHB ranger limitation applies.
- -3 to initial NPC reactions.
Shinobi Ranger
The clan's outrider — the one who knows the country between the clan and its target.
Benefits
- Silently, Hide in Shadows and Detect Noise at a base of 10% each, plus 10 discretionary points per .
- No more than half a clan is -. A clan member of any other class MUST take their — it is not an optional choice within the clan.
Hindrances
- Full clan obligation, identical to a 's: assignments are not optional, and the clan's interest outranks every other .
Notes
- Animal empathy: calm or befriend natural animals.
- Two-weapon fighting with no penalty in studded leather or lighter (no shield).
- Tracking free; +1 per 3 .
- Casts priest spells from 8 (plant & animal only; no Wis bonus).
- No / until 8th . 10th-level: 2d6 (Table 19).