- Class Skills
- Class Features
- Weapon and Armor Proficiency
- Favored Enemy (Ex)
- Track (Ex)
- Wild Empathy (Ex)
- Combat Style Feat (Ex)
- Favored Terrain (Ex)
- Hunter’s Bond (Ex)
- Woodland Stride (Ex)
- Swift Tracker (Ex)
- Evasion (Ex)
- Quarry (Ex)
- Camouflage (Ex)
- Improved Evasion (Ex)
- Hide in Plain Sight (Ex)
- Improved Quarry (Ex)
- Master Hunter (Ex)
- Alternative Capstone Ability
- Favored Class Bonuses
- Archetypes & Alternate Class Features
For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game—even fugitives among their own people.
Role: Ranger are deft skirmishers, either in melee or at range, capable of skillfully dancing in and out of battle. Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable against all manner of enemies.
Hit Die: d10
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The ranger’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells per Day|
|1st||+1||+2||+2||+0||1st favored enemy, track, wild empathy||—||—||—||—|
|2nd||+2||+3||+3||+0||Combat style feat||—||—||—||—|
|3rd||+3||+3||+3||+1||Endurance, 1st favored terrain||—||—||—||—|
|5th||+5||+4||+4||+1||2nd favored enemy||1||—||—||—|
|6th||+6/+1||+5||+5||+2||Combat style feat||1||—||—||—|
|8th||+8/+3||+6||+6||+2||Swift tracker, 2nd favored terrain||1||1||—||—|
|10th||+10/+5||+7||+7||+3||3rd favored enemy, combat style feat||2||1||0||—|
|13th||+13/+8/+3||+8||+8||+4||3rd favored terrain||3||2||1||0|
|14th||+14/+9/+4||+9||+9||+4||Combat style feat||3||2||1||1|
|15th||+15/+10/+5||+9||+9||+5||4th favored enemy||3||2||2||1|
|17th||+17/+12/+7/+2||+10||+10||+5||Hide in plain sight||4||3||2||1|
|18th||+18/+13/+8/+3||+11||+11||+6||4th favored terrain, combat style feat||4||3||2||2|
|20th||+20/+15/+10/+5||+12||+12||+6||5th favored enemy, master hunter||4||4||3||3|
All of the following are class features of the ranger.
Favored Enemy (Ex)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
Combat Style Feat (Ex)
At 2nd level, a ranger must select one combat style to pursue.
The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
A ranger gains Endurance as a bonus feat at 3rd level.
Favored Terrain (Ex)
At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Hunter’s Bond (Ex)
At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger’s animal companion shares his favored enemy and favored terrain bonuses.
A ranger can select a antelopePPC:WO, baboonPPC:WO, bustard, capybara, elkPPC:WO, falcon, kangarooPPC:WO, lizard (giant gecko)PPC:WO, marsupial devil, ramPPC:WO, reindeer, snake (reef snake or spitting cobra), stagPPC:WO, trumpeter swanPPC:WO, thylacinePPC:WO, wolfdog, yak, or zebra as an animal companion. If the campaign takes place in an aquatic environment, the ranger can choose an armorfish or reef snake. A falconer ranger can select a falcon companion instead of a bird companion. PZO1140
If the campaign takes place in an aquatic environment, the ranger can choose a stingrayPPC:WO.
The ambusher, bully, daredevil, feytouched companion, precocious companion, totem guide, tracker, verdant companion, and wrecker archetypes are all particularly appropriate for a ranger’s animal companion.
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. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Woodland Stride (Ex)
Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Swift Tracker (Ex)
Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
When he reaches 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, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.
At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature’s type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
Improved Evasion (Ex)
At 16th level, a ranger’s evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.
Hide in Plain Sight (Ex)
While in any of his favored terrains, a ranger of 17th level or higher can use the Stealth skill even while being observed.
Improved Quarry (Ex)
At 19th level, the ranger’s ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.
Master Hunter (Ex)
A ranger of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger’s level + the ranger’s Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature’s current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.
Alternative Capstone Ability
When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. When a character reaches 20th level in this class, the following new ability can be selected instead of the standard 20th level class ability which would normally be gained. In some cases, a capstone specifies what ability it replaces. A character can’t select an alternative capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.
Seen It Before (Ex)
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have ranger as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
|Dwarf||Add a +½ bonus on wild empathy checks to influence animals and magical beasts that live underground.||APG|
|Elf||Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with “elven” in its name. Add a +½ circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.||APG|
|Gnome||Add DR 1/magic to the ranger’s animal companion. Each time the ranger selects this benefit, the DR/magic increases by +½ (maximum DR 10/magic). If the gnome ever replaces his animal companion, the new companion gains this DR.||APG|
|Half-Elf||Add +1 skill rank to the ranger’s animal companion. If the half-elf ever replaces his companion, the new companion gains these bonus skill ranks.||APG|
|Halfling||Add +¼ dodge bonus to armor Class against the halfling‘s favored enemies.||APG|
|Half-Orc||Add +1 hit point to the ranger’s animal companion. If the half-orc ever replaces his animal companion, the new animal companion gains these bonus hit points.||APG|
|Human||Add +1 hit point or +1 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.||APG|
|Catfolk||Choose a weapon from the following list: claws, kukri, longbow, longsword, short spear, or shortbow. Add +½ on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.||ARG|
|Fetchling||Add a +½ bonus on Perception and Survival checks made on the Plane of Shadow.||ARG|
|Goblin||Gain a +½ bonus on damage dealt to dogs (and dog-like creatures) and horses (and horse-like creatures).||ARG|
|Grippli||Add a +1 racial bonus on Swim skill checks. When this bonus reaches +8, the ranger gains a swim speed of 15 feet (this does not grant the ranger another +8 racial bonus on Swim checks).||ARG|
|Hobgoblin||Add +¼ to a single existing favored enemy bonus (maximum bonus +1 per favored enemy).||ARG|
|Kobold||Add +¼ to the number of opponents the ranger may select when using hunter’s bond to grant a bonus to allies. All selected creatures must be of the same type.||ARG|
|Merfolk||Add +1 hit point to the ranger’s animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.||ARG|
|Orc||Add +1 hit point to the ranger’s animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.||ARG|
|Oread||Add +¼ to the natural armor bonus of the ranger’s animal companion. If the ranger ever replaces his animal companion, the new animal companion gains this bonus.||ARG|
|Ratfolk||Add +1 to an animal companion’s CMD when adjacent to the ranger. If the ranger ever replaces his animal companion, the new animal companion gains this bonus.||ARG|
|Strix||Add +½ round to the duration of the bonus granted to the companions of the ranger using his hunter’s bond ability.||ARG|
|Suli||Add +1 to acid resistance, cold resistance, electricity resistance, or fire resistance.||ARG|
|Svirfneblin||Add DR 1/magic to the ranger’s animal companion. Each additional time the ranger selects this benefit, the DR/magic increases +½ (maximum DR 10/magic). If the ranger ever replaces his animal companion, the new companion gains this DR.||ARG|
|Vanara||Add +¼ dodge bonus to Armor Class against the ranger’s favored enemies.||ARG|
|3rd Party Publishers|
|Jon Brazer Enterprises|
|Android||Add +1/4 bonus to the ranger’s nanite surge against the ranger’s favored enemy.||JBE:BoHR:AFCO|
|Changeling||The ranger reduces secondary natural weapon attack penalties by 1/4.||JBE:BoHR:AFCO|
|Dhampir||Add +¼ to the damage of one of the animal companion’s natural weapon attacks.||JBE:BoHRC|
|Drow||Add +¼ to a single existing favored terrain bonus (maximum increase of +1 per favored terrain). The ranger must be 3rd level before selecting this ability.||JBE:BoHRC|
|Duergar||Choose one ranged weapon. Add +1 foot to the range increment of that weapon. This option has no effect unless the ranger has selected it 5 times (or another increment of 5); a range increment of 24 feet is effectively the same as a range increment of 20 feet, for example.||JBE:BoHRC|
|Fetchling||Add a +1 bonus on Perception and Survival checks made in dim light and darkness.||JBE:BoHRC|
|Hobgoblin||Add +¼ to a single existing favored enemy bonus (maximum bonus +1 per favored enemy).||JBE:BoHRC|
|Orc||Add +1 hit point to the ranger’s animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.||JBE:BoHRC|
|Ratfolk||Add +1 to an animal companion’s CMD when adjacent to the ranger. If the ranger ever replaces his animal companion, the new animal companion gains this bonus.||JBE:BoHRC|
|Tiefling||Add +¼ to a single existing outsider favored enemy bonus (maximum bonus +1 per favored enemy).||JBE:BoHRC|
|Wayang||Add 5 feet to the ranger’s animal companion’s darkvision (to a maximum of 30 feet). If the animal companion does not have darkvision, the animal companion gains darkvision 5 feet. If the ranger ever replaces his animal companion, the new animal companion gains this bonus to its darkvision distance.||JBE:BoHRC|
|Rogue Genius Games|
|Asterion||Choose one favored enemy. +½ circumstance bonus to attack rolls to confirm critical hits against those enemies (maximum +4). (+1 to rolls to confirm criticals for every two times you select this option.) Does not stack with Critical Focus.||RGG:HHO|
|Lapith||Add +¼ an additional favored terrain selection. (+1 favored terrain for every 4 times you select this option.)||RGG:HHO|
|Piper||Add one type of humanoid to your humanoid favored enemy. (Must have humanoid favored enemy to select this option.)||RGG:HHO|
When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.
Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.
|Archetype / Alternate Class Features||Class Features Changed or Replaced|
|Class Skills||Skill Ranks per Level||Weapon & Armor||Favored Enemy||Track||Wild Empathy||Combat Style Feat||Endurance||Favored Terrain||Hunter’s Bond||Spells||Woodland Stride||Swift Tracker||Evasion||Quarry||Camouflage||Improved Evasion||Hide in Plain Sight||Improved Quarry||Master Hunter|
|Racial Archetypes – The following class archetypes are available to members of the listed race.|
|Bow Nomad (Kasatha)||X||C||C||C||C||C||X||X||X||X||X||X||X|
|Dusk Stalker (Fetchling)||C||X||X||X||X||X||X|
|Wave Warden (Merfolk)||X||C||C||C||C||C||C||C||C||C||X||X|
|Wild Shadow (Half-elf)||X||X||X||X||X||X||X||X||X||X||X|
|4 Winds Fantasy Gaming|
|Musketeer Combat Style||X||X||X||X||X|
|Ascension Games, LLC|
|Firearms Combat Style||X||X||X||X||X|
|Polearm Combat Style||X||X||X||X||X|
|Quarterstaff Combat Style||X||X||X||X||X|
|Spear Combat Style||X||X||X||X||X|
|Unarmed Combat Style||X||X||X||X||X|
|Flaming Crab Games|
|Divinely Bound Ranger||X||C|
|Frog God Games|
|ICOSA Entertainment, LLC|
|Necromancers of the Northwest|
|Racial Archetypes – The following class archetypes are available to members of the listed race.|
|Henge Matagi (Hengeyokai)||X||X||X||X||X|
|Rogue Genius Games|
|Ironskinned Animal Companion|
|Racial Archetypes – The following class archetypes are available to members of the listed race.|
|X=replaced, (X)=optional replacement, C=changed, 1=archetype package 1, 2=archetype package 2
* = The ability this replaces counts as the unmodified original ability for the purpose of stacking with other archetypes.
- 4 Winds Fantasy Gaming - Ranger Archetypes
- Adamant Entertainment - Ranger Archetypes
- Ascension Games, LLC - Ranger Archetypes
- Dreamscarred Press - Ranger Archetypes
- Drop Dead Studios - Ranger Archetypes
- Flaming Crab Games - Ranger Archetypes
- Frog God Games - Ranger Archetypes
- ICOSA Entertainment, LLC - Ranger Archetypes
- Necromancers of the Northwest - Ranger Archetypes
- Paizo, Inc. - Ranger Archetypes
- Blood Hunter (Ranger Archetype)
- Lycanthrope Hunter
- Planar Scout
- Deeplands Sailor
- Elemental Envoy
- Summit Sentinel
- Tidal Hunter
- Toxic Herbalist
- Wild Soul
- Wilderness Explorer
- Deep Diver
- Lantern Lighter
- Raven Master
- Poison Darter
- Wilderness Medic
- Lantern Bearer
- Fortune Finder
- Battle Scout
- Bow Nomad (Kasatha)
- Code Runner
- Corpse Hunter
- Deep Walker
- Divine Marksman
- Divine Tracker
- Dragon Hunter
- Drake Warden
- Dungeon Rover
- Galvanic Saboteur
- Hooded Champion
- Horse Lord
- Sky Stalker
- Spirit Ranger
- Trophy Hunter
- Urban Ranger
- Wild Hunter
- Wild Stalker
- Woodland Skirmisher
- Yokai Hunter
- Petersen Games - Ranger Archetypes
- Radiance House - Ranger Archetypes
- Ranger Archetypes - Samurai Sheepdog
- Rite Publishing - Ranger Archetypes
- Rogue Genius Games - Ranger Archetypes
- Samurai Sheepdog - Ranger Archetypes
- The Knotty-Works - Ranger Archetypes
Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.