Natural Gifts (Legendary Ranger)

A legendary ranger gains his natural gift at first level. Once chosen, this decision cannot be changed. Each gift adds one or more additional talents to the list of ranger talents the legendary ranger may select from when he starts gaining ranger talents at second level.

Animal Companion (Ex)

The legendary ranger forms a bond with an animal companion. A legendary ranger may begin play with any of the animals available to a druid. This ability functions as the animal companion available through the druid’s Nature Bond class feature. The legendary ranger’s effective druid level is equal to his legendary ranger level. If a character receives an animal companion from more than one source, his effective druid levels stack for the purposes of determining the companion’s statistics and abilities.

If a legendary ranger releases his companion from service or if his animal companion perishes, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of searching in the environment where the new companion typically lives. The following talents are available to legendary rangers with this natural gift, though many require a minimum level to be selected:

Directed Hunger (Ex): The animal companion benefits from the legendary ranger’s quarry and predation abilities, if any. The animal companion cannot choose their own quarry, they have the same quarry as the legendary ranger.

Empathic Link (Su, 6th level): The legendary ranger gains an empathic link with his animal companion. The legendary ranger can share emotions with his companion and perceive his companion’s emotions as well. In addition, the legendary ranger can also see through a companion’s eyes, hear through its ears, and make use of all its natural senses. Doing so requires the legendary ranger to begin concentrating as a swift action, and he may maintain this connection for as long as desired, while the companion stays within 1 mile him. Ending concentration is a free action.

While maintaining concentration on his empathic link, the legendary ranger is unable to attack or spellcast.

At 13th level, the legendary ranger can communicate telepathically with his companion by touching it. At 17th level, the range of the legendary ranger’s empathic link with his animal companion increases to 10 miles. If the animal companion is within 1 mile, the legendary ranger can communicate with it telepathically. At 20th level, these abilities function while the animal companion is on the same plane of existence.

Prepared for Battle (Ex): Choose a teamwork feat. Both the legendary ranger and the animal companion possess this feat. The legendary ranger may change the feat chosen by training for 1 hour with his animal companion.

Raise Animal Companion (Sp, 10th level): The legendary ranger gains raise animal companion as a spell-like ability; usable only on his animal companion. Using this spell-like ability gives the legendary ranger a permanent negative level. This negative level cannot be overcome in any way (including by restoration), but automatically ends after 24 hours. At 16th level, this functions as resurrection instead, but otherwise operates as normal.

Animal Summoning (Su)

At 1st level, a legendary ranger can cast summon nature’s ally I (or summon minor ally) as a spell-like ability a number of times per day equal to 3 + his Wisdom modifier. He can use this spell-like ability as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum of summon nature’s ally IX at 17th level). The legendary ranger can still summon creatures as if using a lower version of summon nature’s ally; if he does, he may apply the advanced simple template to any creature he summons. At 19th level, he may cast summon nature’s ally IX and apply the advanced simple template to any creature he summons.

All creatures the legendary ranger summons this way treat their natural weapons as magic for the purpose of overcoming DR.

A legendary ranger cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existing summon nature’s ally from this spell-like ability immediately ends. These summon spells are considered part of the legendary ranger’s spell list for the purposes of spell trigger and spell completion items.

The legendary ranger can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

The following talents are available to legendary rangers with this natural gift:

Augmented Creatures (Su, 10th level): Each animal the legendary ranger conjures with his animal summoning ability gains a permanent +4 enhancement bonus to Strength and Constitution.

Planar Summons (Su, 8th level): When you summon one or more animals, humanoids, or vermin using your animal summoning ability, you can apply one of the following templates to them: Aerial Creature (CR +1), Aqueous Creature (CR +1), Chthonic Creature (CR +1), Fiery Creature (CR +1), or Primordial Creature (CR +1). If you summon multiple creatures with one casting, they must all have the same template. This stacks with your ability to apply the Advanced (CR +1) template.

Stampede (Su, 6th level): Each time the legendary ranger uses his animal summoning ability to conjure more than one creature, he may add one to the total number of creatures summoned.

Herbalism (Ex)

The legendary ranger is skilled in using common plants to create effective herbal medicines. The legendary ranger can prepare a number of restorative extracts per day equal to 1/2 his class level + his Wisdom modifier, minimum 1. Each extract remains potent for 24 hours and can be imbibed as a potion or administered to fallen comrades. When imbibed by a living creature, the extract heals hit points equal to 1d6 + the legendary ranger’s Wisdom modifier, plus an additional 1d6 hit points for every odd numbered class level the legendary ranger possesses. The legendary ranger does not need to be the one to administer the extract, and they can be shared with other party members.

The following talents are available to legendary rangers with this natural gift:

Bountiful Extract (Ex): The number of extracts a legendary ranger can harvest in a day increases by 4. This talent may be taken multiple times.

Infused Extract (Ex, 4th level): The legendary ranger may target an extract with a harmless spell that would normally target a willing creature, a group of willing creatures, or all willing creatures in an area. When the extract is imbibed, the spell takes effect on the imbiber as if it were just cast. A spell that can affect multiple creatures only produces a single infused extract.

Invigorating Extract (Ex, 4th level): When a creature imbibes the legendary ranger’s restorative extract, it gains temporary hit points equal to the legendary ranger’s class level. These last for 24 hours or until lost.

Mutagenic Extract (Su, 4th level): When preparing extracts, the legendary ranger may choose to mutate some of them. This decision is made when the extracts are harvested. The resulting mutagenic extracts have no restorative properties but can enhance the legendary ranger’s physical abilities at the cost of some mental clarity. When he takes it, he gains a +2 alchemical bonus to Strength and a -2 penalty to both Intelligence and Charisma that lasts 1 minute per class level. This increases to +4 at 8th level, +6 at 12th level, and +8 at 16th level. Only the legendary ranger may benefit from his mutagenic extracts, having no effect on other creatures.

Nourishing Extract (Ex, 4th level): When a creature imbibes the legendary ranger’s extract, they are cured of the fatigued and sickened conditions. At 10th level, they are also cured of the exhausted and nauseated conditions.

Poisonous Extract (Ex): When preparing extracts, the legendary ranger may designate some extracts as poisonous. Poisonous extracts don’t heal, but instead acts as an injury poison. When prepared, the legendary ranger chooses an ability. Those who are injured with this point immediately receive a penalty to that ability equal to 1d6 + 1/2 the legendary ranger’s class level unless they make a successful Fortitude save vs a DC equal to 10 + 1/2 the legendary ranger’s class level + his Wisdom modifier. A successful save halves this penalty. This penalty cannot reduce a creature to below 1 in their ability score, does not stack with itself, and diminishes by 1 point every minute after exposure until it is gone.

The legendary ranger does not risk accidentally poisoning himself when applying his own poisonous extract to a weapon.

Potent Extract (Ex): The legendary ranger’s extract uses d8’s to determine how many hit points are healed. This talent may be taken up to 3 times. The second time it is taken, the dice become d10’s, and the third time they become d12’s.

Purifying Extract (Ex, 6th level): The legendary ranger’s extract also has the effect of both a remove disease and a neutralize poison spell, using his class level as his caster level.

Shapeshifter (Su)

The legendary ranger can take on the aspects of a wild creature as a swift action. At 1st level, he chooses one of the forms listed below. He can remain in this form for up to 1 minute or end it as a free action, and may do this a number of times per day equal to his 1/2 his class level + his Wisdom modifier (minimum 1). While in one of his shapeshifter forms, the legendary ranger gains the shapeshifter subtype, and has proficiency with any natural weapons the form provides. Natural weapons provided by forms are considered magical for the purpose of overcoming damage reduction. This is not a polymorph effect; a legendary ranger with shifter’s blessing in one of his shifted forms can be affected by a polymorph effect and retain his bonus and Traits gained by the class feature.

For every 4 levels after the 1st, the legendary ranger may choose an additional form, for a total of 5 forms at 17th level.

Form of the Bear: The legendary ranger’s muscles enlarge and tighten, and his facial features become more ursine. While in this form, the legendary ranger gains a +4 enhancement bonus to Strength, but his base speed decreases by 10 feet to a minimum of 20 feet. He also gains 2 claw natural attacks that do 1d4 damage each (1d3 if the legendary ranger is Small) and a bite primary natural attack that does 1d6 damage (1d4 if the legendary ranger is Small). At 11th level, the legendary ranger gains a +6 enhancement bonus to Strength and he does not suffer any reduction of speed. He also gains the Grab ability with his bite.

Form of the Cat: The legendary ranger’s muscles become lean and defined, and his gait more deliberate and graceful. While in this form, the legendary ranger increases his base speed by 10 feet, and he gains a +4 enhancement bonus to Dexterity. He also gains 2 claw natural attacks that do 1d4 damage each (1d3 if the legendary ranger is Small) and a bite primary natural attack that does 1d6 damage (1d4 if the legendary ranger is Small).

At 11th level, the legendary ranger increases his base speed by 20 feet and he gains a +6 enhancement bonus to Dexterity. He also gains the rake special ability with his claws.

Form of the Eagle: The legendary ranger’s skin stretches, his nose becomes hooked, and his eyes enlarge. While in this form, the legendary ranger gains a +4 bonus on Perception skill checks and a fly speed of 30 feet with average maneuverability.

At 11th level, the legendary ranger gains a +8 bonus on Perception skill checks and a fly speed of 60 feet with good maneuverability.

Form of the Jackal: The legendary ranger becomes thin and hyperactive, his movements taking on a nervous spryness. While in this form, the legendary ranger can spend a swift action to move 10 feet. This draws attacks of opportunity normally if he leaves a threatened square and reduces any movement he has if he takes a move action.

In addition, the legendary ranger receives a +4 bonus to his AC against attacks of opportunity.

At 11th level, the legendary ranger can gain a +10 foot bonus to his speed (the distance he can move as a swift does not change), and he no longer provokes attacks of opportunity by leaving threatened squares.

Form of the Ram: The legendary ranger’s face and forehead thicken, and he grows horns. He gains a primary natural gore attack that does 1d6 damage (or 1d4 damage if the legendary ranger is small). He gains the powerful charge ability and does an additional 1d6 damage when charging with his horns. He does not provoke an attack of opportunity when performing a bull rush combat maneuver.

At 11th level, the legendary ranger gains the pounce ability, and gains +4 bonus on checks made to bull rush an enemy.

Form of the Shark: The legendary ranger’s teeth sharpen, and his skin grows sleeker and water resistant. While in this form, the legendary ranger gains a swim speed equal to his ground speed with +15-foot enhancement bonus. He also gains the scent ability, though it only works in water, he can breathe normally underwater, and he gains a bite primary natural attack that does 1d6 damage (or 1d4 damage if the legendary ranger is small).

At 11th level, the legendary ranger gains a +30 foot bonus to his swim speed.

Form of the Snake: The legendary ranger’s skin forms into scales, and his spine lengthens. He gains a +2 dodge bonus to his AC, and a climb speed equal to his ground speed. He can move at his normal speed while prone. He gains a bite primary natural attack that does 1d6 damage (or 1d4 damage if the legendary ranger is Small); on a successful hit, the legendary ranger injects a poison into the creature, and it must make a Fortitude check against a DC equal to 10 + 1/2 the legendary ranger’s level + his Constitution modifier, or be sickened for 1 minute.

At 11th level, the dodge bonus to AC from this form increases to +4, and he can spit his poison up to 60 feet, allowing him to poison one creature with exposed flesh by making a ranged touch attack. His poisonous bite causes a target to be nauseated for 1 round if they fail and sickened for 1 minute after if they pass or fail.

Form of the Wolf: The legendary ranger’s noise lengthens, and his stances stoops slightly. He gains low-light vision (if he doesn’t have it already), the scent ability and he gains a bite primary natural attack does 1d6 damage (1d4 if the legendary ranger is Small).

At 11th level, the legendary ranger’s bite attack gains the trip special ability.

The following talents are available to legendary rangers with this natural gift:

Dual Form (Su, 12th level): The legendary ranger may have two forms active simultaneously. He may activate both forms as a single swift action. This uses two uses of his shapeshifter ability. Once activated, another use of this ability ends both forms.

Preferred Form (Su, 6th level): The legendary ranger may choose one form as his preferred form. Using this form does not count against his daily limit of minutes, and he can maintain it indefinitely, even while asleep or unconscious.

Master of Forms (Su, 18th level): The legendary ranger gains all the forms available to this gift.

Sizeshifter (Su)

The legendary ranger can alter his physical size without changing his actual shape. He can grow (if he has room) or shrink, and his equipment changes size with him. Melee weapons do more damage or less damage if grown or shrunk respectively, but any item that leaves the legendary ranger’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, but other ranged weapons still deal damage based on the size of the weapon that fired them. Being rendered unconscious or asleep causes the legendary ranger to regain their normal size.

The legendary ranger may become Tiny, Small, Medium, or Large, and may remain that way for as long as he wishes. At 9th level, he may also become Diminutive or Huge, and at 17th level he may also become Fine or Gargantuan. The benefits and penalties of a size change are outlined on the Size Effects table. The legendary ranger’s Size Modifier applies to his attack rolls and AC, the Fly and Stealth Modifiers modify checks with those skills, and the Strength and Dexterity modifiers modify those attributes. The reach specified is their natural reach at that size, not including reach weapons. If the legendary ranger’s default size isn’t medium, then subtract the modifiers for his normal size from the size he has become.

The legendary ranger may shift sizes as a full-round action. At 5th level, shifting sizes becomes a standard action, at 9th level it is a move action, at 13th level the legendary ranger may shift sizes as a swift action, and at 17th level it is a free  action.

While using this ability, the legendary ranger cannot benefit from (or be burdened by) size changes from other sources. If the legendary ranger is polymorphed into another creature, they are still limited to the sizes they were before, plus whatever size their new form has.

The following talents are available to legendary rangers with this natural gift:

Mega Strike (Su, 12th level): When the legendary ranger uses the attack action, he can make one attack while enlarging one or two limbs to their maximum possible size for just long enough to attack, while not increasing the size of the rest of his body. When he attacks this way, he may use the modifiers and reach for the maximum size he can achieve, instead of his current size. Any weapons he is holding increase in size as well.

Resilience (Su, 10th level): While the legendary ranger is Huge or larger, he gains a +4 circumstance bonus to his Fortitude saving throws. While he is diminutive or smaller, he gains a +4 circumstance bonus to his Reflex saving throws.

Skilled Sizing (Su, 6th level): Reduce any Strength or Dexterity penalty the legendary ranger has from his sizeshifter ability by 4. This cannot turn a penalty into a bonus.

Table 2: Size Effects

Size Size Modifier Fly Modifier Stealth Modifier Strength Modifier Dexterity Modifier Reach
Fine +8 +8 +16 -6 +6 0 ft
Diminutive +4 +6 +12 -4 +4 0 ft
Tiny +2 +4 +8 -2 +2 0 ft
Small +1 +2 +4 0 0 5 ft
Medium 0 0 0 0 0 5 ft
Large -1 -2 -4 +2 -2 10 ft
Huge -2 -4 -8 +4 -4 15 ft
Gargantuan -4 -6 -12 +6 -6 20 ft

Spirit Companion (Su)

The legendary ranger gains a mystical bond with a spirit, chosen from the list of shaman spirits. He may add the spells granted by the spirit to his spell list, but only of spell levels he can cast, and he gains a spirit animal with the same abilities as a shaman of equal level.

The legendary ranger gains the spirit ability granted by his spirit. At 9th level, the legendary ranger gains the abilities listed in the greater version of his selected spirit. At 17th level, the legendary ranger gains the abilities listed for the true version of his selected spirit.

The following talent is available to legendary rangers with this natural gift:

Spirit Hex (Su, 6th level): Choose a shaman hex from the general list of hexes available to shamans, or from the list of hex available to your spirit. The legendary ranger gains that hex as a shaman of equal level. If the hex alters shaman spells, it alters legendary ranger spells instead, and if it requires a saving throw, the DC is equal to 10 + 1/2 the legendary ranger’s class level + his Wisdom modifier.

This talent may be chosen multiple times. Each time, choose a different shaman hex.

Section 15: Copyright Notice

Legendary Rangers © 2019, Legendary Games; Authors: Andrew J. Gibson, Wren Rosario, and Jeff Gomez.

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