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Rangers
The forests are home to fierce and cunning creatures, such as bloodthirsty owlbears and malicious displacer beasts. But more cunning and powerful than these monsters is the ranger, a skilled hunter and stalker. He knows the woods as if they were his home (as indeed they are) and he knows his prey in deadly detail.

Characteristics: A ranger can use a variety of weapons and is quite capable in combat. A ranger's skills allow him to survive in the wildness and possess special knowledge about certain creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw upon natural power to cast divine spells, as a druid does.

Alignment: Any. Most rangers are good and these usually function as protectors of natural areas. They are also typically chaotic, preferring to follow the ebb and flow of nature or of their own hearts instead of rigid rules. Evil rangers are much to be feared and they gain spells to use nature for destructive purposes.

Other Classes: Rangers get along well with druids and to some extent with barbarians. They bicker most often with paladins, who have a different style and approach to life that is much more bound by a code of morals and laws.

Typically, though, rangers easily tolerate others, mostly because they don't feel the need to get upset over differences.

Role: The ranger's best role is that of a scout and secondary combatant, often focusing on opportunistic and ranged attacks.

Abilities: Dexterity is important for a ranger both because he tends to wear light armor and because several ranger skills are based on that ability. Strength is important because rangers frequently get involved in combat. A Wisdom score of 14 or higher is required to get access to the most powerful ranger spells. A Wisdom score of 11 or higher is required to cast any ranger spells at all. One of the ranger's trademark skills, his ability to track foes (known as Survival in ToEE) is based on Wisdom.

Hit Die: d8

Class Skills

  • Concentration, Heal, Hide, Listen, Move Silently, Search, Spot and Survival.


  • Skill Points at 1st Level: (6 + Int modifier) x 4.


  • Skill Points at Each Additional Level: 6 + Int modifier.


  •  The Ranger
    Level
    Base Attack Bonus
    Fort Save
    Refx Save
    Will Save
    Special
    1st
    +1
    +2
    +2
    0
    1st Favored Enemy, Survival, Wild Empathy
    2nd
    +2
    +3
    +3
    0
    Combat Style
    3rd
    +3
    +3
    +3
    +1
    ---
    4th
    +4
    +4
    +4
    +1
    Animal Companion
    5th
    +5
    +4
    +4
    +1
    2nd Favored Enemy
    6th
    +6/+1
    +5
    +5
    +2
    Improved Combat Style
    7th
    +7/+2
    +5
    +5
    +2
    Woodland Stride
    8th
    +8/+3
    +6
    +6
    +2
    Swift Tracker
    9th
    +9/+4
    +6
    +6
    +3
    Evasion
    10th
    +10/+5
    +7
    +7
    +3
    3rd Favored Enemy

    Class Features

    Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor and shields.

    Favored Enemy: At 1st level, a ranger may select a type of creature to act as his favorite enemy. Due to his extensive study of his chosen type of foe and training in the proper techniques for combating such creatures, the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

    At 5th level and 10th level, the ranger may select an additional favored enemy. In addition, at each interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. For example, a 5th-level ranger has two favored enemies; against one he gains a +4 bonus on Bluff, Listen, Sense Motive, Spot and Survival checks and weapon damage rolls and against the other he has a +2 bonus. At 10th level, he has three favored enemies and he gains an additional +2 bonus, which he can allocate to the bonus against any one of his three favored enemies. Thus, his bonuses could be +4, +4, +2, or +6, +2, +2.

    If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype. If a specific creature falls into more than one category of favored enemy (for instance, devils are both outsiders and lawful outsiders), the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

     Ranger Favored Enemies
    Type
    Examples
    Aberration
    Beholder
    Animal
    Bear
    Construct
    Golem
    Dragon
    Ice Lizard
    Elemental
    Invisible Stalker
    Fey
    Dryad
    Giant
    Ogre
    Humanoid (aquatic)
    Merfolk
    Humanoid (dwarf)
    Dwarf
    Humanoid (goblinoid)
    Hobgoblin
    Humanoid (elf)
    Elf
    Humanoid (gnoll)
    Gnoll
    Humanoid (halfling)
    Halfling
    Humanoid (human)
    Human
    Humanoid (orc)
    Orc
    Humanoid (reptilian)
    Kobold
    Humanoid (shapechanger)
    Doppleganger
    Magical beast
    Displacer beast
    Monstrous humanoid
    Minotaur
    Ooze
    Gelatinous Cube
    Outsider (air)
    Arrowhawk
    Outsider (chaotic)
    Demon
    Outsider (earth)
    Xorn
    Outsider (evil)
    Devil
    Outsider (fire)
    Salamander
    Outsider (good)
    Celestial
    Outsider (lawful)
    Formian
    Outsider (water)
    Tojanida
    Plant
    Shambling mound
    Undead
    Zombie
    Vermin
    Spider

    Track: A ranger gains this ability referred to in ToEE as Survival as a bonus feat.

    Combat Style: At 2nd level, a ranger must select a combat style to pursue. 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.

    Animal Companion: At 4th level, a ranger gains an animal companion selected from the following list: dire rat, dog, chicken, lizard, jackal, brown bear, polar bear, panda bear, or wolf. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its species.

    Improved Combat Style: At 6th level, a ranger's aptitude in a 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 combat style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

    Swift Tracker: Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal 5 penalty.

    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 Fireball), he instead takes no damage. Evasion can be used only if a ranger is wearing light armor or no armor. A helpless ranger (such as the one who is unconscious or paralyzed) does not gain the benefit of evasion.

     Ranger Spells Per Day
    Spell Level
    1
    2
    Caster Level
    ---
    ---
    1st
    ---
    ---
    2nd
    ---
    ---
    3rd
    ---
    ---
    4th
    0
    ---
    5th
    0
    ---
    6th
    1
    ---
    7th
    1
    ---
    8th
    1
    0
    9th
    1
    0
    10th
    1
    1