Racial Variant Classes

Extraordinary Rangers

Extraordinary Rangers

Author Iain Fyffe
Publisher Fifth Element Games
Publish date 2007
OGL Section 15 ergr

The material below is designated as Open Game Content

The standard ranger abilities fit well with most human, half-elf and half-orc ranger character concepts. However, the flavour and function of these abilities do not suit the other races as well, to varying degrees. This section provides alternative abilities for dwarf, elf, gnome and halfling rangers that can be used in your game to make rangers of these races better reflect their racial traits.

The standard ranger class is first presented below, followed by the racial variants. Not all standard ranger abilities are replaced by variants for any race. Each race has specific levels at which they gain alternate abilities; only those levels are detailed for each racial variant rather than reprinting the same information several times. If a level is not listed in the variant racial abilities, a ranger of that race receives the standard abilities for that level.

There are also changes to the spell lists for most variants, and changes to the list of class skills for some. These changes are detailed in the descriptions below.

The STANDARD RANGER

Before detailing the variant class abilities, we review the standard ranger class, unaltered from the basic SRD rules. Note that all class abilities are presented here in their entirety, rather than referring to similar abilities of other classes.

Following is the game rule information for the standard ranger class.

Hit Die: d8.

Class Skills: Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature)
(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).

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

Level Base Attack Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th
1st +1 +2 +2 +0 1st favoured enemy, Track, wild empathy - - - -
2nd +2 +3 +3 +0 Combat style - - - -
3rd +3 +3 +3 +1 Endurance - - - -
4th +4 +4 +4 +1 Animal companion 0 - - -
5th +5 +4 +4 +1 2nd favoured enemy 0 - - -
6th +6/+1 +5 +5 +2 Improved combat style 1 - - -
7th +7/+2 +5 +5 +2 Woodland stride 1 - - -
8th +8/+3 +6 +6 +2 Swift tracker 1 0 - -
9th +9/+4 +6 +6 +3 Evasion 1 0 - -
10th +10/+5 +7 +7 +3 3rd favoured enemy 1 1 - -
11th +11/+6/+1 +7 +7 +3 Combat style mastery 1 1 0 -
12th +12/+7/+2 +8 +8 +4 1 1 1 -
13th +13/+8/+3 +8 +8 +4 Camouflage 1 1 1 -
14th +14/+9/+4 +9 +9 +4 2 1 1 0
15th +15/+10/+5 +9 +9 +5 4th favoured enemy 2 1 1 1
16th +16/+11/+6/+1 +10 +10 +5 2 2 1 1
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight 2 2 2 1
18th +18/+13/+8/+3 +11 +11 +6 3 2 2 1
19th +19/+14/+9/+4 +11 +11 +6 3 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 5th favoured enemy 3 3 3 3

Class Abilities

Weapon and Armour Proficiency: A ranger is proficient with all simple and martial weapons, and with light armour and shields (except tower shields).

Favoured Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on
Table II: Ranger Favoured Enemies. 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 every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favoured enemy from those given on the table. In addition, at each such interval, the bonus against any one favoured enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favoured enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favoured enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Type (Subtype) Type (Subtype) Type (Subtype)
Aberration Humanoid (gnoll) Outsider (earth)
Animal Humanoid (gnome) Outsider (evil)
Construct Humanoid (halfling) Outsider (fire)
Dragon Humanoid (human) Outsider (good)
Elemental Humanoid (orc) Outsider (lawful)
Fey Humanoid (reptilian) Outsider (native)
Giant Magical beast Outsider (water)
Humanoid (aquatic) Monstrous humanoid Plant
Humanoid (dwarf) Ooze Undead
Humanoid (elf) Outsider (air) Vermin
Humanoid (goblinoid) Outsider (chaotic)

Track: A ranger gains Track as a bonus feat.

Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier 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 able to study each other, which means that they 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. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

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 armour. He loses all benefits of his combat style when wearing medium or heavy armour.

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Animal Companion (Ex): At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

A 4th-level ranger’s companion is completely typical for its kind except as noted below. As a ranger advances in level, the animal’s power increases as shown on the table. If a ranger releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

A ranger of 8th level or higher may select from alternative lists of animals (see below). Should he select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s ranger level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s ranger level and compare the result with the ranger level entry on the table to determine the animal companion’s powers. If this adjustment would reduce the ranger’s effective level to 0 or lower, she can’t have that animal as a companion.

8th Level or Higher (Level - 6): Ape, bear (black), bison, boar, cheetah, crocodile, dire badger, dire bat, dire weasel, leopard, lizard (monitor), shark (Large), snake (contrictor or Large viper), wolverine.

14th Level or Higher (Level - 12): Bear (brown), crocodile (giant), dinosaur (deinonychus or elasmosaurus), dire ape, dire boar, dire wolf, dire wolverine, lion, rhinoceros, snake (Huge viper),
tiger.

20th Level (Level - 18): Bear (polar), dinosaur (megaraptor), dire lion, shark (Huge), snake (giant constrictor), whale (orca).

The Ranger’s Animal Companion

A ranger’s animal companion is different from a normal animal of its kind in many ways. A ranger’s animal companion is superior to a normal animal of its kind and has special powers, as described below.

Animal Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class Level: The character’s level. The ranger’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a ranger of a level equal to half the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armour: The number noted here is an improvement to the animal companion’s existing natural armour bonus.

Str/Dex Adj.: Add this value to the animal companion’s Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the ranger might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The ranger selects these bonus tricks, and once selected, they can’t be changed.

Class Level Bonus HD Natural Armour Str/Dex Adj Bonus Tricks Special
1st-5th +0 +0 +0 1 Link, share spells
6th-11th +2 +2 +1 2 Evasion
12th-17th +4 +4 +2 3 Devotion
18th-20th +6 +6 +3 4 Multiattack

Link (Ex): A ranger can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. The ranger gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): At the ranger’s option, she may have any spell (but not any spell-like ability) he casts upon himself also affect his animal companion. The animal companion must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the ranger before the duration expires.

Additionally, the ranger may cast a spell with a target of "You" on his animal companion (as a touch range spell) instead of on himself. A ranger and his animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw
for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.

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 (see below). 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 the classs table. In addition, he receives bonus spells per day if he has a high Wisdom score. When the table 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.

Rangers meditate or pray for their spells. Each ranger must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a ranger can prepare 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.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.

RANGER SPELLS

  • 1st-Level Ranger Spells
    • Alarm: Wards an area for 2 hours/level.
    • Animal Messenger: Sends a Tiny animal to a specific place.
    • Calm Animals: Calms (2d4 + level) HD of animals.
    • Charm Animal: Makes one animal your friend.
    • Delay Poison: Stops poison from harming subject for 1 hour/level.
    • Detect Animals or Plants: Detects kinds of animals or plants.
    • Detect Poison: Detects poison in one creature or object.
    • Detect Snares and Pits: Reveals natural or primitive traps.
    • Endure Elements: Exist comfortably in hot or cold environments.
    • Entangle: Plants entangle everyone in 40-ft.-radius circle.
    • Hide from Animals: Animals can’t perceive one subject/ level.
    • Jump: Subject gets bonus on Jump checks.
    • Longstrider: Increases your speed.
    • Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
    • Pass without Trace: One subject/level leaves no tracks.
    • Read Magic: Read scrolls and spellbooks.
    • Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
    • Speak with Animals: You can communicate with animals.
    • Summon Nature’s Ally I: Calls animal to fight for you.
  • 2nd-Level Ranger Spells
    • Barkskin: Grants +2 (or higher) enhancement to natural armor.
    • Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
    • Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
    • Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
    • Hold Animal: Paralyzes one animal for 1 round/level.
    • Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
    • Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
    • Snare: Creates a magic booby trap.
    • Speak with Plants: You can talk to normal plants and plant creatures.
    • Spike Growth: Creatures in area take 1d4 damage, may be slowed.
    • Summon Nature’s Ally II: Calls animal to fight for you.
    • Wind Wall: Deflects arrows, smaller creatures, and gases.
  • 3rd-Level Ranger Spells
    • Command Plants: Sway the actions of one or more plant creatures.
    • Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
    • Darkvision: See 60 ft. in total darkness.
    • Diminish Plants: Reduces size or blights growth of normal plants.
    • Magic Fang, Greater: One natural weapon of subject creature gets +1/three caster levels on attack and damage rolls (max +5).
    • Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
    • Plant Growth: Grows vegetation, improves crops.
    • Reduce Animal: Shrinks one willing animal.
    • Remove Disease: Cures all diseases affecting subject.
    • Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
    • Summon Nature’s Ally III: Calls animal to fight for you.
    • Tree Shape: You look exactly like a tree for 1 hour/level.
    • Water Walk: Subject treads on water as if solid.
  • 4th-Level Ranger Spells
    • Animal Growth: One animal/two levels doubles in size.
    • Commune with Nature: Learn about terrain for 1 mile/level.
    • Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
    • Freedom of Movement: Subject moves normally despite impediments.
    • Nondetection: Hides subject from divination, scrying.
    • Summon Nature’s Ally IV: Calls animal to fight for you.
    • Tree Stride: Step from one tree to another far away.

Improved Combat Style (Ex): 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 armour. He loses all benefits of his combat style when wearing medium or heavy armour.

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. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following 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.

Evasion (Ex): 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, he instead takes no damage. Evasion can be used only if the ranger is wearing light armour or no armour. A helpless ranger does not gain the benefit of evasion.

Combat Style Mastery (Ex): At 11th level, a ranger’s aptitude in his chosen combat style (archery or twoweapon combat) improves again.

If he selected archery at 2nd level, he is treated as having the Improved Precise 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 armour. He loses all benefits of his combat style when wearing medium or heavy armour.

Camouflage (Ex): A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.

DWARF RANGER VARIANT

Dwarf rangers are the most ill-served by the standard class abilities. Woodland stride and bonus archery feats are of limited use in subterranean tunnels, forcing a dwarf ranger above-ground in order to fully utilize his abilities. The variant abilities presented here give an entirely different flavour to a dwarf ranger. He excels at navigating dark passages and tunnels and fighting in the close confines of the underground realms.

Class Skills: Remove Ride; add Knowledge (architecture and engineering).

Weapon and Armour Proficiency: A ranger is proficient with all simple and martial weapons, and with light and medium armour, and shields (except tower shields).

Dwarf Favoured Enemy (Ex): A dwarf ranger must select either humanoid (goblin) or humanoid (orc) for his favoured enemy at 1st level. His bonus on Bluff, Listen, Sense Motive, Spot and Survival checks against creatures of this type is +3 rather than the normal +2. His bonus on weapon damage rolls remains at +2.

Improved Stability (Ex): Starting at 2nd level, when a dwarf ranger is in a passage no wider than 10 feet, with walls on two sides of him, his bonuses against bull rush and trip attacks increase to +10.

Greater Bull Rush (Ex): Starting at 6th level, a dwarf ranger who uses a bull rush to push an opponent into a square that has a solid wall on the opposite side can slam the opponent into that wall. This deals damage of 2d6 + the dwarf ranger's Str modifier. Otherwise the bull rush functions normally.

Weapon Specialization: Starting at 7th level, a dwarf ranger's class levels count as fighter levels to meet the prerequisites of the Weapon Specialization, Greater Weapon Focus and Greater Weapon Specialization feats. These levels stack with normal fighter class levels for this purpose.

Tunnel Fighter (Ex): Starting at 11th level, when a dwarf ranger wields a Medium or larger melee weapon in an underground environment, he is treated as having reach as long as there is no one between the dwarf ranger and his target.

Tremorsense (Ex): Beginning at 13th level, a dwarf ranger gains tremorsense with a range of 60 feet. He automatically senses the location of anything (including a creature) that is in contact with the ground and within range, so long as the thing is moving. As long as a creature is taking physical actions, including casting spells with somatic components, it is considered to be moving; it doesn't have to move from place to place for the dwarf ranger to detect it. If no straight path exists through the ground from the ranger to the thing he's sensing, then the range defined the maximum distance of the shortest indirect path. The dwarf ranger must himself be in contact with the ground for his tremorsense to function.

Blindsight (Ex): Starting at 17th level, a dwarf ranger can use all of this senses to operate effectively without vision, to a range of 30 feet. This ability makes invisibility and darkness (even magical darkness) irrelevant to the dwarf ranger (though he still can't see ethereal creatures). Blindsight does not allow the strider to distinguish colour or visual contrast, and does not subject him to gaze attacks. If any of the dwarf ranger's senses are impaired, his blindsight does not function.

DWARF RANGER SPELL LIST

Delete the following spells:

  • 1st Level: Detect animals or plants, entangle, longstrider.
  • 2nd Level: Snare, speak with plants, wind wall.
  • 3rd Level: Command plants, diminish plants, plant growth, tree shape.
  • 4th Level: Tree stride.

Add the following spells:

  • 1st Level
    • Grease: Makes 10-ft. square or one object slippery.
    • Hold Portal: Holds door shut.
    • Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
  • 2nd Level
    • Knock: Opens locked or magically sealed door.
    • Heat Metal: Make metal so hot it damages those who touch it.
    • Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
  • 3rd Level
    • Meld into Stone: You and your gear merge with stone.
    • Rusting Grasp: Your touch corrodes iron and alloys.
    • Spike Stones: Creatures in area take 1d8 damage, may be slowed.
    • Stone Shape: Sculpts stone into any shape.
  • 4th Level
    • Stoneskin: Ignore 10 points of damage per attack.
Level Base Attack Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th
1st +1 +2 +2 +0 Dwarf favoured enemy, Track, wild empathy - - - -
2nd +2 +3 +3 +0 Improved stability - - - -
6th +6/+1 +5 +5 +2 Greater bull rush 1 - - -
7th +7/+2 +5 +5 +2 Weapon specialization 1 - - -
11th +11/+6/+1 +7 +7 +3 Tunnel fighter 1 1 0 -
13th +13/+8/+3 +8 +8 +4 Tremorsense 1 1 1 -
17th +17/+12/+7/+2 +10 +10 +5 Blindsight 2 2 2 1

ELF RANGER VARIANT

Elf rangers fit the typical image of a ranger to some degree, using the standard abilities. However, the alternate elf ranger presented here focuses more on the elvish aptitude for magic, and their skills with bow and blade.

Spell-Like Abilities (Sp): An elf ranger can use the following spell-like abilities a total number of times per day equal to 2 + the elf ranger's Wis modifier: create water, daze, flare, know direction, message.

Mobility: An elf ranger gains Mobility as a bonus feat at 3rd level, even if he does not meet the normal prerequisites for that feat.

Combat Style Expertise (Ex): At 9th level, an elf ranger's ability 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 Shot on the Run 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 Two-Weapon Defence feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the elf ranger's chosen combat style apply only when he wears light armour or no armour. He loses all benefits of his combat style when wearing medium or heavy armour.

ELF RANGER SPELL LIST

Delete the following spells:

  • 1st Level: Alarm, jump.
  • 2nd Level: Bear's endurance, hold animal.
  • 3rd Level: Reduce animal.
  • 4th Level: Animal growth.

Add the following spells:

  • 1st Level
    • Obscuring Mist: Fog surrounds you.
    • True Strike: +20 on your next attack roll.
  • 2nd Level
    • See Invisibility: Reveals invisible creatures or objects.
    • Whispering Wind: Sends a short message 1 mile/level.
  • 3rd Level
    • Water Breathing: Subjects can breathe underwater.
  • 4th Level
    • Dispel Magic: Cancels magical spells and effects.
Level Base Attack Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th
1st +1 +2 +2 +0 Spell-like abilities, Track, wild empathy - - - -
3rd +3 +3 +3 +1 Mobility - - - -

GNOME RANGER VARIANT

Gnome variant ranger abilities allow the character to take advantage of his abilities with illusion and deception, and tendencies toward mechanical things. Gnome rangers are trickier than their counterparts of other races, and are renowned for their skills as dungeon scouts.

Class Skills: Remove Jump and Ride; add Disable Device and Open Lock.

Gnome Favoured Enemy (Ex): A gnome ranger must select either humanoid (goblin) or kobold for his favoured enemy at 1st level. His bonus on Bluff, Listen, Sense Motive, Spot and Survival checks against creatures of this type is +3 rather than the normal +2. His bonus on weapon damage rolls remains at +2.

Animal Companion (Ex): If a gnome ranger selects a badger or wolverine (normal or dire) as his animal companion, he is considered to be twice his actual class level for purposes of determining his animal companion's abilities.

GNOME RANGER SPELL LIST

Delete the following spells:

  • 1st Level: Entangle, jump, longstrider.
  • 2nd Level: Speak with plants, wind wall.
  • 3rd Level: Command plants, diminish plants, plant growth, tree shape.
  • 4th Level: Tree stride.

Add the following spells:

  • 1st Level
    • Disguise Self: Changes your appearance.
    • Silent Image: Creates minor illusion of your design.
    • Ventriloquism: Throws voice for 1 min./level.
  • 2nd Level
    • Blur: Attacks miss subject 20% of the time.
    • Minor Image: As silent image, plus some sound.
  • 3rd Level
    • Displacement: Attacks miss subject 50%.
    • Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
    • Invisibility: Subject is invisible for 1 min./level or until it attacks.
    • Major Image: As silent image, plus sound, smell and thermal effects.
  • 4th Level
    • Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Level Base Attack Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th
1st +1 +2 +2 +0 Gnome favoured enemy, Track, wild empathy - - - -
4th +4 +4 +4 +1 Animal companion 0 - - -

HALFLING RANGER VARIANT

Halflings are known for their ability with thrown weapons and slings, and the modest changes to the standard ranger abilities for the halfling race reflect this. Halfling rangers also emphasize speed over toughness.

Class Skills: Remove Ride; add Balance.

Combat Style (Ex): At 2nd level, a halfling ranger is treated as having the Rapid Shot and Quick Draw feats, but only with respect to thrown weapons and slings, even if he does not have the normal prerequisites for that feat.

These benefits apply only when the halfling ranger wears light or no armour. He loses all benefits of his combat style when wearing medium or heavy armour.

Mobility: A halfling ranger gains Mobility as a bonus feat at 3rd level, even if he does not meet the normal prerequisites for that feat.

Improved Combat Style (Ex): At 6th level, a Halfling ranger’s aptitude with thrown weapons and slings improves. He no longer provokes attacks of opportunity when using thrown weapons or a sling. As before, these benefits style apply only when the halfling ranger wears light or no armour. He loses all benefits of his combat style when wearing medium or heavy armour.

Combat Style Mastery (Ex): At 11th level, a Halfling ranger’s aptitude with thrown weapons and slings improves again. He is treated as having the Improved Precise Shot feat, but only with respect to thrown weapons and slings, even if he does not have the normal prerequisites for that feat. As before, these benefits apply only when the halfling ranger wears light or no armour. He loses all benefits of his combat style when wearing medium or heavy armour.

Level Base Attack Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th
2nd +2 +3 +3 +0 Combat style - - - -
3rd +3 +3 +3 +1 Mobility - - - -
6th +6/+1 +5 +5 +2 Improved combat style 1 - - -
11th +11/+6/+1 +7 +7 +3 Combat style mastery 1 1 0 -
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