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Foreword:
The Unchained Ranger has access to new features with a talent system that expands player options, which may allow a character to punch above its weight class. Check with your GM before bringing Unchained Ranger to your table! This class design references rules available in the Unchained Action Economy. It is otherwise compatible with the default combat system of 1st edition. The terminology listed below is used to define respective class features, as well as highlight key differences in functionality:
Ranger Merit:
The Unchained Ranger's new class features, adding further customization.
Occupation:
The Unchained Ranger can specialize in additional skills other than tracking.
Ranger Technique:
The Unchained Ranger's selection between hunter tricks, traps, or spells.
Hunter's Bond
The Unchained Ranger's effective druid level is equal to his ranger level
Trailblazer:
The Unchained Ranger is open to more than just woodland terrain.
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Unchained Ranger
Table: Unchained Ranger
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Max Favored Bonus |
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1st | +1 | +2 | +2 | +0 | Occupation, 1st Favored Enemy, Ranger Merit | +2 |
2nd | +2 | +3 | +3 | +0 | Ranger Merit | +2 |
3rd | +3 | +3 | +3 | +1 | 1st Favored Terrain, Endurance | +2 |
4th | +4 | +4 | +4 | +1 | Ranger Technique, Hunter's Bond, Ranger Merit | +2 |
5th | +5 | +4 | +4 | +1 | 2nd Favored Enemy | +4 |
6th | +6/+1 | +5 | +5 | +2 | Ranger Merit | +4 |
7th | +7/+2 | +5 | +5 | +2 | Trailblazer | +4 |
8th | +8/+3 | +6 | +6 | +2 | Swift Undertaking, 2nd Favored Terrain, Ranger Merit | +4 |
9th | +9/+4 | +6 | +6 | +3 | Evasion | +4 |
10th | +10/+5 | +7 | +7 | +3 | 3rd Favored Enemy, Ranger Merit | +6 |
11th | +11/+6/+1 | +7 | +7 | +3 | Quarry | +6 |
12th | +12/+7/+2 | +8 | +8 | +4 | Camouflage, Ranger Merit | +6 |
13th | +13/+8/+3 | +8 | +8 | +4 | 3rd Favored Terrain | +6 |
14th | +14/+9/+4 | +9 | +9 | +4 | Ranger Merit | +6 |
15th | +15/+10/+5 | +9 | +9 | +5 | 4th Favored Enemy | +8 |
16th | +16/+11/+6/+1 | +10 | +10 | +5 | Improved Evasion, Ranger Merit | +8 |
17th | +17/+12/+7/+2 | +10 | +10 | +5 | Hide in Plain Sight | +8 |
18th | +18/+13/+8/+3 | +11 | +11 | +6 | 4th Favored Terrain, Ranger Merit | +8 |
19th | +19/+14/+9/+4 | +11 | +11 | +6 | Improved Quarry | +8 |
20th | +20/+15/+10/+5 | +12 | +12 | +6 | Master Hunter, 5th Favored Enemy, Ranger Merit | +10 |
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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.
Alignment
Any
Hit Die:
d10
Starting Wealth
5d6 × 10 gp (average 175 gp, maximum 300 gp.) In addition, each character begins play with an outfit worth 10 gp or less
Class Skills
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.
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Class Features
The following are class features of the Unchained Ranger.
Weapon and Armor Proficiency
The ranger is proficient with all simple and martial weapons, including deer horn knives, bolas, and nets. The ranger is proficient with light armor, medium armor, and shields (except tower shields).
Occupation
At 1st level, the ranger selects a primary occupation and gains the listed benefit. Once this choice is selected, it cannot be changed:
Daredevil: The ranger gains Acrobatics as a class skill, and adds 1/2 his level (minimum +1) on Acrobatics checks.
Diver: The ranger adds 1/2 his level (minimum +1) on Profession (Sailor) and Swim checks, and can hold his breath for an additional 5 rounds.
Dungeon Rover: The ranger adds 1/2 his level (minimum +1) on Perception checks to notice environmental hazards and traps, and on Knowledge (dungeoneering) checks. The ranger gains Disable Device as a class skill, and can use Disable Device to disarm magic traps.
Mountaineer: The ranger adds 1/2 his level (minimum +1) on Climb checks, and is considered acclimated to high altitudes.
Mountie: The ranger adds 1/2 his level (minimum +1) on Ride checks, and ignores his armor check penalty to Ride checks.
Pathfinder: The ranger adds 1/2 his level (minimum +1) to Knowledge (geography) checks and Survival skill checks made to follow tracks.
Tamer: The ranger gains the Wild Empathy ability. He adds 1/2 his level (minimum +1) to Handle Animal checks, and to Knowledge (nature) checks for monster lore.
Trapper: The ranger adds 1/2 his level (minimum +1) on Craft (traps) checks. The ranger gains Disable Device as a class skill, and can use Disable Device to disarm magic traps.
Urbanite: The ranger gains Knowledge (local) as a class skill, and adds 1/2 his level (minimum +1) on Knowledge (local) checks and Diplomacy checks to gather information.
Favored Enemy
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, to a maximum bonus indicated by Table: Unchained Ranger.
If the ranger chooses humanoids or outsiders as a Favored Enemy, he must also choose an associated subtype, as indicated on the table below. 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.
Table: Ranger Favored Enemies |
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Aberration |
Animal |
Construct |
Dragon |
Fey |
Humanoid (Subtype) 1 |
Magical Beast |
Monstrous Humanoid |
Ooze |
Outsider (Subtype) 2 |
Plant |
Undead |
Vermin |
Nation 3 |
Organization 4 |
1. Humanoid subtypes include aquatic, dwarf, elf, giant, goblinoid, gnome, halfling, human, orc, reptilian and other
2. Outsider subtypes include air, chaotic, earth, evil, fire, good, lawful, native, and water.
3. At the GM’s discretion, the ranger can select a nation as a Favored Enemy. He gains a +2 bonus on Bluff, Diplomacy, Knowledge, Perception, Sense Motive, and Survival checks against courtiers, officials, nobles, and gentry from that nation. Likewise, he gains a +2 bonus on weapon attack and damage rolls against them.
4. At the GM’s discretion, the ranger can select a specific organization, such a particular thieves’ guild or church, as a Favored Enemy. The guildbreaker’s bonuses from Favored Enemy apply against official members of this organization regardless of their creature type, but not against the organization’s allies, paid mercenaries, or forced labor. This ability only applies if the ranger knows that the target is a member of the organization.
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Ranger Merit
As the ranger gains experience, his capability begins to speak for itself. Starting at 1st level, 2nd level, and every 2 levels thereafter, the ranger gains one Ranger Merit. Unless otherwise noted, the ranger cannot select an individual Ranger Merit more than once.
Bullseye Shot (Ex): The ranger gains Bullseye Shot as a bonus feat, even if he does not have the normal prerequisites. The Ranger must be at least 2nd level to select this Ranger Merit.
Combat Style (Ex): The ranger selects a ranger combat style and gains a combat feat from the first feat list of that style. 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. The ranger must be at least 2nd-level to select this Ranger Merit.
Improved Combat Style (Ex): The ranger gains a combat feat from the first or second feat list of his selected combat style, even if he does not have the normal prerequisites. The ranger must be at least 6th-level to select this Ranger Merit.
Greater Combat Style (Ex): The ranger gains a combat feat from the first, second, or third feat list of his selected combat style, even if he does not have the normal prerequisites. The ranger must be at least 10th-level to select this Ranger Merit.
Favored Feat (Ex): The ranger gains any feat with a prerequisite that includes the Favored Enemy, Favored Terrain, or Hunter’s Bond class feature as a bonus feat. The ranger must meet the prerequisites of the feat to select it. The ranger can select this Ranger Merit more than once.
Favored Focus (Ex): The ranger selects a Favored Enemy or Favored Terrain he has previously chosen and increases the bonus by 2, to a maximum bonus indicated by Table: Unchained Ranger. The ranger must be at least 6th level to select this Ranger Merit.
Favored Game (Ex): The ranger applies his Favored Enemy bonus to a wider range of opponents. When the ranger selects a Favored Enemy, he selects a Game category and applies that Favored Enemy bonus to all creatures within the category of Game. His current Favored Enemy choices are applied to Game categories retroactively. The ranger must be at least 6th level to select this Ranger Merit.
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Fierce Trophy (Ex): The ranger can craft a trophy of a slain Favored Enemy. Doing so requires 1 hour. Wearing the trophy openly grants the ranger his Favored Enemy bonus to Intimidate checks (and an equal penalty to Diplomacy) against that type of enemy. Creatures of the trophy’s type have a starting attitude one step closer to hostile. When the ranger successfully demoralizes a Favored Enemy of the trophy’s type with an Intimidate check, the penalties for being shaken increase by 2.
Firearm Training (Ex): The ranger gains Exotic Weapon Proficiency (firearms). At 5th level, the ranger selects one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). He gains a bonus equal to his Dexterity modifier on damage rolls when firing that type of firearm. The ranger can select this Ranger Merit multiple times, choosing a different firearm each time.
Fletcher (Ex): The ranger gains Craft Magic Arms and Armor as a bonus feat, but only for the purposes of creating magical ammunition (arrows, crossbow bolts, sling bullets, etc). If the ranger has the Gunsmithing feat, he can also create magical firearm ammunition. The ranger must be at least 5th level and have Master Craftsman to select this Ranger Merit.
Good Squeezin’ (Ex): The ranger never risks being poisoned when using Handle Animal to milk venom or Survival to harvest poison from a creature. When the ranger milks venom or harvests poison from a creature, he harvests an additional amount of doses equal to his WIsdom modifier.
Hearty Meal (Ex): Once per day, the ranger can spend 1 hour and attempt a DC 15 Survival check to forage for food, as if to get along in the wild. Success yields a meal that, upon consumption, heals the recipient an amount equal to 1d8 + the ranger’s class level. Excess healing grants the recipient an equal amount of temporary hit points for 8 hours.
At 4th level, consuming a hearty meal allows the recipient another Fortitude save against any poison and disease currently affecting it with a +2 morale bonus. Success fulfills the disease or poison Cure condition. (Failure does not progress the condition.) Otherwise, a recipient consuming a hearty meal with no poison in his system recovers one step. (See Progression and End States)
The ranger can provide a hearty meal for one additional recipient for every 5 points by which his Survival check exceeds 15. A hearty meal can be consumed as a standard action (2 acts), similar to a potion. A character can only benefit from one hearty meal each day. A character that does not need to eat gains no benefit from a hearty meal. A hearty meal loses its potency after 24 hours.
Hunting Party (Ex): When using his Hunter’s Bond to provide his Favored Enemy bonus with companions, the ranger can grant a teamwork feat he possesses to all allies within 30 feet who can see and hear him. Allies retain the use of this teamwork feat for 3 rounds plus 1 round per class level. Allies do not need to meet the prerequisites of this teamwork feat.
Lead the Attack (Ex): If the ranger is the first combatant to act during an encounter (the surprise round or the first round of combat, whichever comes first), the first attack he makes before the end of his turn is a critical threat. Allies can delay their initiative to allow the ranger to gain this benefit. The ranger must be at least 10th level to select this Ranger Merit.
Lead the Way (Ex): The ranger is always considered at least traveling on Road or Trail during Overland Movement. Within his Favored Terrain, he is always considered traveling on Highway. He can share this benefit with any allies he can see that accompany his travel. In addition, any allies adjacent to the ranger may act during a surprise round as long as the ranger would normally be able to act during the surprise round.
Momentum (Ex): The ranger deals an extra 1d4 points of damage on all attacks he makes during any round in which he uses a move action (1 act) to move at least 10 feet away from his original position. Ranged attacks can carry momentum only if the target is within 30 feet. This extra damage is precision damage. This damage is increased to 2d4 at 8th level and 3d4 at 16th level. The ranger loses access to this Ranger Merit when wearing heavy armor or carrying a heavy load. The ranger must be at least 2nd level to select this Ranger Merit.
Improved Momentum (Ex): The ranger’s extra damage dice from momentum is doubled during any round in which he moves at least 30 feet away (2 acts) from his original position. The ranger loses access to this Ranger Merit when wearing heavy armor or carrying a heavy load. The ranger must have the Momentum ability to select this Ranger Merit.
Monster Battler (Ex): The ranger is able to hinder certain body parts of beastly creatures. When the ranger successfully attacks a Favored Enemy of the Aberration, Animal, Dragon, Magical Beast, Monstrous Humanoid, Plant, or Vermin type, it loses the ability to use a single natural attack of the ranger’s choice. The ranger must declare using this ability before making an attack roll. The target can resist this debilitation with a successful Fortitude Save (DC 13 + the ranger’s base attack bonus). Failing this save disables the ranger’s choice of one natural attack the creature has for 1d4+1 rounds.
Moving Target (Ex): The ranger gains a +1 dodge bonus to AC during any round in which he uses a move action (1 act) to move at least 10 feet away from his original position. The bonus to AC increases to +2 at 8th level and +3 at 16th level. This ranger loses access to this Ranger Merit when wearing heavy armor or carrying a heavy load. (This Ranger Merit counts as Dodge for prerequisites.)
Mystic Stride (Ex): The ranger can move at full speed even through areas that are enchanted or magically manipulated to impede motion within his Favored Terrain. The ranger must be at least 8th-level to select this Ranger Merit.
Opening Volley (Ex): The ranger gains Opening Volley as a bonus feat.
Quick Draw (Ex): The ranger gains Quick Draw as a bonus feat.
Poison Expert (Ex): The ranger gains poison use. At 4th level, the ranger adds his Wisdom modifier to the saving throw DC of any poison he has applied. This bonus lasts for 24 hours.
Ranger Savvy: The ranger gains a single class feature from any available Ranger Archetype. The ranger must have a minimum Ranger Level that the ability requires (i.e. 6th level for Swoop for the Kill). If the ability grants more than one ability at intervals, the ranger must select an individual ability at a given interval (i.e. Rage Powers). The ranger cannot select an ability that replaces Spells, or all Favored Enemies. The ranger can select this Ranger Merit more than once. Selecting this Ranger Merit does not replace other abilities.
Second Job (Ex): The ranger chooses a second Occupation and gains the listed benefit (including Swift Undertaking at 8th level).
Stealth Mission (Ex): The ranger gains Stealth Synergy as a bonus feat. Within his Favored Terrain, he can share the benefit of this feat as a full-round action (3 acts) with a number of allies that he can see equal to his Wisdom modifier for 10 minutes. At 6th level when within his Favored Terrain, the selected allies gain a bonus on Stealth checks equal to the ranger’s Favored Terrain bonus. At 12th level, he can share the benefit of his Camouflage ability with selected allies.
Storm-Lashed (Ex): The ranger gains Storm-Lashed as a bonus feat.
Strike True (Ex): The ranger gains Strike True as a bonus feat, even if he does not have the normal prerequisites. The Ranger must be at least 2nd level to select this Ranger Merit.
Terrain Mastery (Su): The ranger selects a Favored Terrain to master. Mastery of any terrain has additional benefits (see Horizon Walker). These benefits apply to the ranger at all times whether or not he is in the relevant terrain. When within this terrain, the ranger grants allies he can see his Favored Terrain bonus to initiative.
In addition, he can grant his Favored Terrain bonuses to all allies within 30 feet who can see and hear him as a move action (1 act). This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). The ranger can select this Ranger Merit more than once, and must be at least 4th level to select this Ranger Merit.
Home Turf Advantage (Ex): While within his mastered terrain, the ranger no longer provokes attacks of opportunity for moving through threatened squares during his turn. The ranger can select this Ranger Merit more than once, and must have the Terrain Mastery ability to select this Ranger Merit.
Terrain Dominance (Su or Sp): The ranger learns total dominance over one terrain he has already selected for Terrain Mastery, and gains the listed benefit (see Horizon Walker). The ranger can select this Ranger Merit more than once, and must be at least 8th level and have the Terrain Mastery ability to select this Ranger Merit.
Weathered Warrior (Ex): The ranger gains Weathered Warrior as a bonus feat.
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Favored Terrain
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, to a maximum bonus indicated by Table: Unchained Ranger.
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.
Table: Ranger Favored Terrains |
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Cold (ice, glaciers, snow, and tundra) |
Desert (sand and wastelands) |
Forest (coniferous and deciduous) |
Jungle |
Mountain and Hills |
Plains |
Planes (pick one, other than Material Plane) |
Swamp |
Underground (caves and dungeons) |
Urban (buildings, streets, and sewers) |
Water (above and below the surface) |
Endurance
At 3rd level, the ranger gains Endurance as a bonus feat.
Ranger Technique
At 4th level, the ranger selects a technique to employ to aid him in his travels. Once this choice is selected, it cannot be changed:
Hunter’s Tricks: The ranger learns the use of one hunter’s tricks, which typically grant a boon or bonus to the ranger or a nearby ally. At 6th and every two levels thereafter, he learns one trick hunter’s trick. A ranger can use these tricks a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier. Once a trick is chosen, it can’t be retrained. A ranger cannot select an individual trick more than once.
Ranger Traps: The ranger learns how to create a snare trap and one other ranger trap of her choice. At 6th level and every two levels thereafter, he learns another trap. The trapper can use these traps a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The trapper cannot select an individual trap more than once.
Spells: The 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 the table below. 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 Spells 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.
Table: Ranger Spells
Level | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|
1st | — | — | — | — |
2nd | — | — | — | — |
3rd | — | — | — | — |
4th | 0 | — | — | — |
5th | 1 | — | — | — |
6th | 1 | — | — | — |
7th | 1 | 0 | — | — |
8th | 1 | 1 | — | — |
9th | 2 | 1 | — | — |
10th | 2 | 1 | 0 | — |
11th | 2 | 1 | 1 | — |
12th | 2 | 2 | 1 | — |
13th | 3 | 2 | 1 | 0 |
14th | 3 | 2 | 1 | 1 |
15th | 3 | 2 | 2 | 1 |
16th | 3 | 3 | 2 | 1 |
17th | 4 | 3 | 2 | 1 |
18th | 4 | 3 | 2 | 2 |
19th | 4 | 3 | 3 | 2 |
20th | 4 | 4 | 3 | 3 |
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Hunter's Bond
At 4th level, the ranger selects a unique bond with nature that takes one of two forms. Once this choice is selected, it cannot be changed:
Animal Companion (Ex): The ranger forms a close bond with an animal companion. 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.
Hunting Companions (Ex): The ranger forms a close bond with his adventuring group. This bond allows him to spend a move action (1 act) 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.
Trailblazer (Ex)
At 7th level, the ranger ignores Difficult Terrain when moving through an area within his Favored Terrains. Areas that are enchanted or magically manipulated to impede motion, however, still affect the ranger.
Swift Undertaking (Ex)
At 8th level, the ranger gains the listed benefit based on his selected Occupation:
Daredevil: The ranger always moves at full speed across narrow surfaces and when moving through threatened squares, without increasing the DC of the Acrobatics checks.
Diver: The ranger can swim at half of his speed as a move action (1 act). If the ranger has or gains a swim speed, it increases by 10 ft.
Dungeon Rover: The ranger is able to disable devices in half the time it requires.
Mountaineer: The ranger moves at half speed while climbing, or at full speed with accelerated climbing. The ranger retains his Dexterity bonus to Armor class while climbing. If the ranger has or gains a climb speed, it increases by 10 ft.
Mountie: When the ranger spurs his mount, its speed is increased by 20 feet.
Pathfinder: The 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.
Tamer: The ranger gains Fast Empathy as a bonus feat, and is able to teach an Animal a trick with one day of work. The ranger can use Bolster Companion, Heel, and Sic ‘Em Hunter Tricks with any Animal that he has taught at least one trick.
Trapper: The ranger is able to craft traps in half the normal amount of time. The ranger is able to set a Ranger Trap or Portable Trap as a standard action (2 acts).
Urbanite: The ranger gathers information within 1 hour. When determining the purchase limit of a settlement, increase the settlement size by one. When determining the random amount of available magic items (minor, medium, and major) within a settlement or Kingdom treasure, add one to the amount of each category. The ranger must be present during any transaction.
Evasion (Ex)
At 9th level, the 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.
Quarry (Ex)
At 11th level, a ranger can denote one target within his line of sight as his quarry, as a standard action (2 acts). 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.
Camouflage (Ex)
At 12th level, the ranger can use the Stealth skill to hide in any of his Favored Terrains, even if the terrain doesn’t grant cover or concealment.
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)
At 17th level, while in any of his Favored Terrains, the ranger 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 (2 acts), 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 or Game Category he possesses, but not against the same creature more than once in a 24-hour period.
Further Considerations
At the GM’s discretion, a character can be allowed to select Extra Ranger Merit as a general feat.
Extra Ranger Merit
Prerequisite(s): Ranger Merit class feature.
Benefit: You gain one additional Ranger Merit. You must meet the prerequisites for this Ranger Merit.
Special: You can take this feat multiple times. Each time you do, you gain another Ranger Merit.
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About the GM
Hello! I am Insidious - a player and Game Master with over 25 years of experience with Tabletop Roleplaying Games. Check out my content for great additions for your games. These include optional rulesets, additional classes, and solid reading material for inspiration otherwise.
Like what you see and want to see more? See my links for additional content below:
GM Binder
https://www.gmbinder.com/profile/Insidious
Ko-Fi
https://ko-fi.com/insidiousgm
Patreon
https://www.patreon.com/InsidiousGM
https://www.instagram.com/insidiousgamemaster/
https://www.facebook.com/profile.php?id=61563245126594
X
@GMInsidiou31020
Discord
Insidious5676
u/InsidiousGM
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