ranger class options
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PRODUCT NO. CA407
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ABANDONED ARTS©
PRESENTS:
EIGHTEEN NEW CLASS OPTIONS FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See
http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee
compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder
Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used
under the Pathfinder Roleplaying Game Compatibility License.
See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
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COMBAT STYLES
As described in the Pathfinder® Roleplaying Game: Core Rulebook ™, rangers gain access to a combat
style, which manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th levels. He or she can
choose feats from a selected combat style, even if he or she does not have the normal prerequisites. The
benefits of a ranger's chosen style feats apply only when wearing light or medium armor, or no armor.
BEAST TAMER COMBAT STYLE If a ranger selects the beast tamer combat style, he or she can choose from the following list whenever he gains a combat style
feat: Enforcer1, Net Adept
2, Net and Trident
2, and Whip Mastery
2. At 6th level, he or she adds Improved Whip Mastery
2and Net
Maneuvering2
to this list. At 10th level, he or she adds Greater Whip Mastery2
and Net Trickery2
to this list.
FIREARM COMBAT STYLE If a ranger selects the firearm combat style, he or she can choose from the following list whenever he gains a combat style feat:
Exotic Weapon Proficiency (firearms)2, Gunsmithing
2, Quick Draw, and Rapid Reload. At 6th level, he or she adds Amateur
Gunslinger2
and Parting Shot1
to this list. At 10th level, he or she adds Pinpoint Targeting and Shot on the Run to this list.
GUERILLA WARFARE COMBAT STYLE If a ranger selects the guerilla warfare combat style, he or she can choose from the following list whenever he gains a combat
style feat: Blind-Fight, Catch Off-Guard, Gang Up1, and Improved Dirty Trick
1. At 6th level, he or she adds Greater Dirty Trick
1
and Team Up1
to this list. At 10th level, he or she adds Improvised Weapon Mastery and Quick Dirty Trick2
to this list.
1: A description of this feat can be found in the Pathfinder® Roleplaying Game: Advanced Player’s Guide™ sourcebook, by Paizo Publishing, LLC.
2: A description of this feat can be found in the Pathfinder® Roleplaying Game: Ultimate Combat ™, sourcebook, by Paizo Publishing, LLC.
GENERAL FEATS
All fifteen of the feats described below are restricted by their prerequisites to members of the ranger
class, or benefit members of that class exclusively.
FEAT PREREQUISITES BENEFITS Aberrant Quarry favored enemy (aberrations), Knowledge
(dungeoneering) 3 ranksGain the quarry class feature as it applies to aberrations,
and designate aberrant quarry by their tracks.
Crack Construct Improved Sunder, favored enemy (constructs),
Knowledge (engineering) 3 ranks
Confirm a critical threat against a construct to create a
perilous weakness in that creature’s structural anatomy.
Dragonslayer Improved Precise Shot, favored enemy (dragons) Ignore the natural armor bonuses of dragons.
Fiend Warden favored enemy (outsiders [evil]), Knowledge
(planes) 11 ranks, Spellcraft 11 ranks
Track fiends across the gulf of a teleport spell; make
teleportation more difficult for evil outsiders.
Game Hunter favored enemy (animals), Survival 1 rank Hunt for food and trap animals more easily.
Knowledgeable Tracker swift tracker Use Knowledge to identify creatures by their tracks alone.
Monster Hunter favored enemy (magical beasts) Better defend against the attacks of magical beasts.
Signature Ranger Trap the ability to craft a ranger trap Gain additional benefits when creating ranger traps.
Staunch Enemy Favored enemy (any) +6 Extend your favored enemy bonus to respected enemies.
Strider Endurance, favored terrain Easily pass through natural hazards in favored terrain.
Terrorize Prey quarry, Intimidate 1 rank Intimidate your prey from a concealed position.
Topple Giants Improved Trip, favored enemy (humanoids
[giants])
Deny size bonuses to CMD for giants that you attempt to
bull rush, trip, or reposition.
Vile Stalker evil alignment, favored enemy (outsiders [good]),
quarry, Knowledge (planes) 11 ranks
Stalk and slay celestial quarry more easily, and force good
outsiders to feel your terrible presence drawing nearer.
Warren Lurker favored enemy (humanoids, monstrous
humanoids, or undead), Survival 1 rank
You can locate humanoid, monstrous humanoid, or
undead enemies by scent.
Woodwoe favored enemy (plants), Spellcraft 3 ranks Add plant bane properties to weapons that you wield.
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ABERRANT QUARRY You have trained extensively to hunt down and kill your aberrant foes.
PREREQUISITES: favored enemy (aberrations), Knowledge
(dungeoneering) 3 ranks
BENEFIT: You gain the quarry class feature, but you must designate an
aberration as your quarry. If you have or later gain the quarry or
improved quarry class features, the benefits of this feat are replaced
by that class feature, and any insight bonuses to attack rolls granted
by those abilities are doubled against creatures of the aberration type.
Furthermore, you do not require line of sight to an aberration in
order to designate it as your quarry. When you find or follow the
tracks of a creature with the aberration type, you automatically
identify that creature’s type. Any ability that allows an aberration to
change its shape into that of a non-aberration creature foils this
ability. When you find or follow such tracks, you may designate one
or more of the creatures that you track as your quarry, sight unseen.
CRACK CONSTRUCT Your attacks can create structural weaknesses in your construct foes.
PREREQUISITES: Improved Sunder, favored enemy (constructs),
Knowledge (engineering) 3 ranks BENEFIT: When you successfully confirm a critical threat against a
construct, your attack creates a hairline fracture or some similar
structural weakness in the creature’s artificial anatomy. All critical
hits that any creature threatens against the damaged construct are
automatically confirmed until the creature is repaired or it receives at
least 1 point magical healing. Additionally, shatter spells can target
the damaged construct as though it were a crystalline creature.
DRAGONSLAYER You have learned how best to penetrate a dragon’s armored hide.
PREREQUISITES: Improved Precise Shot, favored enemy (dragons)
BENEFIT: When you ready an action to make a ranged attack against a
dragon when it uses a breath weapon or performs a bite or swallow
whole attack, you can launch your ranged attack into the dragon’s
open mouth, ignoring the creature’s natural armor bonus. If your attack
hits, subtract 2 dice from the damage dealt by any breath weapon
special attack that the dragon uses for 1 round.
FIEND WARDEN
You can track your fiendish opponents across any distance.
PREREQUISITES: favored enemy (outsiders [evil]), Knowledge (planes)
11 ranks, Spellcraft 11 ranks
BENEFIT: You can use the Survival skill to track your favored enemies
across the gulf of a teleportation spell. When you come within 30
feet of an area from which an outsider with the evil subtype has used
a teleportation spell effect within the past 24 hours, you sense some
lingering sign of the effect and can attempt to trace its destination onthe same plane. To do so, you must make a Survival check against a
DC equal to 10 + caster level of the effect. If you are successful, you
learn the distance to and the direction of the creature’s destination.
In addition, outsiders with the evil subtype that receive damage
from a readied action or attack of opportunity that you make must
roll on the familiarity table listed in the teleport spell description (see
the Pathfinder® Roleplaying Game: Core Rulebook™) to determine the
destination location of any greater teleport spell or spell-like ability
that they cast or use for 1 round.
GAME HUNTER
You’ll never go hungry in the wilderness.
PREREQUISITES: favored enemy (animals), Survival 1 rank
BENEFIT: You gain a +4 bonus on Survival skill checks made to provide
food (but not water) to yourself and your allies. Additionally, animals
take a penalty equal to your favored enemy bonus on saving throws
made against any extraordinary (Ex) ranger traps that you create (see
the Pathfinder® Roleplaying Game: Ultimate Magic ™ sourcebook for
rules regarding ranger traps).
KNOWLEDGEABLE TRACKER You can identify creatures by their tracks.
PREREQUISITES: swift tracker
BENEFIT: You can make Knowledge skill checks to identify a creature
and to learn the special abilities and weaknesses of a creature simply
by studying that creature’s tracks for 1 round.
MONSTER HUNTER Your long experience slaying all sorts of wondrous beasts aids your
defenses when battling such monsters.
PREREQUISITES: favored enemy (magical beasts)
BENEFIT: You can apply your favored enemy bonus against magical
beasts to saving throws that you make against the spell-like and
special attacks of magical beasts. When you successfully save against
such an ability, you may instruct your allies as to how best to defend
against that same attack as an immediate action, granting an equal
insight bonus for 1 minute to all allies within 30 feet of you who can
see and hear you. This ability does not require an action on your part,
though you must be able to speak in order to confer the bonus.
SIGNATURE RANGER TRAP Your ranger traps are especially dangerous.
PREREQUISITES: the ability to craft a ranger trap
BENEFIT: Choose one ranger trap that you have learned to create (see the Pathfinder® Roleplaying Game: Ultimate Magic ™ sourcebook for
rules regarding ranger traps). Whenever you create the chosen trap,
you may elect to improve the trap in one or more ways:
Alarm Trap: Creatures who trigger your alarm trap are deafened for
1 hour unless they succeed on a Fortitude saving throw.
Burning Trap: You add flammable, adhesive components to the trap
that make the flames more difficult to extinguish. Creatures that catch
fire take a -2 penalty on Reflex saves to extinguish themselves.
Exploding Trap: You may exclude one space from the affected area.
Fire Trap: The triggering creature receives 2d6 additional points of
fire damage if it fails its Reflex saving throw.
Freezing Trap: Double the thickness of the ice created by your trap.
Marking Trap: Your trap marks the creature with a powerful scent
which is easily detected at twice the usual range for 2d4 hours.Poison Trap: The poison delivered by your trap persists for 1 round
longer than it otherwise would.
Sleet Trap: The sleet storm effect lasts for 3 rounds.
Snare Trap: Your trap can hold creatures of Large size or smaller.
You may expend additional uses to increase this capacity, as usual.
Swarm Trap: The swarm creature released by your trap remains for
3 additional rounds before dissipating.
SPECIAL: You can gain this feat multiple times. Its effects do not stack.
Each time you take this feat, it applies to a new ranger trap.
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STAUNCH ENEMY The enmity and rivalry that you feel with regards to your favored
enemies borders on a feeling like veneration, or even respect.
PREREQUISITES: favored enemy (any) +6
BENEFIT: Whenever you face a favored enemy with an Intelligence
score of 3 or higher who shares your own creature type and racial
subtypes (if any), you may choose to declare that creature a staunch
enemy as a free action. Alternately, you may declare any favored
enemy whose type is different than your own but who has the hatred
racial trait as it applies to your race, or who enjoys any racial bonus
on attack rolls against creatures of your type, to be a staunch enemy.
You can only have a single staunch enemy at a time, though you can
dismiss your staunch enemy at any time as a free action. If you do,
you may not declare another staunch enemy for 24 hours. If your
staunch enemy dies, and you witness or become aware of its death,
you may declare a new staunch enemy at any time.
A staunch enemy gains the same favored enemy bonuses against
you that you gain against that enemy. These bonuses may overlap
but do not stack with favored enemy bonuses that creature already
has against creatures of your type. If you defeat your staunch enemy
in battle by killing it or reducing it to -1 hit points or fewer, you gain amorale bonus equal to your relevant favored enemy bonus on all
ability checks, attack rolls, saving throws, and skill checks that you
make before the end of your next turn.
If you ever disgrace or desecrate the corpse of an enemy that you
designate as a staunch enemy, you lose the benefits of this feat for 1
week. You may collect and use or sell your opponent’s possessions,
and are not required to perform any funerary rites with respect to
such an opponent’s corpse; speaking a few words or simply taking a
moment to honor the dead is more than sufficient.
STRIDER You can traverse your favored terrains with ease.
PREREQUISITES: Endurance, favored terrain
BENEFIT: Choose one of your favored terrains. You can move through
natural, non-magical difficult terrain inherent to that type if terrain at
your normal speed, without suffering impairment. For example, a
character choosing cold terrain could move across ice without risk of
slipping or falling, while a character choosing swamp terrain could
move unimpeded through deep and shallow bogs and through light
and heavy undergrowth in swamps and marshes. This ability applies
to normal movement, not to flying, swimming, or any other modes of
movement; thus, choosing water terrain would allow a character to
move through shallow water unhindered, but would not grant that
character a swim speed or any advantage while swimming.
SPECIAL: You can gain this feat multiple times. Its effects do not stack.
Each time you take this feat, it applies to a new favored terrain.
TOPPLE GIANTS Your unbalancing attacks can bring even giants to their knees.
PREREQUISITES: Improved Trip, favored enemy (humanoids [giants])
BENEFIT: Humanoids with the giant subtype may not apply any size
bonuses to their Combat Maneuver Defense against your trip combat
maneuvers. Whenever you render such an opponent prone with a
trip maneuver, that creature takes 1d6 points of nonlethal damage
from the impact of the fall. Feather fall effects and other effects that
reduce or negate falling damage prevent this damage.
TERRORIZE PREY You take special pleasure in toying with your prey.
PREREQUISITES: quarry, Intimidate 1 rank
BENEFIT: You can haunt the subject of your quarry. To use this ability,
you must have a clear line of sight to a creature designated as your
quarry, and your quarry must be unable to see you or pinpoint your
location. While these conditions are met, you can use the Intimidate
skill to demoralize your quarry even when it cannot clearly see you.
Furthermore, you may apply your favored enemy bonus to Intimidate
skill checks against opponents that you terrorize in this way.
VILE STALKER Celestial prey is your favorite quarry.
PREREQUISITES: evil alignment, favored enemy (outsiders [good]),
quarry, Knowledge (planes) 11 ranks
BENEFIT: Outsiders with the good subtype treat the results of any
opposed Stealth skill check that you make as though the check result
was increased by a number equal to your favored enemy bonus.
In addition, when your quarry is an outsider with the good subtype,
you can perform exceptionally malicious and wrathful attacks against
such opponents, incorporating your own contempt and loathing fortheir goodly kind into your strikes. As a free action, you can convert
the insight bonus granted by your quarry ability into a profane bonus
instead. If you do, weapons that you wield are treated as evil-aligned
for the purposes of overcoming the damage reduction of outsiders
with the good subtype. This includes your own unarmed strikes and
natural weapons.
Lastly, when you designate such a creature as your quarry, you may
choose to make your quarry supernaturally aware of its status as
your next victim. Creatures so affected whose Hit Die are less than
twice your own can feel your vile attentions upon them even when
you are yet miles away, becoming shaken for as long as they remain
marked as your quarry. This application of this feat is a supernatural,
mind-affecting fear effect.
WARREN LURKER You can detect your favored enemies by scent.
PREREQUISITES: favored enemy (humanoids [any], monstrous
humanoid, or undead), Survival 1 rank
BENEFIT: You can sniff out your humanoid, monstrous humanoid, and
undead favored enemies as though you had the scent special quality. In
addition, you can track such creatures by scent.
SPECIAL: The ability to gain the benefits of this feat against any type
of creature listed as a potential favored enemy prerequisite type is
retroactive, should a character gain one or more of the prerequisite
favored enemies after selecting this feat.
WOODWOE You possess a supernatural ability to bestow special powers upon
your weapons, useful in slaying aggressive, animate plant life.
PREREQUISITES: favored enemy (plants), Spellcraft 3 ranks
BENEFIT: Any magical slashing weapon that you wield gains the plant
bane weapon property. If that weapon already possesses the plant
bane property, increase the damage dealt by that property to 2d8. In
addition, you may choose to convert the damage dealt by this weapon
property into fire damage. This ability stacks with the flaming weapon
property, and with similar properties. This is a supernatural ability.
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Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author:
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