3.5 Ranger L5R version

From RPGnet
Jump to: navigation, search

(back to 3.5 Base Classes)

Ranger[edit]

Alignment: Any.
Hit Die: d8.

Class Skills[edit]

The ranger’s class skills (and the key ability for each skill) are 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), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Table: The Ranger[edit]

Level	BAB		FS	RS	WS	Special
1st	+1		+2	+2	+0	1st favored enemy, Track, wild empathy
2nd	+2		+3	+3	+0	Combat style
3rd	+3		+3	+3	+1	Endurance
4th	+4		+4	+4	+1	Nature’s blessing
5th	+5		+4	+4	+1	2nd favored enemy
6th	+6/+1		+5	+5	+2	Improved combat style, fast movement
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
11th	+11/+6/+1	+7	+7	+3	Combat style mastery, improved nature’s blessing
12th	+12/+7/+2	+8	+8	+4	
13th	+13/+8/+3	+8	+8	+4	Camouflage, healing touch
14th	+14/+9/+4	+9	+9	+4	
15th	+15/+10/+5	+9	+9	+5	4th favored enemy
16th	+16/+11/+6/+1	+10	+10	+5	Freedom of movement
17th	+17/+12/+7/+2	+10	+10	+5	Hide in plain sight
18th	+18/+13/+8/+3	+11	+11	+6	
19th	+19/+14/+9/+4	+11	+11	+6	
20th	+20/+15/+10/+5	+12	+12	+6	5th favored enemy

Class Features[edit]

All of the following are class features of the ranger.
Weapon and Armor Proficiency: A ranger is proficient with the Kenjutsu group plus any three other groups, and with light armor.
Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored 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 favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. 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[edit]

Type (Subtype)			Type (Subtype)
Aberration			Monstrous humanoid
Animal				Ooze 
Construct			Outsider (air)
Dragon 				Outsider (chaotic)
Elemental			Outsider (earth)
Fey				Outsider (evil)
Giant				Outsider (fire)
Humanoid (aquatic)		Outsider (good)
Humanoid (by Clan) 		Outsider (lawful)
Humanoid (goblinoid) 		Outsider (native)
Humanoid (Naga) 		Outsider (Shadowlands)
Humanoid (Nezumi) 		Outsider (water)
Humanoid (by organization)	Plant
Humanoid (Ronin) 		Spirit subtype
Humanoid (Shadowlands) 		Undead 
Magical beast			Vermin 

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 bonus 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 armor. He loses all benefits of his combat style when wearing medium or heavy armor. In Rokugan, the majority of rangers choose the archery combat style, but exceptions can be found in nearly every clan.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Nature’s Blessing (Ex): At 4th level, a ranger gains the blessing of nature, either on himself or in the form of an animal companion. The ranger may choose with form the blessing takes.
If he chooses an animal companion, he chooses an animal selected from the following list: badger, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), war horse (light or heavy) 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: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
If he chooses to place the blessing on himself, he gains the ability to add a +2 enhancement bonus to his Dexterity, Constitution or Wisdom score. This bonus lasts for a number of minutes equal to his class level. This ability is a free action and may only be taken once per turn. The ranger may use this ability once per day at 4th level, and an additional time per day for every four levels afterward (twice per day at 8th, three times per day at 12th, etc.).
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 armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Fast Movement (Ex): At 6th level, the ranger’s base land speed increases by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load.
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 armor or no armor. 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 two-weapon 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 armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Improved Nature’s Blessing (Su): At 11th level and higher, the ranger’s blessing of nature is enhanced. If he has an animal companion, he can use a standard action to add a +4 bonus to his Constitution, Dexterity or Wisdom score. This ability may be used once per day, and its effect lasts for one minute per class level.
If he chose to place the blessing on himself, the enhancement bonus from nature’s blessing becomes +4.
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.
Healing Touch (Sp): Once per day, a ranger of 13th level or higher can use neutralize poison or remove disease as a caster whose level is equal to one-half the ranger’s class level.
Freedom of Movement (Sp): A ranger of 16th level or higher can use freedom of movement on himself once per day, as a caster whose level is equal to one-half the ranger’s class level.
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.

The Ranger's Animal Companion[edit]

A ranger’s animal companion is different from a normal animal of its kind in many ways. The companion is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats). It is superior to a normal animal of its kind and has special powers, as described below.

Table: The Ranger's Animal Companion[edit]

Class Level 	Bonus HD 	Nat. Armor 	Str/Dex		Tricks 	Special
2nd-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

Note: A ranger cannot actually have an animal companion until 4th level. Use the entry for levels 2 through 5 for modified ranger levels if the ranger has an alternative animal companion (see below).

Animal Companion Basics[edit]

Use the base statistics for a creature of the companion’s kind, but make the following modifications as shown on Table: The Ranger's Animal Companion:
Class Level: The character’s ranger 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 rogue of a level equal to 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 Armor: The number noted here is an improvement to the animal companion’s existing natural armor bonus.
Str/Dex: 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.
Link (Ex): A ranger can handle her animal companion as a free action, or push it as a move action, even if she 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) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her 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 her animal companion (as a touch range spell) instead of on herself. A ranger and her 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.

Alternative Animal Companions[edit]

A ranger of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to the ranger’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.


8th Level or Higher (Level –6)

Ape

Bear, black

Boar

Cheetah

Crocodile

Dire badger

Dire bat

Dire weasel

Leopard

+Shark, Large

Snake, constrictor

Snake, Large viper

Wolverine


14th Level or Higher (Level –12)

Bear, brown

Dire wolverine

Crocodile, giant

Dire ape

Dire boar

Dire wolf

Lion

Snake, Huge viper

Tiger


20th Level or Higher (Level –18)

Bear, polar

Dire lion

+Shark, Huge

Snake, giant constrictor

+Whale, orca


+These animals are only available in an aquatic environment.