Unchained Ranger
Index
- The Unchained Ranger
- Ranger Talents
- Ranger Combat Styles
- Unchaining Archetypes
- Unchaining Features for Other Classes
- Unchaining the VMC
- Achetype – Dual-Style Ranger
Credit where credit is due: A large part of this was adapted from the Unchained Ranger by David Edward Bass (Ichthus95 on PF Community & X) and heavily modifided by player input for our campaign table.
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, mastery over terrain, 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. The Ranger’s greatest ally is preparation; little is beyond his capabilities as a hunter or tracker given the time to gain strategic advantage.
Role: Rangers are deft skirmishers, either in melee or at range, capable of skillfully dancing in and out of battle. Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable against all manner of enemies.
Alignment: Any
Hit Die: d10
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The ranger’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 6 + Int modifier.
Table: Unchained Ranger
Level | BAB | Fort | Refl | Will | Special | Spells per Day | |||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | ||||||
1st | +1 | +2 | +2 | +0 | Favored Enemy +2, Survivalist, Ranger Talent | — | — | — | — |
2nd | +2 | +3 | +3 | +0 | Combat Style feat | — | — | — | — |
3rd | +3 | +3 | +3 | +1 | Favored Terrain +2, Ranger Talent | — | — | — | — |
4th | +4 | +4 | +4 | +1 | Hunter’s bond | 0 | — | — | — |
5th | +5 | +4 | +4 | +1 | Favored Enemy +4, Ranger Talent, | 1 | — | — | — |
6th | +6/+1 | +5 | +5 | +2 | Combat Style feat, Quarry 1/day | 1 | — | — | — |
7th | +7/+2 | +5 | +5 | +2 | Favored Terrain +4, Hunting Ground, Ranger Talent | 1 | 0 | — | — |
8th | +8/+3 | +6 | +6 | +2 | 2nd Favored Enemy | 1 | 1 | — | — |
9th | +9/+4 | +6 | +6 | +3 | Ranger Talent | 2 | 1 | — | — |
10th | +10/+5 | +7 | +7 | +3 | Favored Enemy +6, Combat Style feat, Quarry 2/day | 2 | 1 | 0 | — |
11th | +11/+6/+1 | +7 | +7 | +3 | Favored Terrain +6, Ranger Talent | 2 | 1 | 1 | — |
12th | +12/+7/+2 | +8 | +8 | +4 | Fast Quarry | 2 | 2 | 1 | — |
13th | +13/+8/+3 | +8 | +8 | +4 | Ranger Talent | 3 | 2 | 1 | 0 |
14th | +14/+9/+4 | +9 | +9 | +4 | Combat Style feat, Quarry 3/day | 3 | 2 | 1 | 1 |
15th | +15/+10/+5 | +9 | +9 | +5 | Favored Enemy +8, Favored Terrain +8, Ranger Talent | 3 | 2 | 2 | 1 |
16th | +16/+11/+6/+1 | +10 | +10 | +5 | 3rd Favored Enemy | 3 | 3 | 2 | 1 |
17th | +17/+12/+7/+2 | +10 | +10 | +5 | Ranger Talent | 4 | 3 | 2 | 1 |
18th | +18/+13/+8/+3 | +11 | +11 | +6 | Combat Style feat, Quarry 4/day | 4 | 3 | 2 | 2 |
19th | +19/+14/+9/+4 | +11 | +11 | +6 | Favored Terrain +10, Ranger Talent | 4 | 3 | 3 | 2 |
20th | +20/+15/+10/+5 | +12 | +12 | +6 | Favored Enemy +10, Master Hunter | 4 | 4 | 3 | 3 |
Class Features
Favored Enemy: At 1st level, a ranger learns to use his experience and training to gain advantages over select foes. Each morning, a ranger may spend 1 hour in preparation for the enemies he may face that day, designating 1 enemy type from Table: Ranger Favored Enemies as his favored enemy for that day; he may also select creatures of a specified faction as this favored enemy. He gains a +2 bonus on Bluff, Handle Animal, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type, and may make any Knowledge skill checks untrained to identify these creatures. Likewise, he gets a +2 bonus on attack rolls and weapon damage rolls against this favored enemy. At 5th level, and every 5 levels thereafter, this favored enemy bonus increases by +2 to a maximum of +10 at 20th level. Regardless of the source or proportional benefit, bonuses derived from the favored enemy ability never stack with each other.
At 8th level, the ranger may designate two such favored enemies for the day; at 16th level, he may designate three.
If another class grants this feature, all associated class levels stack to determine the benefits.
Survivalist (Ex): A 1st-level ranger adds ½ his level (minimum 1) to all Survival skill checks. Additionally, he gains the skill unlock powers for the Survival skill as appropriate to his number of ranks in that skill. This counts as, and replaces the Track feature of the base ranger, and other classes that have this feature.
Combat Style Feats: At 2nd level, a ranger must select one combat style to pursue from the list below. The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
Upon reaching 6th level, and every four levels thereafter, a ranger can choose to learn a new combat style feat in place of a combat style feat he has already learned. In effect, the ranger loses the bonus feat in exchange for the new one. A ranger can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. This ability is independent of the standard rules for retraining feats.
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.
Favored Terrain: At 3rd level, during the same one hour morning preparation period as he uses to select his favored enemy bonus, a ranger may select a type of terrain from Table: Ranger Favored Terrains in which he gains strategic ground. The ranger gains a +2 bonus on initiative checks, as well as Climb, Knowledge (geography), Perception, Stealth, Survival and Swim 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). The ranger can only gain this favored terrain bonus while in a single contiguous geographic area, as features of the environment may change from different climates, for example. At 7th level, and every 4 levels thereafter, this bonus increases by an additional +2, for a total of +10 at 19th level.
At 7th level, the ranger may spend an hour during the same day to designate one additional terrain type or locale he is within as his hunting ground, which treats it as a favored terrain, but granting half of his favored terrain bonus. During any successive visits to that same locale (not the merely the same terrain), designating it as his hunting ground takes only a full-round action. Regardless of the source or proportional benefit, bonuses derived from this ability never stack with each other, and only the higher of the bonuses applies.
If another class grants this feature, all associated class levels stack to determine the benefits.
Hunter’s Bond: At 4th level, a ranger forms a close bond to aid him in his hunts. This bond can take one of three forms:
Ally Bond: The ranger forms a close bond with those he fights alongside. The ranger can spend a move action to grant ½ his favored enemy bonuses against creatures of the appropriate type to all allies within 30 feet who can see or hear him for 1 minute. These bonuses do not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
Animal Bond: The ranger forms a bond with an animal or more exotic creature as the druid animal companion ability, treating his ranger level -3 as his effective druid level. A ranger’s companion shares his favored enemy bonuses (and favored terrain bonuses, if he has them), as well as the benefits of any ranger talents the ranger possesses that are marked with an asterisk (*).
Spellcasting: 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. Note the Unchained Ranger loses Instant Enemy and Terrain Bond from his 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 Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom scoreWhen Table: Ranger 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 in a manner proscribed by his patron. 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 equal to his ranger level – 3. Once he has a caster level, he gains an aura of alignment like that of a cleric of the same deity.
Quarry: At 5th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. 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 treats his quarry as one of his favored enemies even if the quarry is not one of his favored enemies, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for the remainder of an encounter unless the original target of this ability is slain. If the ranger sees proof that his quarry is dead, he can select a new quarry. He may designate a quarry once per day at 5th level, and an additional time per day every 5th level thereafter, to a maximum of 5 times at 20th level. This alters the Quarry feature.
Fast Quarry: At 12th level, the ranger’s ability to hunt his quarry improves. He can now declare his a quarry as a move action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty.
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Ranger Talents
As a ranger gains experience, he may learn a number of talents that help him exploit foes’ weaknesses, move undetected, and traverse the wilderness, and more. At any level which the ranger would gain one these talents, he may choose from the list below. Unless otherwise noted, a ranger cannot select an individual talent more than once.
Any of these talents denoted with an asterisk (*) apply to both the ranger and his companion, if he selected a companion as his hunter’s bond.
A ranger — and any class that gains ranger talents as a feature — can also take Extra Ranger Talent, as a feat to gain an additional ranger talent for which he meets the prerequisites.
Adaptable Voyager* (Ex): The ranger can climb and swim at his full speed as a move action without penalty, and can take standard and full-round actions without losing an extra round of breath. At 7th level, the ranger gains a climb speed and a swim speed, both equal to his land speed; if he already has a climb speed or a swim speed, that speed is instead increased by 10 feet. The ranger must have the deep swimmer, high climber talent to select this talent.
Always Prepared: The ranger gains Brilliant Planner as a bonus feat, even if he doesn’t meet the prerequisites. Additionally, the ranger treats his Strength score as 4 higher for the purpose of determining his carrying capacity. The ranger must be at least 3rd level to select this talent.
Armored Skirmisher* (Ex): The ranger can move at his full speed while wearing medium armor, and he doesn’t apply the armor check penalty for light and medium armor on Acrobatics, Escape Artist, Ride, or Stealth checks. This penalty applies on other skill checks as normal. The ranger must be at least 7th level to select this talent.
Bane of Enemies (Ex): Upon designating a taget as his quarry, the ranger keens the strike of his chosen wielded weapon as if it had the bane quality for the racial type of that target. This quality lasts until the effects of the Quarry ability end for that target. The ranger must have the Quarry feature in order to select this talent.
Beast Scent* (Ex): The ranger gains the scent ability with a range of 30 feet. The range doubles if the target is upwind, and is halved if the target is downwind. The ranger must be at least 3rd level to select this talent.
Beast Wrangler* (Ex): The ranger gains Opportunistic Grappler as a bonus feat. Additionally, when the ranger attempts to grapple an opponent with only one free hand or tie up an opponent he has grappled, he does not take the associated penalties to his combat maneuver check. Finally, the ranger adds his favored enemy bonus to his CMD against grapple checks made with the grab ability by his favored enemies.
Blind Spot* (Ex): The ranger can use the Stealth skill to hide from creatures with unusual senses that normally automatically detect creatures. This includes senses such as blindsense, blindsight, lifesense, scent, or tremorsense. For each such ability that the creature possesses, if the ranger is not bypassing the sense in another way (such as the negate aroma spell for scent or flying for tremorsense) the creature gains a stacking +20 circumstance bonus on all Perception checks to notice the ranger, rather than automatically noticing the ranger. The ranger must be at least 11th level to select this talent.
Bounty Hunter (Ex): The ranger has trained himself to better take down foes without killing them. Against his favored enemies, the ranger reduces the penalty for using a lethal weapon to deal nonlethal damage by an amount equal to his favored enemy bonus (minimum 0) and gains the any remaining favored enemy bonus as a nonlethal bonus to damage when he so elects to do so. Additionally, he chooses three weapons or weapon types from the following list to gain proficiency with: aklys, boarding gaff, all bolas, boomerang, crook, light and heavy crank crossbows and slaver’s crossbows, dan bong, garrote, grappling hook, harpoon, lasso, mancatcher, all nets, and all whips.
Camouflage* (Ex): Within his favored terrain, the ranger can use the Stealth skill to hide, even if he doesn’t have cover or concealment. He still needs to be unobserved to be able to use Stealth. At 13th level, the ranger can use this ability in any terrain. If he choses a companion as his nature’s bond, the companion gains these benefits as well. The ranger must be at least 9th level to select this talent.
Camouflage Trap (Ex): Whenever the ranger sets any kind of trap within his favored terrain, he adds his favored terrain bonus to the DC of the Perception check required to find it, and to Craft (Traps) checks for wilderness traps of the associated terrain.
Chameleon’s Adaptation (Ex): The ranger can adapt to his surroundings at a moment’s notice. The ranger can designate his surrounding terrain as his hunting ground whenever he uses his quarry ability. He may use this talent to use his quarry ability without actually choosing a target, at his option; regardless, the chosen terrain replaces any hunting ground he may have previously designated that day, and it remains his designated hunting ground until the ranger uses this ability again or designates a new hunting ground the following day. If the ranger is ever teleported or shifted from one plane to another against his will, he may use his quarry ability as an immediate action.
Charge Through*: The ranger gains Charge Through as a bonus feat, even if he doesn’t meet the prerequisites. When using this feat, the ranger can attempt an Acrobatics check to move through the opponent’s space instead of an overrun combat maneuver. Additionally, the ranger can charge through squares that contain allies. The ranger must be at least 3rd level to select this talent.
Combat Medic (Ex): The time required for the ranger to provide long-term care, treat deadly wounds, and treat disease is halved. As a move or a swift action, the ranger can make a Heal check to administer first aid, treat poison, or treat a wound on an adjacent creature. The ranger can also administer a potion to an unconscious creature as a move action.
Danger Sense* (Ex): The ranger gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, he gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 for every 3 ranger levels above 3rd (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of prerequisites. The levels in this ability stack with those gained from another class with this feature. The ranger must be at least 3rd level to select this talent.
Deadly Focus*: The ranger gains Slayer’s Knack as a bonus feat. Once per day, when the ranger spends an hour for his morning preparations, he may also choose a new favored enemy for the feat to apply to. The ranger must be at least 7th level to select this talent.
Dedicated Adversary: The ranger’s dedication to hunting a specific kind of foe surpasses all others. The ranger chooses a favored enemy type from Table: Ranger Favored Enemies, or the the ranger may opt to choose one of the following types of enemies, following the usual requirements for selecting a favored enemy:
- Arcanists: The ranger treats any creature with arcane caster class levels as a favored enemy.
- Faction: Choose a specific faction or guild; the ranger treats members of this organization as a favored enemy.
- Faith: Choose a specific religious order or faith; the ranger treats members of this organization as a favored enemy.
This Favored Enemy becomes permanent and cannot be changed, and reduces the number of Favored Enemies a ranger can designate each day by one. A ranger gains all Favored Enemy bonuses against their Dedicated Adversary, but also adds his bonus to Intimidate checks against the opponent. When he uses Intimidate to demoralize a Dedicated Adversary they are Frightened instead of Shaken; additionally he can demoralize a Dedicated Adversary that is normally immune to fear or mind-affecting abilities by one step instead of two. Once an opponent is subject to the demoralize attempt once, it is immune to further attempts to demoralize them with this ability for 24 hours, but they can still be demoralized as normal. In addition, the ranger’s fame in hunting down this focused adversary precedes him; creatures of the chosen type gain a bonus equal to the ranger’s favored enemy bonus on Knowledge skill checks against him, or Diplomacy checks to gather information about him. The ranger must have the favored enemy class feature to select this talent.
Dedicated Geographer: The ranger’s dedication to a specific terrain surpasses all others. He selects one terrain from Table: Ranger Favored Terrains; this terrain is always treated as his favored terrain, in addition to any favored terrain he designates each day. The ranger cannot later in the day designate this same terrain as his hunting ground and stack these bonuses. The ranger must have a favored terrain to select this talent.
Deep Swimmer, High Climber* (Ex): The ranger can climb and swim at ½ his speed without penalty, or at his full speed by taking a -5 penalty. The ranger retains his Dexterity bonus to AC while climbing, and is automatically acclimated at high altitudes. The ranger doubles the amount of time he can hold his breath. If the ranger is within his favored terrain, he gains the benefits of the adaptable voyager ranger talent automatically while in that terrain.
Divine Combat Style: A ranger with this talent gains the Divine Fighting Technique feat and can substitue the first benefit of their patron deity’s divine fighting technique for their 2nd-level or higher combat style feat. At 10th level or higher they can substitute the second benefit of their patron deity’s divine fighting technique for their 10th-level or higher combat style feat. The ranger loses the benefits of this talent if he falls from favor with his patron until Atonement is made.
Druidcraft: The ranger gains the ability to cast orisons as a druid of his ranger level -3 (minimum 1st level). Further, when he gains the ability to cast ranger spells at 4th level, his caster level for all of his spells equals his ranger level. The ranger must have the spellcasting feature to select this talent.
Druidic Secrets: The ranger adds the following spells to his ranger spell list as ranger spells of the indicated levels: Beastspeak (2nd), Beast Shape I (2nd), Beast Shape II (3rd), Dominate Animal (3rd), Nature’s Exile (3rd), and Beast Shape III (4th). Additionally, following a ritual formally inducting the ranger, a druid or shifter may teach the ranger the Druidic language without violating their class’ oaths; the ranger does not learn Druidic automatically from this talent. The ranger is henceforth forbidden to teach Druidic to anyone else, save for druids, shifters, and other rangers with this talent.
Environmental Adaptability: The ranger gains Endurance as a bonus feat. Further, he may spend a full round action in order to gain the benefits of one of the following feats he doesn’t possess for one hour: Arctic Adaptation, Aquadynamic Shot, Aquatic Combatant, Desert Dweller, Favored Community, Forester, Jungle Survivalist, Mountaineer, Plains Nomad, Planar Hunter, Pressure Adept, Stone Read, Storm Lashed or Swamper. The ranger must meet the prerequisites for the chosen feat, and have any prerequisite favored terrain chosen as his daily preparation or his hunting ground. He may gain a feat in this fashion a number of times per day equal to his Widsom modifier (minimum 1). He must be 3rd level or higher to select this talent.
Evasion* (Ex): 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 ½ damage on a successful save, he instead takes no damage. This ability can be used only if the ranger is wearing light armor, medium armor, or no armor. The ranger does not gain the benefit of evasion if he is helpless. The ranger must be at least 3rd level to select this talent.
Ever Ready* (Ex): While within his favored terrain, the ranger can always act in the surprise round, though he remains flat-footed until he acts. At 9th level, the ranger gains this benefit in any terrain. The ranger must have either danger sense or uncanny dodge to select this talent.
Expert Trainer (Ex): The ranger adds ½ his level on Handle Animal skill checks with his animal companion. He can reduce the time needed to teach his companion a new trick or train his companion for a general purpose to 1 day per 1 week normally required by increasing the DC by +5. He can also train more than one companion at once, although each companion after the first adds +2 to the DC. In addition, the ranger gains Pack Tactics and Pack Flanking as bonus feats (even if he does not meet the prerequisites), and his animal companion can select Pack Flanking as a feat even though it does not meet the prerequisites. The ranger must be at least 6th level and have an animal companion to select this talent.
Expose Weakness (Ex): The ranger is able to use sneaky tricks to make it easier to damage a foe, whether it is throwing a bit of fine dust of cold iron over a fey creature or pointing out a chink in an ancient dragon’s hide. The ranger add the option to reduce a creature’s damage reduction or hardness by 1/2 his ranger level to the list of options when attempting a dirty trick combat maneuver check. This does not stack with itself, and it does not work against creatures with DR/— or DR/Epic. The ranger must be at least 3rd level to select this talent.
Field Strategist* (Ex): The ranger increases the bonuses he receives to AC and Reflex saves from any type of cover (except soft cover) by 2 so long as he is in his favored terrain or his designated hunting ground. This bonus further increases by +1 at 9th level and again at 17th level. If the ranger has his nature’s bond with his allies, any ally to which he confers 1/2 his favored enemy bonus also gains 1/2 this bonus to cover.
Focused Defense*: The ranger gains the Favored Defense feat as a bonus feat. Once per day, when the ranger spends an hour for his morning preparations, he may also choose a new favored enemy for the feat to apply to. The ranger must be at least 3rd level and have the favored enemy feature to select this talent. At minimum 9th level, and again at minimum 17th level, he may choose this talent again to apply to the additional favored enemies that the ranger selects for the day at those levels.
Focused Expertise*: The ranger gains one of the Focused [Type] Expertise feats as a bonus feat. The ranger must be at least 3rd level to select this talent. At minimum 9th level, and again at minimum 17th level, this talent can be taken again. Each bonus Focused [Type] Expertise feat the ranger gains must be of a different type. Once per day, when the ranger makes his morning preparations, he may change one of his Focused [Type] Expertise selections to that of a type that he has selected in his morning preparation.
Focused Tactics*: The ranger is able to apply his understanding of his favored enemies in unconventional ways. Choose 1 skill from the following list: Acrobatics, Diplomacy, Disguise, Escape Artist, Heal, Intimidate, Sleight of Hand, Spellcraft, and Stealth. The ranger adds his favored enemy bonus on rolls with the selected skill against his favored enemies or actions they take. At 5th level, and every 5 levels thereafter, the ranger may select an additional skill from this list to gain this talent’s benefit. If the ranger has a favored terrain, he additionally chooses 1 Knowledge skill other than Geography and applies his favored terrain bonus to the selected skill on Knowledge checks concerning his favored terrain and its denizens.
Focused Spellcasting: The ranger gains Favored Enemy Spellcasting as a bonus feat. He must meet the prerequisites for this feat. The ranger must be at least 6th level to select this talent. At minimum 9th level, and again at minimum 17th level, this talent can be taken again. Each bonus Favored Enemy Spellcasting feat the ranger gains must select a different favored enemy type. Once per day, when the ranger spends an hour for his morning preparations, he may also change the type of enemy selected for his first Favored Enemy Spellcasting feat to one of his prepared favored enemy types.
Herbalism (Su): The ranger can make Profession (Herbalist) checks in place of Craft (Alchemy) checks and Heal checks for all purposes. The ranger also adds his favored terrain bonus on Profession (Herbalist) checks to forage while within his favored terrain, and if he successfully forages for herbs within his favored terrain, he finds twice as many doses of any herb he would normally. These herbal medicines may take the form of poultices, concoctions, or even smokables; regardless, they become inert 1 day after they are created, and generally cannot be sold. The ranger can administer a herbal medicine to himself or a willing or allied creature within reach as a standard action (or as a move action if the ranger has the combat medic talent), and anyone else administering a herbal medicine takes a standard action to do so. These herbal medicines duplicate spell effects, using the ranger’s ranks in Profession (Herbalist) as the caster level. If a spell has an expensive material cost, the ranger must supply it. The ranger’s daily remedy preparations can duplicate a number of spell levels equal to 1 + the ranger’s Wisdom modifier, plus 1 for every 3 ranger levels after 1st. Each of these remedies takes 10 minutes of uninterrupted time for the ranger to prepare, though he can also prepare all of his daily allotment — or however many he desires — during his hour of daily preparation. The ranger can initially create herbal medicines of the following spells: Cure Light Wounds, Invigorate, Pesh Vigor, Remove Fear, and Remove Sickness. At 4th level, he adds Calm Emotions, Cure Moderate Wounds, Delay Disease, Delay Pain, Delay Poison, Lesser Restoration, and Remove Paralysis to the herbal medicines he can create. At 7th level, he adds Cure Serious Wounds, Remove Blindness/Deafness, and Remove Disease to the herbal medicines he can create. At 10th level, he adds Cure Critical Wounds, Neutralize Poison, and Restoration to the herbal medicines he can create.
Hide in Plain Sight* (Ex): Within his favored terrains, the ranger can use Stealth to hide even when being observed. At 17th level, the ranger can use this ability in any terrain so long as there is a source of natural cover or concealment. The ranger must have the Camouflage talent and be at least 11th level to select this talent.
Hunter’s Ambush (Ex): The ranger can knock out a surprised target. Once per round, when the ranger makes a successful attack against an enemy that is denied its Dexterity bonus to AC and is unaware of the ranger’s presence, he can instantly drop the damaged enemy unconscious for 1d4 rounds. A successful Fortitude saving throw negates this effect (DC = 10 + ½ the ranger’s level + the ranger’s Wisdom modifier), and if the target is the ranger’s favored enemy, the DC for this saving throw increases by an amount equal to ½ the ranger’s favored enemy bonus (minimum +1). Creatures that are immune to sneak attacks are also immune to this ability, as are those with the improved uncanny dodge ability (unless the ranger’s class level exceeds their uncanny dodge levels by 4 more). A ranger cannot use this ability against the same creature more than once in a 24-hour period. The ranger must be at least 11th level to select this talent.
Huntmaster: The ranger gains the benefits of Improved Hunter’s Bond, except that it only applies to the target of the ranger’s Quarry ability. This counts as having the Improved Hunter’s Bond feat for the purpose of qualifying for other feats. The ranger must be at least 9th level to select this talent, and must have chosen his allies as his hunter’s bond.
Improved Evasion* (Ex): The ranger’s agility in avoiding unusual attacks 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 ½ damage on a failed save. This ability can be used only if the ranger is wearing light armor, medium armor, or no armor. The ranger does not gain the benefit of improved evasion if he is helpless. The ranger must be at least 12th level and have evasion to select this talent.
Leader of the Pack (Ex): The ranger chooses an additional hunter’s bond. If he chooses to bond with his allies in addition to having chosen an animal companion, the numerical bonuses from the allies’ hunter’s bond are halved. If he chooses to bond with an animal, either in addition to having chosen a bond with his allies, or as a second companion to the one previously chosen, his effective druid level for this additional animal companion is 6 less than his ranger level. If a ranger archetype replaces hunter’s bond or replaces the usual options for hunter’s bond (rather than adding to the usual options for hunter’s bond), rangers of that archetype cannot select this talent.
Make Do (Ex): The ranger is able to make the best of meager materials. He can spend 10 minutes tinkering with an improvised weapon or tool to make it instead function as a weapon or tool of its appropriate type for one hour per ranger level. With the same amount of time, he can negate the broken condition on a broken item for one minute (though this does not restore the effective damage on the item, nor further prevent its destruction from further damage). At the end of this duration, the item returns to its original condition.
Master Tracker* (Ex): The ranger takes no penalty for moving at his normal speed or twice his speed while following tracks, and may take 20 on his skill checks to follow tracks, even if he would not normally be able to do so. The ranger must be at least 13th level to select this talent.
Mobile Sniper: The ranger gains Fast Crawl and Prone Shooter as bonus feats.
Mockingbird (Ex): The ranger can mimic almost any sort of voice, or even animal calls and sound effects, and he can throw his voice at a distance. This functions similarly to a combination of the Ghost Sound, Ventriloquism, and Vocal Alteration spells. If the ranger has a favored terrain, this also functions as the Speak with Animals spell, but only for animals native to his favored terrain; additionally, the ranger may use this ability once per day as either Call Animal or Animal Messenger on an animal native to his favored terrain within that terrain, with a caster level equal to his ranger level. The ranger must be at least 5th level to choose this talent.
Monster Lore* (Ex): The ranger adds his Wisdom modifier on Knowledge skill checks in addition to his Intelligence modifier when making skill checks to identify the abilities and weaknesses of creatures.
Nature’s Stride* (Ex): The ranger is able to move effortlessly across nearly any terrain. Each round, whenever he moves, the ranger can ignore up to 5 feet of non-magical difficult terrain per ranger level, treating it as normal terrain (including the ability to make 5-foot steps into it). The ranger is not flat-footed and retains his Dexterity bonus to his AC when using Acrobatics to cross narrow or difficult terrain. If the ranger is in a favored terrain, he can ignore even magically manipulated difficult terrain within this terrain (this does not prevent other magical effects on the terrain from affecting the ranger, such thorny entanglement causing damage). At 11th level, he can move across any natural surface, even if it would normally not support his weight, so long as he can begin and end his move on a surface that can support him normally. He cannot move across air or water in this way, nor can he walk up walls or other vertical surfaces. If the ranger chose a companion as his nature’s bond, the companion gains these benefits as well. This counts as and replaces the woodland stride ability for any class that has this feature.
Nature’s Strike (Su): The ranger can take a swift action to gain the benefit of Divine Strike, Faerie’s Strike, Grasping Strike, or Winter’s Strike. This effect lasts for 1 minute. The ranger must meet all the feat’s prerequisites. He can use this ability a number of times per day equal to his Wisdom modifier (minimum four times per day). The ranger can use this ability again before the duration expires to replace a previous feat with another choice. The number of uses per day of each of these feats is tallied collectively. The ranger must be at least 3rd level to select this talent.
Pin Drop* (Ex): The ranger gains sound-based blindsight out to a range of 10 feet. This requires audible signals in order to function and thus will not function in any area of magical or supernatural silence. The ranger must be at least 17th level and have the danger sense and twig snap ranger talents to select this talent.
Planar Scout: The ranger gains Planar Sensitivity as a bonus feat. If the ranger has a favored terrain, his favored terrain bonuses apply to the skill unlocks gained through this feat if the location or the destination plane of the portal matches his favored terrain, and he can keep the portal open for an additional number of rounds equal to his favored terrain bonus.
Planar Skirmisher: The ranger adds Dimensional Agility, as well as any feats that list Dimensional Agility as a prerequisite, to the list of bonus feats available through his ranger combat style. The ranger must be at least 5th level to select this talent.
Planar Magic: Through his bond to a favored plane, the ranger gains limited access to planar magic. The following spells are added to the ranger’s spell list as spells of the indicated levels, but are subject to additional restrictions when the ranger casts them using his ranger spell slots. The ranger must have a favored terrain and be able to cast spells to select this talent.
- Anywhere But Here (4th) – If cast on a plane that is neither the ranger’s home plane nor the plane selected as his favored terrain, this spell’s destination can be the plane selected as his favored terrain or a random plane, at the ranger’s option. If cast on the plane selected as the ranger’s favored terrain, the ranger can roll the destination for this spell twice and take whichever result he prefers.
- Bestow Planar Infusion I (1st) – The ranger can only cast this spell with respect to the plane selected as his favored terrain.
- Bestow Planar Infusion II (2nd) – The ranger can only cast this spell with respect to the plane selected as his favored terrain.
- Bestow Planar Infusion III (4th) – The ranger can only cast this spell with respect to the plane selected as his favored terrain.
- Planar Adaptation (2nd) – The ranger can only cast this spell with respect to the plane selected as his favored terrain.
- Planar Adaptation, Mass (3rd) – The ranger can only cast this spell with respect to the plane selected as his favored terrain.
- Planar Inquiry (3rd) – The ranger can only call an outsider native to the plane selected as his favored terrain.
- Planar Refuge (4th) – The ranger can only cast this spell on the plane selected as his favored terrain.
- Speak with Plane (3rd) – The ranger can only cast this spell with respect to the plane selected as his favored terrain.
- Talisman of Reprieve (3rd) – The ranger can only cast this spell with respect to the plane selected as his favored terrain.
Planeswalker (Sp): Once per day, the ranger can cast Teleport as a spell-like ability if his selected favored terrain is not another plane, or Plane Shift if his selected favored terrain is another plane (neither of these abilities function for his hunting ground). If casting Teleport, both the ranger’s current location and destination location must be within his favored terrain. If casting Plane Shift, either the ranger’s current location or the destination location must be his favored terrain, and the other must be the ranger’s home plane. These effects are subject to all restrictions as the normal spell, use the ranger’s level as his caster level, and Wisdom to determine the spell’s DC. After using either of these abilities, the ranger loses all benefits of the associated favored terrain for the remainder of the day. He may still benefit from favored terrain bonuses of declaring his hunting ground, or other favored terrains, if he has more than one favored terrain. The ranger must have a favored terrain and be at least 15th level to select this talent.
Portal Seeker (Su): The ranger can try to locate an unseen magical portal within 60 feet by concentrating and attempting a DC 20 Knowledge (planes) check. If successful, the portal seeker becomes aware of the presence of all extradimensional portals (including those created by spells like rope trick or by magic items like bags of holding) in a 60-foot radius. If he concentrates for 3 rounds, he can pinpoint the locations of all portals in the area of effect. Some portals, at the GM’s discretion, may be magically hidden and have a higher DC to detect.
Ranger Trap (Su): The ranger chooses the bear trap, grasping snare, or razor wire ranger trap from the trapper ranger archetype (see below) to learn. He may use his chosen trap as if he were a trapper ranger, and can create a number of traps per day equal to his Wisdom modifier. This talent can be taken multiple times; each time after the first, the ranger learns a different type of the above traps. The ranger must be at least 5th level to select this talent.
Ranger’s Resistance* (Ex): The ranger adds ½ of his favored enemy bonus to saving throws against the supernatural and spell-like abilities of his favored enemies directly targeted upon him. If the ranger has a favored terrain, he adds ½ his favored terrain bonus as a bonus on saving throws against spells and effects that utilize or target his favored terrain (such as Blight, Entangle, Spike Growth, or Warp Wood for the forest or jungle favored terrains). This talent counts as the resist nature’s lure ability for all purposes.
Ranger’s Vigilance: The ranger gains a single vigilante talent from the following list, treating his ranger level as his vigilante level. The ranger can choose from Animal Patron, Aquatic Action, Chase Master, Instant Plan, Leap and Bound, Poisoner, Signature Arrows, Silent Dispatch, and Vortex Splash. This talent can be taken multiple times.
Rough and Ready: The ranger gains Improvised Weapon Mastery as a bonus feat, even if he doesn’t meet the prerequisites. If the ranger has a favored terrain, he gains the benefits of the Nature’s Weapons feat while within his favored terrain using items native to the terrain. The ranger must be at least 5th level to select this talent.
Skilled Hunter*: The ranger gains Skill Focus as a bonus feat in any skill of his choice. This talent can be taken multiple times. Each time the talent is selected, it applies to a new skill.
Skirmisher Trick (Ex): The ranger chooses one trick from the skirmisher ranger archetype (see below) to learn. He may use his chosen trick as if he were a skirmisher ranger, but he only starts with 1 instinct point after his morning preparations. Throughout the day, he can gain a number of instinct points up to his Wisdom modifier in the same ways that a skirmisher ranger does. This talent can be taken multiple times; each time after the first, the ranger learns one additional skirmisher trick. The ranger must be at least 5th level to select this talent. A skirmisher archetype ranger can also select this talent, but he merely learns one additional skirmisher trick and increases his starting and maximum instinct pool by 1 point.
Smirmishing Partner: Whether a prodigy or a veteran, the ranger’s animal companion has broader capabilities than others of its kind. The ranger may teach his animal companion tricks from the skirmisher ranger archetype in place of standard tricks. The animal companion gains a pool of instinct points per day equal to 1/2 its Hit Dice + its Wisdom modifier, and can regain points if the companion achieves a critical hit or a killing blow. The companion can use these tricks when commanded by the ranger. The ranger must have an animal companion and have selected the Expert Trainer talent to select this talent.Sneak Attack*: The ranger gains sneak attack +1d4, or +1d8 if the target is his favored enemy. This otherwise functions as the unchained rogue sneak attack ability, and the quantity of sneak attack dice may be treated as d6s for the purpose of prerequisites. If the ranger gets a sneak attack bonus from another source, the bonuses on damage stack, but each d6 is similarly converted to a d4/d8. The ranger must be at least 3rd level to select this talent. At minimum 9th level, and again at minimum 15th level, this talent can be taken again.
Strong Companions: The ranger’s effective druid level for his animal companions increases by +4, to a maximum of his character level. If the ranger has multiple animal companions, he may divide these additional effective druid levels among them as he sees fit. This talent can be taken multiple times.
Sure Step* (Ex): The ranger may move at full speed without penalty while using the Acrobatics or Stealth skills.
Swift Sprint* (Ex): The ranger can spend a swift action to move an additional 5 feet when making a 5-foot step. If the ranger is within his favored terrain, this increases by 5 feet (for a total of up to 15 feet). The ranger must be at least 11th level and have the swift step talent to select this talent.
Swift Step* (Ex): The ranger gains Run as a bonus feat, and when making an Acrobatics check to jump, the ranger is always considered to have a running start. If the ranger is in his favored terrain and not carrying a heavy load, he gains a +5 foot bonus to his base speed for every 5 levels of ranger he has while he is within this terrain.
Stalker’s Focus: The ranger gains Stalker’s Focus as a bonus feat. The ranger must meet the prerequisites for this feat.
Stalker’s Sight* (Ex, Su): The ranger gains low-light vision and darkvision 30 feet. If he already has darkvision, its range increases by 30 feet. If he already has low-light vision, then he can see an additional distance increment farther in dim light (from twice as far to three times as far, etc). If the ranger is in a favored terrain, he can see through non-magical environmental effects that provide concealment (such as natural fog, mist, rain, smoke, or thick plant matter, but not solid wood) without penalty while he is within his favored terrain; this is a supernatural ability. If the ranger takes this talent a second time, he can even see through such environmental effects that have been magically created or manipulated (such as obscuring mist) while he is within his favored terrain.
Tag Team* (Ex): When the ranger uses the Aid Another action or he and one of his allies are flanking the same creature, the bonus the ally (not the ranger) receives increases by +1. This bonus further increases by +1 at 9th level and again at 17th level. If the ranger is flanking one of his favored enemies or using Aid Another to assist against one of his favored enemies, the bonus the ally receives further increases by +1
Terrain Conduit: The ranger gains one conduit feat (other than Planar Infusion or its improved or greater versions) for which he qualifies as a bonus feat, and he may gain the benefits of this feat only when in his favored terrain or his hunting ground. This talent may be chosen again, but no more often than every third talent chosen. The ranger must have favored terrain to select this talent.
Terrain Conduit Surge: The ranger gains Open Conduit as a bonus feat. This feat applies to any conduit feat the ranger gains from his terrain conduit talent. The ranger must have the terrain conduit talent to select this talent.
Terrain Dominance: The ranger gains the terrain dominance feature from the horizon walker prestige class for a single terrain he has terrain mastery with, using his ranger level as his effective horizon walker level. The ranger must be at least 13th level and have the Terrain Mastery talent to select this talent.
Terrain Infusion: The ranger gains Planar Infusion as a bonus feat. At minimum 7th level, he can select this talent again to gain Improved Planar Infusion as a bonus feat, and at minimum 13th level, he can select this talent again to gain Greater Planar Infusion as a bonus feat. The ranger gains the benefits of these bonus feats only for the corresponding plane or demiplane selected as his favored terrain (not as his hunting ground), and only if he has in some way met the prerequisite for gaining a planar infusion feat for that plane. If the ranger selects a different plane or demiplane as his favored terrain in place of the previous choice, he likewise selects that plane or demiplane to gain the benefits of these planar infusion feats, and loses any previous benefits of these feats. If the ranger casts spells, any spell-like abilities gained from these bonus feats use his caster level and spellcasting ability score (Wisdom for most rangers) to determine their effects; additionally, add Bestow Planar Infusion I to the ranger’s spell list as a 1st-level spell, Bestow Planar Infusion II to the ranger’s spell list as a 2nd-level spell, and Bestow Planar Infusion III to the ranger’s spell list as a 4th-level spell. The ranger must have a favored terrain to select this talent.
Terrain Mastery*: The ranger selects one terrain mastery from the horizon walker prestige class and gains its benefits, using his ranger level as his effective horizon walker level. The ranger must have the favored terrain ability to select this talent.
Terrain Supremacy: The ranger gains the benefits of the terrain mastery and terrain dominance of the terrain designated as his hunting ground, in addition to any permanent favored terrain he has chosen using Dedicated Geographer. He can only use this ability within a locale that he has visited previously. If more than one terrain applies for the locale in which the ranger uses this talent, he must decide which terrain’s benefits apply, and this decision cannot be changed for the day. The ranger must be at least 19th level and have the terrain dominance talent to select this talent.
Trackless Step* (Ex): The ranger leaves no trail and cannot be tracked, regardless of his terrain. He may choose to leave a trail if so desired. If the ranger is in a favored terrain, the ranger’s allies within his line of sight leave no trail and can’t be tracked as long as they travel with him within that terrain. The ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires. This talent replaces the class feature of the same name for this class and all other classes that gain it.
Trapspringer: The ranger gains Disable Device as a class skill, and can use Disable Device to disarm magic traps as a rogue can. Whenever the ranger comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM. If the ranger is within his favored terrain, he adds his favored terrain bonus on Perception skill checks made to locate traps and on Disable Device skill checks made to disarm traps. This talent counts as the Trapfinding class feature for all purposes.
Trophy Hunter: The ranger gains Harvest Parts and Grisly Ornament as bonus feats, even if he doesn’t meet the prerequisites. In addition, the ranger adds his favored enemy bonus on Craft or Heal checks to gain usable resources from creatures and to create items from creature parts if the creatures are his favored enemies. The ranger must be at least 3rd level to select this talent.
Twig Snap* (Ex): The ranger gains sound-based blindsense out to a range of 20 feet. As it depends on audible components, this ability will not function in an area of magical or supernatural silence. The ranger must be at least 13th level and have danger sense to select this talent.
Uncanny Dodge* (Ex): The ranger gains the Uncanny Dodge ability of a rogue, with his rogue level equal to his ranger level. If the ranger already has uncanny dodge from a different class, or selects this talent twice, he gains improved uncanny dodge instead. If the ranger also has uncanny dodge from another class, levels from these classes stack to determine the minimum level required to flank the ranger. The ranger must be at least 5th level to select this talent. At minimum 11th level, this talent can be taken again.
Unhindered Marksman (Ex): The ranger’s familiarity with environmental effects allows him to strike true despite them. The ranger’s projectile attacks take only a -1 penalty per 5 feet of water between him and his target, he treats wind effects as 1 step less severe when determining their effect on his ranged attacks, and his ranged attacks count as normal ranged weapons (rather than arrows or bolts) for the purposes of determining if his ranged attacks automatically miss due to wind. If the ranger’s favored terrain is aquatic terrain or the Plane of Water, his projectile attacks do not take penalties due to attacking underwater, and he can make effective attacks with thrown weapons underwater, taking a -1 penalty per 5 feet of water between him and his target. If the ranger’s favored terrain is mountainous terrain or the Plane of Air, he treats his ranged attacks as siege weapons for the purposes of determining wind’s effects on his ranged attacks, rather than treating wind effects as less severe.
Unorthodox Combat Style: The ranger gains Combat Style Master as a bonus feat, even if he doesn’t meet the prerequisites. In addition, the ranger chooses one style feat (such as Beastmaster Style, for example). The ranger adds that style feat to the 2nd level options of one ranger combat style, adds the second feat in that style feat path to the 6th level options of that ranger combat style, and adds the third feat in that style feat path to the 10th level options of that ranger combat style.
Unorthodox Empathy (Ex): The ranger’s wild empathy can affect a more eclectic set of creatures. Choose two creature types from the following list: aberrations, oozes, plants, or vermin. The ranger can affect creatures of the chosen type with wild empathy, but only if they are mindless or have an Intelligence score of 1 or 2, and he takes a -4 penalty on the check. If the creature is mindless, this ability imparts a modicum of intellect to the creature so that it can be interacted with as if it had an intelligence score of 1. This talent can be taken up to two times.
Warning Shot: The ranger gains Warning Shot as a bonus feat, even if he doesn’t meet the prerequisites, and may use that feat with any ranged weapon. If the ranger uses this feat to demoralize one of his favored enemies, he adds his favored enemy bonus to the skill check to demoralize.
Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls a 1d20 and adds his ranger level and his Charisma modifider 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 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. This talent replaces the class feature of the same name for this class and all other classes that gain it.
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Combat Style Options
Combat styles are expanded here, reflecting other potential combat techniques a rugged individualist might focus in; also, many of the original combat styles never were updated with new feat content that came out past the style’s initial publishing, so the feat lists for these styles has been amended to add new potential feats, as well as tweaked to shuffle around feats to more level appropriate positions.
If the ranger’s patron deity has a divine fighting technique, and the chosen combat style below lends itself to the chosen weapon (for example, a ranger of Solonor Thelandira chooses the Archery combat style), the Ranger may add the divine fighting technique feat to his 2nd level feat choices, and he may gain the advanced benefit of the fighting technique in place of his 10th level or higher feat choice without meeting its advanced prerequisites.
For feats listed that have racial prerequisites, including any racial exclusive feats, that racial prerequisite is still requisite for the combat style feat.
Archery
- At 2nd level, he can choose from Lob Shot, Precise Shot, Rapid Shot, Shot on the Run, and Weapon Trick (Ranged Weapon).
- At 6th level, he can also choose from Clustered Shots, Improved Precise Shot, Manyshot, Point Blank Master, and Snap Shot.
- At 10th level, he can also choose from Archer’s Flexibility, Circuitous Shot, False Opening, Greater Snap Shot, Impact Critical Shot, and Pinpoint Targeting.
Bear Wrestling
- At 2nd level, he can choose from Barroom Brawler, Deft Maneuvers, Greater Wilding Strike, Improved Unarmed Strike, Monastic Legacy, and Two-Weapon Fighting.
- At 6th level, he can also choose from Circling Mongoose, Combat Style Master, Greater Grapple, Greater Two-Weapon Fighting, Pinning Knockout, Stunning Fist and Whirling Hold.
- At 10th level, he can also choose from Counterpunch, Medusa’s Wrath, Neckbreaker, Rapid Grappler, Snoutgrip, and Titan Strike.
Crossbow
- At 2nd level, he can choose from Crossbow Mastery, Precise Shot, Rapid Reload, Rapid Shot, Shot on the Run, and Weapon Trick (Ranged Weapon).
- At 6th level, he can also choose from Burrowing Shot, Clustered Shots, Improved Precise Shot, Point Blank Master, and Snap Shot.
- At 10th level, he can also choose from Circuitous Shot, False Opening, Greater Snap Shot, Impact Critical Shot, and Pinpoint Targeting.
Deceptive
- At 2nd level, he can choose from Disengaging Feint, Improved Feint, Misdirection Tactics, Ranged Feint, Two-Weapon Feint, and Wave Strike.
- At 6th level, he can also choose from Deceptive Exchange, Greater Feint, Misdirection Redirection, Improved Two-Weapon Feint, and Passing Trick.
- At 10th level, he can also choose from Disengaging Shot, Misdirection Attack and Serren’s Masterstroke.
Defensive
- At 2nd level, he can choose from Bodyguard, Combat Reflexes, In Harm’s Way, and Step Up.
- At 6th level, he can also choose from Combat Patrol, Difficult Swings, Stalwart, Stand Still, Step Up and Strike, and Cut From the Air.
- At 10th level, he can also choose from Improved Stalwart, Pin Down, Smash From the Air, Steady Engagement, and Spellcut.
Dirty Fighting
- At 2nd level, he can choose from Arming Grab, Deft Maneuvers, Numbing Blow, Ranged Disarm, and Weapon Trick (One-Handed).
- At 6th level, he can also choose from Ace Disarm, Break Guard, Dirty Disarm, Follow-Up Strike, Greater Disarm, and Wrist Grab.
- At 10th level, he can also choose from Directed Disarm, Disarming Strike, Greater Called Shot, Hold the Blade, and Ricochet Toss.
Fencing
- At 2nd level, he can choose from Canny Tumble, Combat Reflexes, Deadly Agility, Redirect Attack, Spring Attack, and Weapon Trick (One-Handed).
- At 6th level, he can also choose from Circling Mongoose, Improved Spring Attack, Lunge, Penetrating Strike, Sliding Dash, and Storm of Blades.
- At 10th level, he can also choose from Critical Versatility, Cut from the Air, Greater Penetrating Strike, Greater Spring Attack, and Targeted Blow.
Firearms
- At 2nd level, he can choose from Amateur Gunslinger, Precise Shot, Rapid Reload, Rapid Shot, Quick Draw, and Weapon Trick (Ranged Weapon).
- At 6th level, he can also choose from Deft Shootist Deed, Extra Deed, Gun Twirling, Impressive Grit, Improved Precise Shot, and Snap Shot.
- At 10th level, he can also choose from Burrowing Shot, Finesse Shot, Greater Snap Shot, Leaping Shot Deed, Ricochet Shot Deed, and Signature Deed.
Improvised
- At 2nd level, he can choose from Catch Off-Guard, Chairbreaker, Improvisational Focus, and Throw Anything.
- At 6th level, he can also choose from Disposable Weapon, Improvised Weapon Mastery, Ricochet Toss, Searing Distraction, and Weapon Versatility.
- At 10th level, he can also choose from Critical Focus, Critical Versatility, Greater Vital Strike, Improvised Defenses, and Splintering Weapon.
Mage Hunter
- At 2nd level, he can choose from Combat Reflexes, Disruptive Shot, Disruptive, Ray Shield, and Step Up.
- At 6th level, he can also choose from Combat Patrol, Dimensional Awareness, Painful Blow, Spellbreaker, Stand Still, Step Up and Strike, and Storm of Blades.
- At 10th level, he can also choose from Dimensional Disruption, Greater Ray Shield, Pin Down, Shatterspell, Spellcut, and Teleport Tactician.
Menacing
- At 2nd level, he can choose from Bullying Blow, Dazzling Display, Enforcer, Gory Finish, Intimidating Prowess, and Warning Shot.
- At 6th level, he can also choose from Cornugon Smash, Disheartening Display, Killing Flourish, Martial Dominance, Shatter Defenses, and Violent Display.
- At 10th level, he can also choose from Dastardly Finish, Deadly Stroke, Dreadful Carnage, Gruesome Slaughter, Improved Critical, and Terrorizing Display.
Mobility
- At 2nd level, he can choose from Canny Tumble, Disengaging Flourish, Juke, Just Out of Reach, Sidestep, Spring Attack and Wind Stance.
- At 6th level, he can also choose from Circling Mongoose, Disengaging Shot, Improved Sidestep, Improved Spring Attack, Lunge, Passing Trick, Sliding Dash and Whirlwind Attack.
- At 10th level, he can also choose from Cartwheel Dodge, Combat Patrol, Counter Reflexes, Greater Spring Attack, Lightning Stance and Parting Shot.
Monstrous
- At 2nd level, he can choose from Beast Rider, Monstrous Mount, Mounted Combat, Ride-By Attack, Trick Riding, and Spirited Charge.
- At 6th level, he can also choose from Indomitable Mount, Minotaur’s Charge, Monstrous Mount Mastery, Mounted Onslaught, Mounted Shield, and Rhino Charge.
- At 10th level, he can also choose from Awesome Charge, Beast Speaker, Monstrous Companion, Mounted Skirmisher, and Unseat.
Natural Weapons
Feats marked with † can only be taken if the ranger has the appropriate appendage. Any feat with a size prerequisite still requires that prerequisite.
- At 2nd level, he can choose from Aspect of the Beast, Beartrap Bite, Eldritch Claws, Feral Combat Training, Greater Wilding Strike, Improved Natural Attack, Rending Claws, Shifter’s Edge, Small but Deadly, Snapping Jaws, and Tail Weapon†.
- At 6th level, he can also choose from Claw Pounce, Elemental Claws, Improved Rending Fury, Mighty Bite, Powerful Wings†, Raking Claws, Snapping Flank, and Snatch.
- At 10th level, he can also choose from Bear Hug, Final Embrace, Final Embrace Master, Greater Rending Fury, and Multiattack.
Outrider
- At 2nd level, he can choose from Mounted Archery, Precise Shot, Ride-By Attack, Rapid Shot, Trample and Trick Riding.
- At 6th level, he can also choose from Flinging Charge, Improved Mounted Archery, Improved Precise Shot, Indomitable Mount, Manyshot, Mounted Onslaught, Mounted Shield, Spirited Charge and Snap Shot.
- At 10th level, he can also choose from Burrowing Shot, Greater Snap Shot, Improved Snap Shot, Impact Critical Shot, Mounted Skirmisher, Pinpoint Targeting and Unseat.
Spear Dancing
- At 2nd level, he can choose from Combat Reflexes, Phalanx Formation, Shield Brace, Spear Dancer, Spear Dancing Style, Stand Still, and Weapon Trick (Polearm).
- At 6th level, he can also choose from Combat Patrol, Difficult Swings, Lunge, Penetrating Strike, Pin Down, Spear Dancing Spiral and Strike Back.
- At 10th level, he can also choose from Cunning Intuition, Greater Penetrating Strike, Spear Dancing Reach, Steady Engagement, and Whirlwind Attack.
Rawhide
- At 2nd level, he can choose from Balor Whip, Combat Reflexes, Demoralizing Lash, Fury’s Snare, Serpent Lash, and Whip Mastery.
- At 6th level, he can also choose from Combat Patrol, Greater Serpent Lash, Improved Balor Whip, Improved Whip Mastery, Riptide Attack, and Storm of Blades.
- At 10th level, he can also choose from Greater Balor Whip, Greater Whip Mastery, Tripping Strike, Quick Reposition, and Whirlwind Attack.
Slinger
- At 2nd level, he can choose from Large Target, Precise Shot, Rapid Shot, Shot on the Run, Sling Flail, and Weapon Trick (Ranged Weapon).
- At 6th level, he can also choose from Clustered Shots, Improved Precise Shot, Point Blank Master, Slipslinger Style, and Snap Shot.
- At 10th level, he can also choose from Circuitous Shot, False Opening, Greater Snap Shot, Pinpoint Targeting, Slipslinger Bombardment, and Slipslinger Grenadier.
Sniper
- At 2nd level, he can choose from Bullseye Shot, Expert Sniper, Precise Shot, Vital Strike, and Weapon Trick (Ranged Weapon).
- At 6th level, he can also choose from Ace Trip, Burrowing Shot, Devastating Strike, Improved Precise Shot, Improved Vital Strike, and Master Sniper.
- At 10th level, he can also choose from Circuitous Shot, Greater Called Shot, Greater Vital Strike, Impact Critical Shot, Improved Devastating Strike, and Pinpoint Targeting.
Spiked Chain
Feats marked with † apply to grappling with, and while wielding a spiked chain in combat
- At 2nd level, he can choose from Chain Mastery, Cornugon Trip, Hook Fighter, Improved Grapple†, and Piercing Grapple†.
- At 6th level, he can also choose from Dance of Chains, Hamatula Strike, Greater Grapple†, and Impaling Critical.
- At 10th level, he can also choose from Bleeding Critical, Hamatula Grasp, Improved Impaling Critical, and Whirlwind Attack.
Thrown Weapon
- At 2nd level, he can choose from Hammer Throw, Opening Volley, Precise Shot, Quick Draw, Rapid Shot, Shot on the Run, and Two-Handed Thrower.
- At 6th level, he can also choose from Charging Hurler, Close-Quarters Thrower, False Opening, Improved Hammer Throw, Improved Precise Shot, and Ricochet Toss.
- At 10th level, he can also choose from Circuitous Shot, Impact Critical Shot, Improved Charging Hurler, Master Hammer Throw, and Pinpoint Targeting.
Two-Handed Weapon
- At 2nd level, he can choose from Cleave, Furious Focus, Shield of Swings, Strike True, Vital Strike, and Weapon Trick (Two-Handed Weapon).
- At 6th level, he can also choose from Dazing Assault, Death or Glory, Devastating Strike, Giant Killer, Improved Surprise Follow-Through, Improved Vital Strike, Painful Blow, Penetrating Strike, and Staggering Blow.
- At 10th level, he can also choose from Cleaving Sweep, Devastating Assault, Greater Penetrating Strike, Greater Vital Strike, Improved Devastating Strike, Stunning Assault and Whirling Cleave.
Two-Weapon Combat
- At 2nd level, he can choose from Double Slice, Quick Draw, Two-Weapon Feint, and Two-Weapon Fighting.
- At 6th level, he can also choose from Break Guard, Double Strike, Improved Two-Weapon Feint, Greater Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Grace and Weapon Trick (Two-Weapon).
- At 10th level, he can also choose from Perfect Two-Weapon Fighting, Two-Weapon Rend and Whirlwind Attack.
Underhanded
- At 2nd level, he can choose from Cloak and Dagger Style, Deft Maneuvers, Dirty Disarm, Dirty Grapple, Dirty Fighting, and Weapon Trick (One-Handed).
- At 6th level, he can also choose from Cloak and Dagger Subterfuge, Dastardly Trick, Greater Dirty Trick, Superior Dirty Trick, and Quick Dirty Trick.
- At 10th level, he can also choose from Cloak and Dagger Tactics, Dirty Critical Hit, and Dirty Trick Master.
Weapon and Shield
- At 2nd level, he can choose from Deflect Arrows, Improved Shield Bash, Shield Brace, Shield Slam, and Unhindering Shield.
- At 6th level, he can also choose from Guarded Charge, Ray Shield, Shield Master, Stumbling Bash, and Weapon Trick (Weapon and Shield).
- At 10th level, he can also choose from Bashing Finish, Greater Bull Rush, Greater Ray Shield, and Toppling Bash.
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Unchaining Archetypes
The original Ranger class has many archetypes that help diversify the class that reflects the “rugged individualist of the times,” as D&D once referred to it. For the most part coverting these archetypes over from the core rulebooks should work smoothly using this matrix similar to that of Everyman Games’ Everyman Unchained: Monk Archetypes.
- Archetype features that alter or replace track replace Survivalist. If the replacement feature is merely a sort of specialized tracking, continue to allow the Survivalist ability’s bonus on other uses of the Survival skill, and the skill unlocks for ranks in the skill.
- Archetype features that alter or replace Wild Empathy replace the unchained ranger’s 1st-level talent.
- Archetype features that alter or replace Combat Styles replace the features as normal.
- Archetype features that alter or replace Endurance replace the unchained ranger’s 3rd-level talent.
- Archetype features that alter or replace Hunter’s Bond replace the feature as normal.
- Archetype features that alter or replace entirely the Favored Enemy feature replace the feature as normal.
- Archetype features that alter or replace Nth Favored Enemy replace a 5th or higher level talent in equal number to the choices of Favored Enemy traded off, and your favored enemy bonus is capped by +2 (mimimum bonus +2) for each favored enemy traded off, unless the archetype continues to progress the bonuses of already chosen favored enemies without choosing additional ones. If the archetype restricts you to a specific type(s) of favored enemy, you must choose that type(s), and you do not get to make additional designations as you progress; however, any additional choices of favored enemy you gain from another class with this feature can also be designated favored enemies.
- Archetype features that alter or replace the Favored Terrain feature alter and/or replace the feature, or, if the replacement feature reduces the number of terrains, Favored Terrain progression is capped by +2 (minimum +2) per terrain choice removed unless the replacement feature explicitly keeps the bonus progression as normal. If the feature diminishes your bonus progression, then progress the bonus as indicated in the archetype.
- If the archetype restricts you to a single terrain, then you do not gain the ability to designate a hunting ground; you can still designate a hunting ground if you gain the ability or have it already from another source.
- Archetype features that alter or replace Swift Tracker replace the third Favored Enemy; your bonus progresses as normal.
- Archetype features that alter or replace Evasion replace the unchained ranger’s 9th-level talent; the ranger can still select Evasion as one of his other talents.
- Archetype features that alter or replace the Quarry feature replace the feature as normal.
- Archetype features that alter or replace Camouflage replace the unchained ranger’s 11th-level talent.
- Archetype features that alter or replace Improved Evasion replace the unchained ranger’s 15th-level talent.
- Archetype features that alter or replace Hide in Plain Sight replace the unchained ranger’s 17th-level talent.
- Archetype features that alter or replace Improved Quarry replace the unchained ranger’s 19th-level talent.
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Unchaining Other Class Features
Other classes that use features from the core or unchained ranger — for example, druid or horizon walker — adapt their class features to reflect the class features as described here. If a class gains an equivalent feature that is named differently but functions the same as one of these features, it counts as the feature. If two or more classes in a build gain a duplicate feature, the default behavoir unless otherwise noted is that these class levels stack to determine the final class level for the feature; for example, you do not gain new favored enemies or terrains at entry level of the feature in a class if you already have levels in another class with the same feature; your total class levels determine your total favored enemy bonus and number of favored enemies you may designate.
- Classes and their archetypes that gain Track instead gain Survivalist in its entirety.
- Classes or their archetypes that gain Wild Empathy gain the feature as described in the Wild Empathy talent.
- Classes or their archetypes that gain Combat Styles gain the features as normal.
- Classes or their archetypes that gain any or all components of Hunter’s Bond gain those comonents as normal.
- Classes or their archetypes that gain the Favored Enemy or equivalent feature gain the feature as described here. They do not gain additional choices at any faster rate than their effective UnRanger level; if the number of favored enemy choices is different, the lesser number of choices always applies.
- Classes or their archetypes that gain the Favored Terrain feature gain the feature as it’s described here; if the number of favored terrain choices is different, the lesser number of choices always applies.
- Classes or their archetypes that gain Swift Tracker gain the core ranger’s feature as described.
- Classes or their archetypes that gain the Quarry feature gain the feature as described here; if the inheriting class does not have the Favored Enemy or equivalent feature, then they instead gain a flat +2 to hit and damage, as well as +2 bonus on Bluff, Handle Animal, Knowledge, Perception, Sense Motive, and Survival checks against the target of their quarry.
- Classes or their archetypes that gain Camouflage gain the Camouflage talent as described here.
- Classes or their archetypes that gain Hide in Plain Sight as described in the core ranger’s description instead gain the feature as described here except for needing the prerequisite.
- Classes or their archetypes that gain Improved Quarry gain Fast Quarry as described here.
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Unchained Ranger VMC
- 3rd – Gain the Survivalist and Wild Empathy features, using your character level as your ranger level.
- 7th – Gain one of the following: Favored Enemy or Favored Terrain of a ranger 2/3 your character level. If you also gain this feature by another class, your effective ranger level cannot exceed your hit dice.
- 11th – Gain one of the following: Favored Enemy or Favored Terrain (the one you didn’t choose previously) of a ranger 2/3 your character level (same rule as above), or a ranger talent for which you qualify at your character level -4.
- 15th – Gain one of the following: a ranger talent for which you qualify at your character level -4, or Quarry (requires Favored Enemy) or animal companion of a ranger of your character level -7.
- 19th – Gain a ranger talent for which you qualify at your character level -4.
If you select Favored Enemy and already have the feature from another class, then you instead may designate a second favored enemy during your daily preparation. You may not gain more than three favored enemies regardless of the sources of the ability.
If you select Favored Terrain and already have the feature from another class, then instead you gain the Dedicated Geographer talent.
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Unchained Archetype – Dual-Style Ranger
Not all rangers spend time learning about and acquiring nature magic, or draw upon a divine patron for such things; some focus purely on the ritual or predator and prey, and focus fully on their martial prowess. Dual-style rangers dedicate untold hours to mastering more than one combat style in order to add versatility to how they stalk their prey. (inspired by the Dual-Style Spell-less Ranger in New Paths Compendium from Kobold Press).
Second Combat Style (Ex): At 4th level, a dual-style ranger selects a second combat style to pursue. Typically these would be two styles that complement each other for different situations — such as a ranged style to accompany a melee style for when the enemy is at a distance, or a unarmed or close-quarters style for when weapon based combat would fail him, though it can be any other style from the UnRanger’s list of combat styles.
At 4th level, he gains his first feat from this second combat style, and gains additional feats from this second style at 8th, 12th, 16th and 20th levels. Like his primary combat style, a dual-style ranger can choose feats from his selected combat styles even if he does not meet the normal prerequisites, and he uses his UnRanger level -2 to determine which feats he can choose from.
The benefits of the ranger’s two styles apply only when he wears light, medium, or no armor. He loses all benefits from these combat style feats when wearing heavy armor. Once a dual-style ranger selects his two combat styles, they cannot be changed. This ability replaces spellcasting, and alters combat style. If the Ranger selects another archetye or feature that replaces combat style, he cannot adopt the Dual-style archetype.
Aura: Because the dual-style ranger doesn’t cast spells, and his other class features aren’t divinely granted, he does not possess the alignment aura of a divine caster.
Ranger Talents: The following talents aren’t available to the dual-style ranger: Druidcraft, Druidic Secrets, and Planar Magic. This alters Ranger Talents.
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