HOUSE RULES

ALTERNATE RANGER - Raflar the Wanderer
(Download the PDF)

Alignment: Any.

Hit Die: d8.

Class Skills
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.

Weapon and Armor Proficiency: Simple Weapons, Martial Weapons, Light & Medium Armor, and Shields.

Level

Base Attack Bonus

F

R

W

Special

1

+1

+2

+0

+0

Favoured Prey +1, Track, Animal Empathy

2

+2

+3

+0

+0

Bonus Fighter Feat, Favoured Terrain +1

3

+3

+3

+1

+1

Animal Companion

4

+4

+4

+1

+1

Favoured Prey +1,

5

+5

+4

+1

+1

Favoured Terrain  +1

6

+6/+1

+5

+2

+2

Nature Sense

7

+7/+2

+5

+2

+2

Bonus Fighter Feat

8

+8/+3

+6

+2

+2

Favoured Prey +1

9

+9/+4

+6

+3

+3

Favoured Terrain  +1

10

+10/+5

+7

+3

+3

Trackless Step

11

+11/+6/+1

+7

+3

+3

Bonus Fighter Feat

12

+12/+7/+2

+8

+4

+4

Favoured Prey +1

13

+13/+8/+3

+8

+4

+4

Favoured Terrain  +1

14

+14/+9/+4

+9

+4

+4

Venom Immunity

15

+15/+10/+5

+9

+5

+5

Bonus Fighter Feat

16

+16/+11/+6/+1

+10

+5

+5

Favoured Prey +1

17

+17/+12/+7/+2

+10

+5

+5

Favoured Terrain  +1

18

+18/+13/+8/+3

+11

+6

+6

Commune with Nature 1/day

19

+19/+14/+9/+4

+11

+6

+6

Bonus Fighter Feat

20

+20/+15/+10/+5

+12

+6

+6

Favoured Prey, +1

 Class Abilities

Favorite Prey (Ex): The ranger may choose a favored enemy from Table 3-14 (PHB). Against a favored enemy, he gets a +1 competence bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks as well as damage to melee attacks and ranged attacks within 30’. Alternatively, the ranger may increase the bonus against an already favored enemy by +1.

Table 3-14 (PHB): Ranger Favored Enemies

• Aberrations
• Animals
• Beasts
• Constructs
• Dragons
• Elementals
• Fey
• Giants
• Humanoid type *
• Magical beasts
• Oozes
• Outsider type *
• Plants
• Shapechangers
• Undead
• Vermin

* Rangers may not select "humanoid" or "outsider" as a favored enemy, but they may select a more narrowly defined type of humanoid or outsider. A ranger can only select his own race as a favored enemy if he is evil.

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.

Favoured Terrain (Sp): A ranger may select two regions in which he has exceptional experience. A region is comprised of a terrain type and a temperature type. There are seven primary terrain types and three temperature types. Each terrain type chosen represents skill in two of the temperature types, selected by the player when the terrain is chosen. Alternatively, characters can choose to be proficient in one temperature type for two different terrain types, rather than two temperature types in one terrain.

When in his favored terrain, he gets a +1 competence bonus to Hide, Knowledge (Nature), Move Silently, Search, Spot and Survival checks due to his familiarity with the surroundings. His base speed increases by 5ft. These bonuses to not apply if the character is in a building or other construct within his terrain.

Each time a ranger gain the favoured terrain ability he may choose two more temperature/terrain types or he may increase the bonus in an already favored terrain by +1.

Temperature

Terrain

Cold

Aquatic (must have some means to breathe water)

Temperate

Desert

Hot

Forest

 

Hill

 

Marsh

 

Mountain

 

Plains

 

Underground

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

This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st. 

Nature Sense (Sp): A Ranger can identify plants and animals (their species and special traits) with perfect accuracy. He can tell whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).

Trackless Step (Sp): Similar to the Druid’s ability, a Ranger leaves no trail in natural surroundings and cannot be tracked.

Venom Immunity (Ex): At 14th level, a ranger gains immunity to all poisons.

Commune with Nature (Sp): the ranger may Commune with Nature similar to the Druid spell. To activate this ability, the ranger needs to concentrate uninterrupted for 10 minutes. “The character becomes one with nature, attaining knowledge of the surrounding territory. The character instantly gain knowledge of up to three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.

In outdoor settings, the spell operates in a radius of one mile per caster level. In natural underground settings—caves, caverns, etc. The range is limited to 100 feet per ranger level. The spell does not function where nature has been replaced by construction or settlement (such as in dungeons and towns).”