Labyrinths & Liontaurs
Contents

Notes

Ranger

Your heart is as pure as gold and as strong as a lion's, even though your appearance may be grim and worn. You wander, but you are not lost. You have deep roots in nature, but you are also devoted to the people who depend on nature's beneficence. Innocents may look down on you from the comfort of their crofts, not understanding that you protect them from monsters they cannot imagine -- and you wouldn't have it any other way, for how can the innocent remain innocent unless protectors shelter them? You are that protector, and you range over the wilds of nature, keeping common folk safe from danger and evil.

Role: As an adventurer, you are a defender to those in your group who need protection. Your wilderness lore helps you to lead your group out of doors. And your fierce determination toward enemies, especially enemies you know well, makes you an able warrior.

Restrictions: You must be good in alignment, seeking to advance the well-being of others, to protect the weak, to fight evil relentlessly. If you find this requirement to be restrictive, if you are inclined to betray those who trust you, if you seek to loot and pillage those who need help, then talk with your game master about your options for other classes and retraining your character.

Base Attack Bonus: +1.0 / level.

Caster Level: +0.25 / level.

Will Save: +0.25 / level.

Fort Save: +0.50 / level.

Reflex Save: +0.50 / level.

Hit Die: d8.



Table: Ranger Advancement
LevelBase Attack BonusCaster LevelFort SaveWill SaveRef SaveSpecial
1st+1 (+1.0)0 (0.25)+0 (+0.50)+0 (+0.25)+0 (+0.50)Tyro Signature: Defend the Weak
2nd+2 (+2.0)0 (0.50)+1 (+1.00)+0 (+0.50)+1 (+1.00)Gentle Hand or Track
3rd+3 (+3.0)0 (0.75)+1 (+1.50)+0 (+0.75)+1 (+1.50)Ranger Style: Hardy or Favored Enemy I
4th+4 (+4.0)1 (1.00)+2 (+2.00)+1 (+1.00)+2 (+2.00)Skilled in Exploration or Favored Terrain I
5th+5 (+5.0)1 (1.25)+2 (+2.50)+1 (+1.25)+2 (+2.50)Tyro Tier Choice
6th+6 (+6.0)1 (1.50)+3 (+3.00)+1 (+1.50)+3 (+3.00)Adventurer Signature: Natural Bond
7th+7 (+7.0)1 (1.75)+3 (+3.50)+1 (+1.75)+3 (+3.50)Herbal Healing or Swift Tracker
8th+8 (+8.0)2 (2.00)+4 (+4.00)+2 (+2.00)+4 (+4.00)Ranger Style: Alert or Favored Enemy II
9th+9 (+9.0)2 (2.25)+4 (+4.50)+2 (+2.25)+4 (+4.50)Weatherworn or Favored Terrain II
10th+10 (+10.0)2 (2.50)+5 (+5.00)+2 (+2.50)+5 (+5.00)Adventurer Tier Choice
11th+11 (+11.0)2 (2.75)+5 (+5.50)+2 (+2.75)+5 (+5.50)Hero Signature: Scatter Enemies
12th+12 (+12.9)3 (3.00)+6 (+6.00)+3 (+3.00)+6 (+6.00)Community Support or Cunning Pantomime
13th+13 (+13.0)3 (3.25)+6 (+6.50)+3 (+3.25)+6 (+6.50)Ranger Style: Focused or Favored Enemy III
14th+14 (+14.0)3 (3.50)+7 (+7.00)+3 (+3.50)+7 (+7.00)Silent Strider or Favored Terrain III
15th+15 (+15.0)3 (3.75)+7 (+7.50)+3 (+3.75)+7 (+7.50)Hero Tier Choice
16th+16 (+16.0)4 (4.00)+8 (+8.00)+4 (+4.00)+8 (+8.00)Legend Signature: Folk and Fauna
17th+17 (+17.0)4 (4.25)+8 (+8.50)+4 (+4.25)+8 (+8.50)Camouflage or Ranger's Counsel
18th+18 (+18.0)4 (4.50)+9 (+9.00)+4 (+4.50)+9 (+9.00)Ranger Style: Valiant or Favored Enemy IV
19th+19 (+19.0)4 (4.75)+9 (+9.50)+4 (+4.75)+9 (+9.50)Secure Camp or Favored Terrain IV
20th+20 (+20.0)5 (5.00)+10 (+10.00)+5 (+5.00)+10 (+10.00)Legend Tier Choice


Skill Proficiencies

The ranger's proficient skills (and the ability scores used to boost each skill) are Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Gather Information (Chr), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (Geography, Local, Nature) (Int), Language (Sylvan) (Int), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Stealth (Dex), Survival (Wis), Swim (Str), Tactics (Int), Tumble (Dex), and Use Rope (Str).

Skill Ranks per Level: 6 + Int modifier.

Weapon and Armor Proficiencies

Select any three weapon groups of your choice (see the rules for weapon groups in Weapons and Armor). You are proficient with all simple and martial weapons in these three groups. You are also proficient with light armor, medium armor, bucklers, and light shields (not heavy or tower shields).

Spells and Spell Casting

At fourth level, when your caster level is one, you can cast natural spells, which are drawn from the natural spell list presented in Spell Lists. As with all characters, you follow the general magic rules for spell slots per day, based on your caster level, which advances by one-quarter of a caster level every time you gain a ranger level. As an naturalist, wisdom is your spell casting ability score.

KNOWN SPELLS LIST: Each time you gain a caster level, you learn two new spells. Because you are an naturalist, you may choose to pick spells from the natural spell list. The level of the spell cannot exceed one-quarter of your new ranger level (minimum 1).

SAVING THROWS: A saving throw against one of your spells has a difficulty class (DC) of 9 + 1/2 spell slot used + your Casting Ability Score modifier. Certain feats and class abilities can modify your save DCs. Example: an Wis 18 ranger casting a 1st level spell with a 2nd level slot has a DC for that spell of 9 +4 +1 = 14. The +4 comes from wisdom, and the +1 comes from the 2nd level slot used; the level of the spell itself is not relevant.

Class Abilities

TYRO TIER

Level 1 Ranger Tyro Tier Signature Ability: Defend the Weak (Su) You are a beacon of hope, ready to help those in need. This ability has three facets:

Level 2 Ranger Tyro Tier Interaction Ability (pick one):

Level 3 Ranger Tyro Tier Combat Ability (pick one):

Level 4 Ranger Tyro Tier Exploration Ability (pick one):

Level 5 Ranger Tyro Tier Choice: Select a Ranger Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a feat for which you qualify from among these feat trees: Cavalry Tree, Defender Tree, Dual-Wielder Tree, Equestrian Tree, Hardass Tree, or Shooter Tree.

ADVENTURER TIER

Level 6 Ranger Adventurer Tier Signature Ability: Natural Bond (Su): You form a powerful bond with a creature or with spirits of your ancestors. Ancestral spirits reveal the future to you and cast spells for you. A tame companion helps you as in combat, in scouting, as a mount, and as a loyal and faithful friend.

Spirit Bond You form a bond with ancestral spirits who assist you with the mystical elements of your class. By communing with these spirits, you gain glimpses of things to come. This manifests in these ways:

Tame Companion You gain a tame companion, an animal and friend, at no cost. It remains a creature with the animal type, even though over time it gains powers beyond those of other animals. Only a normal, unmodified animal may become a tame companion. You cannot have a tame companion if you already have a companion of any other sort. Your choices for your tame companion's form, as well as special abilities gained at certain levels, are detailed below. See below for details on your tame companion. And consult the general rules for companions for more information.

Level 7 Ranger Adventurer Tier Interaction Ability (pick one):

Level 8 Ranger Adventurer Tier Combat Ability (pick one):

Level 9 Ranger Adventurer Tier Exploration Ability (pick one):

Level 10 Ranger Adventurer Tier Choice: Select a Ranger Adventurer Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a feat for which you qualify from among these feat trees: Cavalry Tree, Defender Tree, Dual-Wielder Tree, Equestrian Tree, Hardass Tree, or Shooter Tree.

HERO TIER

Level 11 Ranger Hero Tier Signature Ability: Scatter Enemies (Su): After you successfully attack a foe, you can spend up to three lionheart points to give that foe a fear condition. The foe makes one will save per lionheart point you spend; if it fails one save, it is shaken for one minute; fails two saves, frightened for one hour; fails three saves, panicked for one day. If it is a favored enemy, then it is vulnerable to this even if it is immune to fear and mind-affecting attacks, and it suffers a penalty on the required will saves equal to your favored enemy bonus. The save is DC9 + half your character level + your even (column B) Wisdom modifier. You can use this ability once per round in addition to normal lionheart point use, but not against the same foe more than once per day.

Level 12 Ranger Hero Tier Interaction Ability (pick one):

Level 13 Ranger Hero Tier Combat Ability (pick one):

Level 14 Ranger Hero Tier Exploration Ability (pick one):

Level 15 Ranger Hero Tier Choice: Select a Ranger Hero, Adventurer, or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a feat for which you qualify from among these feat trees: Cavalry Tree, Defender Tree, Dual-Wielder Tree, Equestrian Tree, Hardass Tree, or Shooter Tree.

LEGEND TIER

Level 16 Ranger Legend Tier Signature Ability: Folk and Fauna (Su): All animals and magical beasts are friendly and have the helpful attitude towards you; they will not attack you unless provoked. Also, you gain a bonus on all charisma-based skill checks equal to your even (column B) Wisdom modifier when interacting with demihumans (dwarves, elves, gnomes, halflings, humans, liontaurs, etc).

Level 17 Ranger Legend Tier Interaction Ability (pick one):

Level 18 Ranger Legend Tier Combat Ability (pick one):

Level 19 Ranger Legend Tier Exploration Ability (pick one):

Level 20 Ranger Legend Tier Choice: Select a Ranger Legend, Hero, Adventurer, or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a feat for which you qualify from among these feat trees: Cavalry Tree, Defender Tree, Dual-Wielder Tree, Equestrian Tree, Hardass Tree, or Shooter Tree.

Tame Companions

A tame companion's abilities are determined by your character level, its hit dice, and the general rules for companions. Your companion is a creature of the animal type for all purposes. Each tame companion has different starting sizes, speed, attacks, ability scores, and special qualities. All animal attacks are made using the creature's full base attack bonus unless an attack is noted as a secondary attack. Animal attacks add the animal's Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 times its Strength modifier. Some have special abilities, such as scent. See Special Abilities and Universal Monster Rules for more information on these abilities. As you gain levels, your companion improves as well.

You may want to make a character sheet for your companion. Use the basic statistics for a creature of the companion's species listed below. Your companion gains a hit die each time you level, per the the general rules for companions.

For so long as your companion has an Intelligence less than three, you need to control it with the Handle Animals skill. Your companion gains bonus tricks for free equal in number to your even (column B) Wisdom modifier. If the companion's Int rises to 3 or higher, it no longer needs tricks, and can simply act as can any NPC.

Choose from the following options for your tame companion:

In addition to the capabilities above, when your tame companion gains an even hit die, select one of the Class Special abilities listed below or one in the Companion rules. If the name of these abilities include a roman numeral, it indicates that the prior ones in the series are required before an advanced one can be taken.