Expert scouts and archers, rangers also dabble in spellcasting.

Adventures: (Fluff)
Characteristics: (Fluff)
Alignment: (Fluff)
Religion: (Fluff)
Background: (Fluff)
Races: (Fluff)
Other Classes: (Fluff)

Game Rule Information

Rangers have the following game statistics.
Abilities: More than most classes, the ranger depends on nearly all of his abilities. He needs a good Strength score for melee damage, and good Constitution and Dexterity if he is to survive combat. He requires a good Dexterity score for his archery-based abilities to be effective. He needs a high Wisdom to power his spellcasting, and he needs Intelligence to help the Spellcraft checks to cast his spells.
Alignment: Any.
Hit Die: d8.
Starting Gold: 6d4x10 (150 gp).
Starting Age: Complex.
Experience: Complex.

Class Skills

The ranger's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Level: 6 + Int modifier.


Level
Base Attack Bonus
Defense
Bonus
Rep
Bonus
Fort
Save
Ref
Save
Will
Save
Class Features
Daily
Mana
Points
Max
Spell
Level
Spells
Known
1st
+1
+2
+0
+2
+2
+0
1st wilderness lore, wild empathy, animal companion, Track
0
-
0
2nd
+2
+3
+1
+3
+3
+0
Bonus feat, trapfinding
0
-
0
3rd
+3
+3
+1
+3
+3
+1
Swift tracker, Endurance
0
-
0
4th
+4
+4
+2
+4
+4
+1
Evasion
0*
1st
2
5th
+5
+4
+2
+4
+4
+1
2nd wilderness lore
0*
1st
4
6th
+6
+5
+3
+5
+5
+2
Bonus feat, woodland stride
1
1st
6
7th
+7
+5
+3
+5
+5
+2
Seeker arrow
1
1st
8
8th
+8
+6
+4
+6
+6
+2
Camouflage
1
2nd
10
9th
+9
+6
+4
+6
+6
+3
Phase arrow
1
2nd
12
10th
+10
+7
+5
+7
+7
+3
Bonus feat, 3rd wilderness lore
4
2nd
14
11th
+11
+7
+5
+7
+7
+3
Enhance arrow +1
4
3rd
16
12th
+12
+8
+6
+8
+8
+4
Hide in plain sight
9
3rd
18
13th
+13
+8
+6
+8
+8
+4
Enhance arrow +2
9
3rd
20
14th
+14
+9
+7
+9
+9
+4
Bonus feat, hail of arrows
10
4th
22
15th
+15
+9
+7
+9
+9
+5
Enhance arrow +3, 4th wilderness lore
17
4th
24
16th
+16
+10
+8
+10
+10
+5

20
4th
26
17th
+17
+10
+8
+10
+10
+5
Enhance arrow +4
25
4th
28
18th
+18
+11
+9
+11
+11
+6
Bonus feat
26
4th
30
19th
+19
+11
+9
+11
+11
+6
Enhance arrow +5
41
4th
32
20th
+20
+12
+10
+12
+12
+6
Arrow of death, 5th wilderness lore
48
4th
34

Spell List
1st-level: Alarm, animal messenger, burning hands, calm animals, charm animal, delay poison, detect animals or plants, detect poison, detect snares and pits, disguise self, endure elements, entangle, feather fall, hide from animals, jump, longstrider, magic fang, mount, obscuring mist, pass without trace, read magic, resist energy, silent image, speak with animals, spider climb, summon nature's ally I, true strike, ventriloquism.
2nd-level: Barkskin, bear's endurance, cat's grace, cure light wounds, fire trap, fog cloud, hold animal, owl's wisdom, protection from energy, pyrotechnics, see invisibility, snare, speak with plants, spike growth, summon nature's ally II, water breathing, wind wall.
3rd-level: Clairaudience/clairvoyance, command plants, cure moderate wounds, darkvision, daylight, diminish plants, flame arrow, flame blade, flaming sphere, greater magic fang, neutralize poison, plant growth, reduce animal, remove disease, repel vermin, slow, summon nature's ally III, tree shape, water walk.
4th-level: Animal growth, call lightning, commune with nature, cure serious wounds, death ward, dimension door, fireball, freedom of movement, nondetection, remove curse, sleet storm, summon nature's ally IV, tree stride, wall of thorns.

Class Features

All of the following are class features of the ranger base class.
Starting Feats: Rangers receive Basic Weapon proficiency and five feats at 1st level.

Bonus Feat: At 2nd level and every fourth level thereafter, the ranger receives a bonus feat chosen from the following list: Alertness, Bareback Rider, Blind-Fight, Brawl, Cleave, Combat Expertise, Combat Reflexes, Diehard, Dodge, Endurance, Far Shot, Great Cleave, Greater Two-Weapon Fighting, Improved Feint, Improved Knockout Punch, Improved Precise Shot, Improved Trip, Improved Two-Weapon Fighting, Knockout Punch, Mobility, Mounted Archery, Mounted Combat, Multishot, Natural Bond, Oversized Two-Weapon Fighting, Point-Blank Shot, Power Attack, Precise Shot, Quickness, Rapid Shot, Skill Focus (any class skill), Spirited Charge, Spring Attack, Streetfighting, Toughness, Track, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Rend.
Note: This list is not all-inclusive, as I haven't gone through every possible source yet.

Wilderness Lore

At 1st, 5th, and every five levels thereafter, the ranger gains his selection of wilderness lore.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional lore from those given on the table. In addition, at each such interval, the bonus granted by one previous lore increases by +2. For example, a 5th-level ranger has two favored enemies; against one he gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and weapon damage rolls, and against the other he has a +2 bonus. At 10th level, he has three favored enemies, and he gains an additional +2 bonus, which he can allocate to the bonus against any one of his three favored enemies. Thus, his bonuses could be either +4, +4, +2 or +6, +2, +2.
  • Favored Enemy (Ex): A ranger may select a type of creature from among those given on Table 3–14: Ranger Favored Enemies. Due to his extensive study on his chosen type of foe and training in the proper techniques for combating such creatures, the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy (for instance, devils are both evil outsiders and lawful outsiders), the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. See the Monster Manual for more information on types of creatures. The ranger's animal companion benefits from this lore.
  • Terrain Lore (Ex): This lore represents a ranger's familiarity with a type of terrain - usually his home terrain. Each increment gives a +2 bonus to Climb, Hide, certain Knowledge skills and applications, Listen, Move Silently, Ride, Spot, Search, Survival and Swim checks within that terrain. The terrain must be chosen from the following list: Aquatic, Arctic, Desert, Forest, Hills, Jungle, Marsh, Mountains, Plains, Underground. The ranger's animal companion benefits from this lore.
  • Weapon Lore (Ex): This lore grants a ranger a +2 bonus on attack and damage rolls with the selected weapon group. He also gains a +2 bonus on initiative and on checks to resist being disarmed while wielding the selected weapons. The ranger's animal companion only benefits from this lore if it can somehow use the weapon group, or if the ranger selects WGP (Natural Weapons).

Ranger Favored Enemies
Type (Subtype)
Examples
Aberration
beholder
Animal
bear
Construct
clockwork jack
Dragon
elder dragon
Elemental
invisible stalker
Fey
dryad
Giant
ogre
Humanoid(aquatic)
merfolk
Humanoid (dwarf)
Manitorn
Humanoid (elf)
clan elf
Humanoid (goblinoid)
goblin
Humanoid (gnoll)
gnoll
Humanoid (gnome)
gnome
Humanoid (halfling)
halfling
Humanoid (human)
human
Humanoid (orc)
orc
Humanoid (reptilian)
kobold
Magical beast
displacer beast
Monstrous humanoid
minotaur
Ooze
gelatinous cube
Outsider (air)
arrowhawk
Outsider (chaotic)
demon
Outsider (earth)
xorn
Outsider (evil)
devil
Outsider (fire)
salamander
Outsider (good)
angel
Outsider (lawful)
formian
Outsider (native)
tiefling
Outsider (water)
tojanida
Plant
shambling mound
Undead
zombie
Vermin
monstrous spider

Wild Empathy (Ex): A ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The ranger rolls 1d20 and adds her ranger level and her Charisma modifier to determine the wild empathy check result. The animal opposes with a Will save, gaining a +4 bonus if unfriendly and a +10 bonus if hostile.
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 conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but she takes a -4 penalty on the check.

Animal Companion (Ex): At 1st 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 DM’s campaign takes place wholly or partly in an aquatic environment, the DM may add the following creatures 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. (For instance, an aquatic creature can’t adventure with a ranger on land and shouldn’t be selected by a nonaquatic character without extenuating circumstances). In most cases, the animal companion functions as a mount, sentry, scout, or hunting animal, rather than as a protector.
This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is his ranger level -2 (minimum 1). For example, the animal companion of a 4th-level ranger would be the equivalent of a 2nd-level druid’s animal companion, while the companion of a ranger of 1st through 3rd levels would have a companion equivalent to a 1st-level druid's. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is his ranger level -2 with a minimum of 1. Thus, he must be at least an 6th-level ranger to select from the druid’s list of 4th-level animal companions, and if he chooses one of those animals, his effective druid level would be reduced by 3, to 1st level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st. Like the druid, a ranger can acquire multiple animal companions, dividing his effective druid level among them as he chooses.

Track: A ranger gains Track as a bonus feat at 1st level.

Trapfinding (Ex): At 2nd level, a ranger can find and disable magical traps as well as traps with Search DCs over 20.

Swift Tracker (Ex): Beginning at 3rd level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Evasion (Ex): At 4th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger (such as one who is unconscious or paralysed) does not gain the benefit of evasion.

Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of spells, drawn from the spell list given. He can draw magical power from the spirits of the natural world and from the ambient eldritch energies. He does not suffer arcane spell failure for light or medium armor, but does suffer it for heavy armor.
A ranger casts his spells from the list of spells known. He learns 2 spells per level starting at 4th level. He gains mana at the rate listed, and cannot spend more mana points on a single spell than his caster level.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is his ranger level -3.
To cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). He must succeed at a Spellcraft check with a DC equal to 10 + spell level + the spell's caster level. Ranger spellcasting is subject to magical fumbles. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + 1/2 the ranger's caster level + the ranger’s Wisdom modifier.

Woodland Stride (Ex): Starting at 6th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Seeker Arrow (Sp): At 7th level, a ranger can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight. For example, if the target is within a windowless chamber with the door closed, the arrow cannot enter. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action) that costs 7 mp.

Camouflage (Ex): A ranger of 8th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Phase Arrow (Sp): At 9th level, a ranger can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (A wall of force, a wall of fire, or the like stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action) that costs 9 mp.

Enhance Arrow (Su): At 11th level, every nonmagical arrow a ranger nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the ranger need not spend experience points or gold pieces to accomplish this task. However, a ranger’s magic arrows only function for her. For every two levels the character advances past 11th level in the class, the magic arrows she creates gain +1 greater potency (+1 at 11th level, +2 at 13th level, +3 at 15th level, +4 at 17th level, +5 at 19th level, and so forth). If the ranger's mana pool is exhausted, this ability ceases to function.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 12th level or higher can use the Hide skill even while being observed.

Hail of Arrows (Sp): In lieu of her regular attacks, a ranger of 14th level or higher can fire an arrow and have it explode into a veritable volley of arrows (3d6 + ranger class level arrows, all of the same variety as the arrow fired). The ranger may distribute the attacks among targets as normal. Each attack uses the ranger’s primary attack bonus. Use of this ability costs 14 mp.

Arrow of Death (Sp): At 20th level, a ranger can create an arrow of death that forces the target, if damaged by the arrow’s attack, to make a Fortitude save (DC 10 + 1/2 ranger level + Wis modifier) or be slain immediately. Unlike most death effects, this affects undead, constructs, and other things immune to death effects. It takes one day to make an arrow of death, and the arrow only functions for the ranger who created it. The arrow of death lasts no longer than one year, and the ranger can only have one such arrow in existence at a time. Use of this ability costs 18 mp.