Ranger Variant

Ross Watson
rosesthorns10@hotmail.com

Replace the Game Rule Information in the Player’s Handbook with the following:

Table x1: The Ranger
	Base		Fort	Ref	Will			Spells Per Day
Level	Attack Bonus	Save	Save	Save	Special		1	2	3	4
1	+1		+2	+0	+0	Track, FT 1, FE +1	-	-	-	-
						Ranger’s Option
2	+2		+3	+0	+0			-	-	-	-
3	+3		+3	+1	+1	Favored Terrain 2	-	-	-	-
4	+4		+4	+1	+1	Favored Enemy +2	0	-	-	-
5	+5		+4	+1	+1	Ranger’s Option	0	-	-	-
6	+6/+1		+5	+2	+2			1	-	-	-
7	+7/+2		+5	+2	+2			1	-	-	-
8	+8/+3		+6	+2	+2	Favored Terrain 3	1	0	-	-
9	+9/+4		+6	+3	+3	Favored Enemy +3	1	0	-	-
10	+10/+5		+7	+3	+3	Ranger’s Option	1	1	0	-
11	+11/+6/+1		+7	+3	+3			1	1	1	-
12	+12/+7/+2		+8	+4	+4			1	1	1	-
13	+13/+8/+3		+8	+4	+4	Favored Terrain 4	1	1	1	-
14	+14/+9/+4		+9	+4	+4	Favored Enemy +4	2	1	1	0
15	+15/+10/+5	+9	+5	+5	Ranger’s Option	2	1	1	1
16	+16/+11/+6/+1	+10	+5	+5			2	2	1	1
17	+17/+12/+7/+2	+10	+5	+5			2	2	2	1
18	+18/+13/+8/+3	+11	+6	+6	Favored Terrain 5	3	2	2	1
19	+19/+14/+9/+4	+11	+6	+6	Favored Enemy +5	3	3	3	2
20	+20/+15/+10/+5	+12	+6	+6	Ranger’s Option	3	3	3	3

Abilities: Dexterity, Strength, Wisdom are the important abilities.
Alignment: Any
Hit Die: d10

Class Skills:
Animal Empathy (Cha, exlusive skill)		Climb (Str)	
Concentration (Con)			Craft (Int)	
Handle Animal (Cha)			Heal (Wis)
Hide (Dex)				Intuit Direction (Wis)
Jump (Str)				Knowledge (Nature) (Int)
Knowledge (Favored Terrain) (Int)		Listen (Wis)
Move Silently (Dex)			Profession (Wis)
Ride (Dex)				Search (Int)
Spot (Wis)				Swim (Str)
Use Rope (Dex)				Wilderness Lore (Wis)

Skill Points at 1st level: (4+ Int Modifier) x4
Skill Points at each additional level: 4 + Int Modifier

Class Features:
	Weapon and Armor Proficiency: A Ranger is proficient with all Simple and Martial Weapons, and all light and medium armor, and shields. Note that armor check penalties apply for amor heavier than leather to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armor and equipment carried. 

	Ranger’s Option: A ranger can select one Ranger’s Option at 1st level, another at 5th level, and every 5 levels thereafter. (10th, 15th, and 20th level). Selecting the same Ranger’s Option more than once has no additional effect. All of the following ranger’s options (Except for Option 5) apply only when wearing light or no armor.

Option 1: The Ranger fights with two weapons as if he had the Ambidexterity and Two-Weapon Fighting feats. These feats do apply to double weapons. 
Option 2: The Ranger fights with any ranged weapon, such as a bow or crossbow, as if he had the feats Point Blank Shot and Far Shot.
Option 3: The Ranger benefits from 10 feet extra base movement, like the Barbarian. This bonus will stack with extra movement granted from other classes, such as Barbarian or Monk.
Option 4: The Ranger may select two of the following feats; Endurance, Alertness, Run, Toughness (Toughness may be selected twice). 
Option 5: The Ranger gains an animal companion of no more than 2 HD. It is assumed that the Ranger has befriended the companion and has gained its trust. 

	Track: All Rangers begin play with the bonus feat Track. 

	Favored Enemy: At 1st Level, a ranger may select a type of creature or organization as a favored enemy. Due to his extensive study of his foes and training in the proper techniques for combating them, the ranger gains a +1 to all rolls made against that creature or organization. The +1 counts for both attack and damage rolls, even against constructs, undead, and other enemies. The damage bonus counts for ranged weapons as well, but only against targets within 30 feet. At 4th level and every 5 levels thereafter (9th, 14th, 19th) the Ranger gains an additional +1 to his bonus, or selects another favored enemy. If another enemy is selected, then the bonus gained applies only to that enemy. For example, a 15th level Ranger could either have a +3 vs. Dragons, or a +1 vs. Goblins, Giants, and Beholders. 

Table x2: Ranger Favored Enemies
	Type			Examples
	Aberrations		Beholders
	Animals			Bears (Includes all Dire Animals)
	Beasts			Owlbears
	Constructs		Golems
	Dragonkind		Black Dragon, Dragonne, Chimaera, Dragonman, Half-Dragon
	Elementals		Elementals of all types, Xorns
	Fey			Dryads, Elves
	Giants			Ogres
	Humanoid Type		*
	Magical Beasts		Displacer Beast
	Oozes			Gelatinous Cubes
	Organization		Shadow Thieves, Cult of the Dragon, Lords of Waterdeep
	Outsider Type		*
	Plants			Shambling Mounds
	Shapechangers		Werewolves
	Undead			Zombies
	Vermin			Giant Spiders
* Rangers may not select ‘humanoid’ or ‘outsider’ as a favored enemy, but they may select a more narrowly defined type of humanoid (such as goblinkind, humans, or reptilian humanoids) or outsider (such as demons and devils, slaadi, genie-kind, etc.) A ranger can only select his own race as a favored enemy if he is evil. However, if members of his own race are part of a favored enemy organization (such as the Cult of the Dragon) this restriction does not apply.

	Favored Terrain: At 1st level, a ranger may select one type of territory as his Favored Terrain. Due to his extensive knowledge of his ‘home ground’ and the quirks of the ‘lay of the land’ the Ranger gains a +1 circumstance bonus to Climb, Hide, Intuit Direction, Move Silently, Search, and Wilderness Lore checks made within his favored kind of terrain. At 3rd level and every 5 levels thereafter (8th, 13th, 18th) the Ranger gains more knowledge about his favored terrain and becomes more adept at operating within it. At 3rd level, the Ranger is harder to track within his native terrain. Those attempting to track the Ranger or a party led by him through the terrain add 5 to the DC. At 8th level, the Ranger gains increased movement within his favored terrain. Overland movement by the Ranger or a party led by him improves the terrain modifier by one step through his favored terrain. See table 9-5 on page 143 of the Player’s Handbook for details. Trackless would be considered Road movement for a Ranger, and Road movement would be considered Highway. If already on the highway, there is no additional benefit. At 13th level, the Ranger gains the Trackless Step ability within his favored terrain; he can no longer be tracked through his ‘home ground’. At 18th level, the Ranger gains a +2 circumstance Initiative bonus while in his favored terrain. 

Table x3: Ranger Favored Terrains
	Type		Examples			Type		Examples
	Forest		Deep Woods			Jungle		Rain Forest
	Desert		Wastelands			Urban		City or Town
	Sea		Ocean, Great Lake, or River		Mountains	Mountain range, foothills
	Swamp		Moors and Marshes			Arctic		Tundra, glaciers
	Plains		Low hills, scrublands
Note: Gamemasters are encouraged to work with the Ranger’s player to define the favored terrain to your satisfaction. A Ranger’s area of special knowledge is important to the character and the campaign, and it should be integrated into the campaign’s environment. (For example, if the campaign is mainly citybased, the GM and the Ranger should decide upon a favored terrain that would satisfy both of their imaginations… a desert terrain would be unlikely.)

	Spells: Beginning at 4th level, a Ranger gains the ability to cast a small number of divine spells. A Ranger has access to any spell on the list and can freely choose which to prepare. (A list of ranger spells appears on page 167 of the Player’s Handbook) A ranger prepares and casts spells like a cleric does, but cannot use spontaneous casting to lose a spell and cast a cure or inflict spell in its place. A ranger’s caster level is one-half his class level as a ranger. The ranger’s Wisdom bonus affects the spells he can cast as described on page 45 of the Player’s Handbook.