RANGER

His person, though muscular, was rather attenuated than full; but every nerve and muscle appeared strung and indurated by unremitted exposure and toil. He wore a hunting-shirt of forest green, fringed with faded yellow, and a summer cap of skins which had been shorn of their fur. He also bore a knife in a girdle of wampum, like that which confined the scanty garments of the Indian, but no tomahawk. A pouch and horn completed his personal accoutrements, though a rifle of great length leaned against a neighboring sapling. The eye of the hunter, or scout, whichever he might be, was small, quick, keen, and restless, roving while he spoke, on every side of him, as if in quest of game, or distrusting the sudden approach of some lurking enemy. Notwithstanding the symptoms of habitual suspicion, his countenance was not only without guile, but at the moment at which he is introduced, it was charged with an expression of sturdy honesty.

―James Fenimore Cooper, Last of the Mohicans (1826)

In the 3.5 edition game, most terrain challenges become obsolete due to magic effects by mid-level, rendering the ranger’s primary area of expertise largely useless. As a solution, the ranger now becomes increasingly adept at tracking and at finding his way, to the extent that he can eventually find the gaps between planes, walk in shadow, and find the path. This version of the ranger also subsumes the Horizon Walker prestige class from the Advanced Player’s Guide. The inclusion of Alertness as a bonus feat is a nod to the first edition ranger’s class ability to avoid being surprised. Rangers from folklore, fiction, and literature include the above-referenced Natty Bumppo (from James Fennimore Cooper’s Leatherstocking Tales), Robin Hood, Aragorn (from Tolkien’s Lord of the Rings), Belphebe (from L. Sprague deCamp & Fletcher Pratt’s “Harold Shea” stories), and Orion (from Lord Dunsany’s The King of Elfland’s Daughter).

Table 1: The Ranger Hit Dice: d10

Class

Level

Base Attack Bonus

Spell

Capacity

Special
1st +1 1st Alertness, favored terrain, mark of the wild, ranger lore
2nd +2 1st Combat style feat, quarry, tracker
3rd +3 2nd Ranger lore, tireless
4th +4 2nd Direction sense, low-light vision
5th +5 3rd Additional favored terrain, ranger lore
6th +6/+1 3rd Combat style feat, swift tracker
7th +7/+2 4th Ranger lore, sustenance
8th +8/+3 4th Wilderness guide
9th +9/+4 5th 3rd favored terrain, ranger lore
10th +10/+5 5th Anchored navigation, combat style feat
11th +11/+6/+6 6th Advanced lore
12th +12/+7/+7 6th Planar tracking
13th +13/+8/+8 7th Advanced lore, 4th favored terrain
14th +14/+9/+9 7th Combat style feat, nondetection
15th +15/+10/+10 8th Advanced lore, terrain mastery
16th +16/+11/+11/+11 8th Find the path
17th +17/+12/+12/+12 9th Advanced lore, master of all terrains
18th +18/+13/+13/+13 9th Combat style feat, unerring tracker
19th +19/+14/+14/+14 10th Advanced lore, improved quarry
20th +20/+15/+15/+15 10th Master hunter, personal preserve

Saving Throws: Rangers gain a +2 class bonus to Fortitude, Reflex, and Intuition saves.

Bonus Skills: Rangers receive one free rank per class level in Endurance, Handle Animal, Perception, Planar Sense, Stealth, and Survival. Starting at 11th level, you also gain 1 free rank per level in Knowledge (the planes), but you do not gain free ranks retroactively for previous levels. Bonus skills

are otherwise treated as class skills, but do not count against your total number of skill points.

Class Skills: Athletics, Bluff, Concentration, Craft (all), Disable Device, Escape Artist, Heal, Knowledge (all), Profession (all), Spellcraft, and Streetwise.

Skill Points per Level: 2 + Int modifier.

Favored Class: When gaining a level of ranger as a favored class, rather than choosing +1 hp or skill point, you can instead choose one of the following options:

  • Bonded Companion: Your animal companion (if any) gains +1 hp and +1 skill point each time you select this option (maximum bonus equal to the companion’s total number of hit dice).

  • Energy Resistance: You gain energy resistance 1 against acid, cold, electricity, fire, or sonics. Each time you selects this option, increase your resistance to one of these energy types by 1.

  • Favored Enemy: You gain a +1 favored enemy bonus (as the ranger lore of the same name) against one category of favored enemies, or improve any existing favored enemy bonus by an additional +1, to a maximum bonus equal to half your class level (minimum +1).

  • Invulnerable Companion: Add DR 1/silver to one animal companion (if any). Each time you select this benefit, the DR increases by 1 (maximum DR 10/silver). If you ever replace your animal companion, the new companion gains this DR.

Weapon and Armor Proficiency: A ranger has Martial proficiency with all weapons and shields, and is proficient with light armor and medium armor. You can choose to trade medium armor and shield proficiency for the Canny Defense feat.

Spellcasting: You cast divine spells, which are drawn from the ranger spell list. Unlike members of most other spellcasting classes, rangers choose at 1st level whether they will cast prepared spells or spontaneous spells. Once this decision has been made, you cannot change it. In either case, your spellcasting attribute is Wisdom.

You do not gain bonus spells (indicated by the “+1” on Spellcasting Table 1 in Chapter 7), so you gain 1st level spells at 1st level only if your Wisdom is 12 or higher.

You must spend 1 hour per day in quiet meditation to regain your daily allotment of spells. You may prepare and cast any spell on the ranger spell list, provided that you can cast spells of that level, but you must choose which spells to prepare during your daily meditation.

Add the following spells to the core ranger’s spell list; non-core sources (noted as superscripts) are cited in Chapter 7. You also have access to all of the Nomad psionic discipline powers from the d20 System Reference Document, as if they were spells of the appropriate level, and you can learn certain martial maneuvers from the Tome of Battle as if they were spells of the same level, choosing from the following disciplines: Diamond Mind, Tiger Claw, and Desert Wind (the latter only if you have deserts as a favored terrain).

0 Level Spells: Arcane mark, canny effortAUG, chill/warmthRR, cleanRR, comrade’s trailAEST, create water, dancing lights, dawnMW, detect magic, detect poison, guidance, endure elements, ignite, keep dryAEST, keep freshAEST, know direction, light, magic stone, mending, message, naturewatchMF, predict weatherAUG, purify food and drink, ram’s mightMF, read magic, resistance, scent baneAUG, seekerAUG, virtue.

1st Level Spells: Accelerated movementCAd, animate rope, arrow mindCAd, Artemis’ blessingRRO, aspect of the wolfSC, blades of fireSC, blissful sleepBEM3, bloodhoundCAd, branch to branchCAd, burning brandBHM, camouflageCD, cure light wounds, darkvision, delay diseaseARG, detect shapechangersRR2, disguise self, ease of breathFB, easy trailCAd, exacting shotCAd, expeditious retreat, faerie fire, feather fall, guided shotCAd, hawkeyeCAd, healing lorecallCAd, hunter’s mercyMF, instant searchCAd, lay of the landPnH, lightfootMH, locate cityRD, low-light visionMF, magic weapon, obliterate tracksWotC, precipitationAPM, quickswimSW, rankletasteWotC, recent occupantBEM3, resist planar alignmentPnH, rogue’s stabBEM3, silvered weaponDr340, sleep, sniper’s shotCAd, stalking brandMF, surefootSC, swift expeditious retreatCAd, tern’s persistanceCAd, travelers’ mountCD, vigilant slumberCM, webfootSW.

2nd Level Spells: Alter self, balancing lorecallCAd, beast shape I, blight enemyBHM, blood biographyAPG, blur, bull’s strength, clairaudience/clairvoyance, cure moderate wounds, curse of arrow attractionPHII, detect evil, divine favor, easy climbCAd, flame blade, follow auraAPG, freedom of breathSSt, Gaean repastRRO, hunter’s eyePHII, hunter’s stalkRR, hunter’s moonRR2, hydrateSSt, invisibility, lesser restoration, Liliandel’s flurryRR, linked perceptionPHII, listening lorecallCAd, living printsMF, locate object, mass hide from animalsAEST, nature’s favorCAd, near horizonCM, nondetection, scentCD, see invisibility, shield of faith, surefooted strideWotC, swift hasteCAd, water breathing, whispering wind.

3rd Level Spells: Air walk, animal spyRR, avoid planar effectsMP, bane of the forgeRR2, beast shape II, blade stormCAd, blink, cure serious wounds, detect favored enemyCD, dimension door, dispel magic, displacement, find the gapDN, fire trap, forsestfoldCD, glyph of warding, instant enemyAPG, keen edge, locate creature, greater magic weapon, heal animal companionWotC, magic vestment, mark of the hunterCD, mass feather stepAPG, Tanil’s spectral archersRR2, wake trailingSW, wraithstrike.

4th Level Spells: Animal growth, arrow stormCAd, attune formMP, baleful polymorph, charm monster, cure critical wounds, bane bowCD, beast shape III, elemental body I, foebaneCAd, detect scrying, dimensional anchor, dismissal, greater invisibility, hydra’s bloodRRO, implacable pursuerCD, lesser aura of coldFB, mass camouflageCD, mass longstriderPHII, mass surefooted strideWotC, perinarchPnH, planar adaptationAPG, plane shift, restoration, ricochetRR2, scrying, secret chest, sending, spike stones, stoneskin, swift lion’s chargeMH, Tanil’s purgingRR, telepathic bond, true seeing.

5th Level Spells: beast shape IV, control winds, elemental body II, greater dispel magic, greater glyph of warding, mass bear’s endurance, mass bull’s strength, mass cat’s grace, mass cure light wounds, mass owl’s wisdom, mass planar adaptationAPG, stone tell, teleport, transport via plants, wall of thorns.

Druidical Theurgy (Multiclass Option): If you have levels in druid, your ranger levels provide Weak progression towards your druid spellcasting ability, and you have access to both spell lists. This supersedes the spell progression shown in Table 1.

Alertness (Ex): Rangers are constantly alert for possible danger. At 1st level, you gain Alertness as a bonus feat.

Favored Terrain (Ex): At 1st level, select a type of terrain from the list provided below.

Ranger Favored Terrains
Arctic (ice, snow, and tundra)
Desert (sand and wastelands)
Forest or jungle
Mountains and hills
Plane, Astral
Plane, Elemental Air
Plane, Elemental Fire
Plane, Elemental Earth
Plane of Shadow
Planes, Lower (and Negative Material)
Planes, Upper (and Positive Material)
Plains
Swamps and marshes
Underground
Urban (buildings, streets, sewers)
Water (shipboard)
Water (underwater) and Elemental Plane of Water

While in your favored terrain, you have the following advantages.

  • Terrain Skills: You gain a +2 competence bonus on initiative checks and on certain skill checks when in this terrain (these skills are Athletics, Perception, Stealth, and Survival). Certain terrains also provide this bonus to an additional skill, as indicated in Appendix A. You can always take 10 on applicable skills while in a favored terrain, even if conditions would normally prevent you from doing so; if not threatened or distracted, you can take 20, even if there is a penalty for failure. You can use the Stealth skill in your favored terrain even if the terrain doesn’t grant cover or concealment. While in your favored terrain, you can also use the Stealth skill while being observed.

  • Terrain Sight: In general, you ignore concealment due to natural conditions within your favored terrain, as summarized in Appendix A. For example, a ranger with the desert favored terrain can see through sandstorms without penalty.

  • Terrain Movement: While in your favored terrain, you gain the ability to move at full speed through certain features that normally impede or stop movement, or that make movement more hazardous, as summarized in Appendix A. Features that are magically manipulated to impede motion still affect you unless you also have the swift tracker ability (see below).

  • Additional Terrain Abilities: Each favored terrain bonus of at least +2 provides a minor benefit, as indicated in Appendix A. Additional abilities accrue if your favored terrain is at least +4, +6, and +8, also as shown. These abilities supersede the Horizon Walker’s terrain mastery and terrain dominance prestige class features, from the Advanced Player’s Guide.

Favored Terrains from Multiple Sources: Certain other classes, races, and feats provide access to favored terrain bonuses as well. In general, bonuses to the same favored terrain from multiple sources stack, as noted in Chapter 1. However, the maximum bonus for any one favored terrain is normally limited to 2 + half your character level.

Mark of the Wild (Ex): Just as Davy Crockett could “grin down a bear,” you have a limited degree of empathy with wild beasts. You gain Mark of the Wild, as the druid class feature of the same name. Your bonded companion(s) share your favored enemy and favored terrain bonuses. Planar templates (Celestial, Fiendish, etc.) can be applied if you have an appropriate plane as a favored terrain.

Ranger Lore: At 1st level, you learn one item of ranger lore (Appendix B), analogous to a rogue talent. You gain additional lore at 3rd, 5th, 7th, and 9th levels. Unless otherwise noted, each item of lore can be selected only once.

Combat Style Feat (Ex): At 2nd level, you gain a bonus combat feat for which you meet the prerequisites (note: in the Pathfinder core rules, the ability to ignore prerequisites is a consequence of the “feat chains;” in these rules, scaling combat feats reduce the need). You gain an additional such feat every 4 class levels thereafter.

If all of your combat style feats are in a reasonably well-defined “style” (e.g., archery, mounted combat, two-weapon fighting, or whatever), then with the referee’s approval you can gain other special abilities that also tie in with that “style” in place of feats. For example, a ranger specializing in mobility, who takes the Spring Attack and Skirmish feats, might be allowed to select the fighter’s Mobility stance as a 10th level combat style feat.

In lieu of a normal combat style, a ranger can choose one of the following:

Shifter: Instead of choosing a combat style and gaining feats that support it, you instead learn to wild shape (as a druid) and become increasingly good at it; each combat style feat instead “uprgardes” your wild shape, as follows: 2ndbeast shape I (1/day); 6thbeast shape I (2/day); 10thbeast shape II (3/day); 14thbeast shape III or plant shape I; 18thbeast shape IV or plant shape II. If you have levels in druid (wild shaper initiate), you can give up the progression above (and your combat style class feature). Instead, your druid levels and ranger levels stack for purposes of determing your druid wild shape ability. Your druid and ranger levels also stack when determining your favored enemy bonuses (see Ranger Lore). This option supersedes the feat of the same name from Ultimate Combat.

Swift Ambusher: You are skilled at flanking and at attacking from surprise. Instead of a 2nd level combat style feat, you gain sneak attack +1d6, as the rogue class feature of the same name. Each additional combat style feat improves your sneak attack damage by +1d6. Sneak attack damage gained from this combat style stacks with sneak attack damage from other sources (e.g., rogue levels), if applicable.

Quarry (Ex): At 2nd level, you are a deadly hunter. As a standard action (or a move action at 8th level and above) you can denote one target within your line of sight as your quarry, with the following effects:

  • You gain an insight bonus equal to half your class level on attack rolls against your quarry, and on Bluff, Knowledge, Perception, Stealth, and Survival checks when using these skills against your quarry.

  • Successful attacks against your quarry deal additional damage equal to twice the attack bonus.

  • If you wound your quarry and it subsequently escapes, you know the direction in which your quarry lies, and the approximate distance to it (to within 10%). This subsumes the Consecrated Harrier’s implacable hunt prestige class feature from Complete Divine.

  • As a standard action, you can automatically determine the presence or absence of your quarry in a cone extending 5 ft. per class level. A second round of concentration tells you the location and status (exhausted, fatigued, unhurt, etc.).

You can have no more than one quarry at a time. You can dismiss this effect at any time as a free action, but you cannot select a new quarry for 24 hours. If you see proof that your quarry is dead, you can select a new quarry after waiting 1 hour. This ability supersedes the Consecrated Harrier’s “implacable hunt” prestige class feature, from Complete Divine, and also the Ranger Guide’s “ranger’s focus” variant class feature from the Advanced Player’s Guide.

Tracker (Ex): Starting at 2nd level, you gain Skill Focus (Survival) as a bonus feat. You can always choose to take 10 on Survival checks, even if conditions would otherwise prohibit this.

If you detect a lingering magical aura (as with the detect magic spell) from a magical item or an active spell, you can keep detect magic active while using the Survival skill to follow the trail of the lingering aura (DC 30 – the caster level of the effect). You can even track creatures under a pass without trace spell, albeit at a penalty equal to the caster level of the spell.

When tracking using detect magic you treat recently ended magical effects as though they were one category stronger when determining how long a lingering aura remains, and by concentrating for an additional round you can determine exactly how long the lingering aura has been there (effectively allowing you to learn when the spell that caused the aura was cast). This subsumes the Sleepless Detective’s forensic thaumaturgy class feature, from Paths of Prestige.

Tireless (Ex): At 3rd level, you gain Skill Focus (Endurance) as a bonus feat. You also gain immunity to magical sleep effects, and no longer receive a –10 penalty on Perception checks while asleep. You become intuitively aware of the passage of time, and can cause yourself to awake at any pre-selected time you choose, regardless of external stimuli.

Direction Sense (Ex):

“I have never been lost, but I will admit to being confused for several weeks.” ―Daniel Boone.

Starting at 4th level, your tracking ability and sense of direction improve to the point that you always know generally where you are. This ability is useful to characters who end up at unfamiliar destinations after teleporting, using a gate, or traveling to or from other planes of existence. Direction sense reveals general information about your location as a feeling or presentiment. The information is usually no more detailed than a summary that locates you according to a prominent local or regional site. Using this ability also tells you what direction you are facing, and you always know which direction north is.

Low-Light Vision (Ex): Also at 4th level, you gain low-light vision. If you already have low-light vision, you gain superior low-light vision instead (per the “Class Synergy Features” rules in Chapter 1).

Additional Favored Terrain (Ex): At 5th level and every four levels thereafter, you may select an additional favored terrain. In addition, at each such interval, the bonus to any one favored terrain (including the one just selected, if so desired), increases by +2. Any favored terrain with a bonus of +4 or higher confers an advanced terrain ability, as shown in Appendix A.

If a specific terrain falls into more than one category of favored terrain, the bonuses do not stack; you simply use whichever bonus is higher.

By spending two uninterrupted hours surveying the lay of the land and succeeding at a DC 20 Survival check, you can familiarize yourself with unfamiliar terrain. After successful study, an area equaling one square mile per ranger level is treated as favored terrain for you (with a +2 bonus) until you sleep away from it. This ability subsumes the Battle Scout’s “infiltration” ability, from Ultimate Combat.

Swift Tracker (Ex): Starting at 6th level, you can move at your normal speed while following tracks, without taking the normal –5 penalty. You take only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. In one of your favored terrains, you can track at any speed at no penalty, and your movement is no longer impeded by magical adjustments to the terrain (entangle, etc.).

This ability also allows you to move at full speed while using the “trackless step” function of the Survival skill, and to move at full speed using the Stealth skill, without penalty.

Sustenance (Su): Starting at 7th level, you can survive without food or water for up to 1 day per class level (even with strenuous activity). If you restrict yourself to light activity, you can survive for 1 week per ranger level without food, and with only minimal water (e.g., dewdrops). While in a favored terrain, you also gain the effects of the Fast Recovery feat (q.v.). This lore supersedes the Draw from the Land feat from Unapproachable East.

Wilderness Guide (Ex): Starting at 8th level, when you are in your favored terrain, all allies within your line of sight that can hear you gain that favored terrain as well (with a +2 bonus, regardless of what your bonus in that terrain is). This ability applies even to planar favored terrains, allowing you to effectively lead parties through hostile planes. Source: Advanced Player’s Guide; this ability also supersedes the Battle Scout’s “advantageous terrain” variant class feature from Ultimate Combat, and the ranger’s “terrain bond” class feature from the core rules.

Anchored Navigation (Ex): Starting at 10th level, your tracking skill becomes so instinctive that you cannot become lost.

I can’t get lost. I always know which way is north, the direction of the point where I started and how far away it is. I can head straight back or retrace my steps, even in dark and jungle.

―Robert A. Heinlein, Glory Road (1963)

You retain a perfect mental trail of where you have been, and can retrace your steps without hesitation without using a map, or simply short cut directly back to any point along the route (assuming some means of passing through the intervening terrain), no matter how convoluted the original route. This ability is automatic, even if you are blindfolded or unconscious, and the memory is retained permanently, so that you can always find your way to any place you have ever been.

Anchored navigation operates even in reference to a single point in n-dimensional space, so that if you bury an object in the middle of a featureless plain, then come back years later and find the area underwater, you could guide a boat unerringly to the burial site and know exactly how far under water (and below the surface of the underlying sediment) the object lies―assuming it has not been moved in the meantime. This ability applies even across planar boundaries and to psychoportive routes through the Astral plane, so that you treat any place you have ever been as “very familiar” for purposes of teleportation (you do not automatically gain the ability to teleport or plane shift, however).

Advanced Lore: Starting at 11th level, you gain insight into deeper lore. Every time you would become eligible for a new item of ranger lore, you can select an advanced lore instead.

Planar Tracking (Su): At 12th level, you are adept at tracking and finding your way even across planar boundaries. You gain Power over Shadow as a bonus feat, and also gain the following additional abilities:

  • You can use the Survival skill to track creatures across the featureless expanses of the ethereal and astral planes, with a base check DC of 25. This ability subsumes the Astral Tracking feat from Dragon magazine, issue 313

  • You can track creatures across planar boundaries without penalty (even barring a means to follow immediately, you can eventually catch up with them using your Power over Shadow feat). This subsumes the Consecrated Harrier’s “faultless hunt” prestige class feature from Complete Divine.

  • If you determine the destination of a portal, gate or teleport and can yourself teleport or plane shift (as appropriate), then you may attempt to follow as if you had viewed the destination once (or as if very familiar, if you have been there at some point in the past).

  • If you are sent to another plane, you can identify it as a move action with a successful DC 20 Knowledge (the planes) check, even if there are no obvious visual, environmental, or terrain clues (e.g., if you are held blindfolded in a featureless cell on another plane). You can also determine the flow of time, relative to that on your home plane.

  • You can use shadow walk as a spell-like ability at will.

Nondetection (Ex): Starting at 14th level, you are so difficult to track that even magical means often miss you. You are under a permanent nondetection effect (using your class level as the caster level). This is an extraordinary ability and cannot be dispelled. It supersedes the Scout’s “cunning stealth” special ability, from Green Ronin’s Advanced Player’s Manual.

Terrain Mastery (Ex): At 15th level, you gain exceptional abilities related to your favored terrains.

  • When dealing with creatures native to those terrains, you treat your favored terrain bonus for that terrain as a favored enemy bonus (q.v.) against those creatures. This bonus overlaps (does not stack with) bonuses gained when fighting a favored enemy or quarry.

  • On any plane which you have as a favored terrain, you are always treated as a native of that plane when advantageous to you (for example, for determining effects such as those of a holy word spell).

Find the Path (Sp): At 16th level, your tracking abilities improve to the point where you can find even places you’ve never been. You gain the ability to use find the path as a spell-like ability at will. This duplicates the 3.5 edition spell, without the Pathfinder rules limitations, and it operates even across planar boundaries. You can use this ability to find even “unfindable” things (like an escape route from Hell). N.B. In the interest of niche protection, the find the path spell is removed from the cleric and druid general spell lists, as noted in Chapter 7.

Master of All Terrains (Ex): At 17th level, your favored terrain bonus for all terrains increases by +2; this improves existing favored terrains, and grants you a +2 favored terrain bonus for all other terrains as well. Thereafter, you can survive and move freely about on all planes. Your spells always function on all planes (except on null-magic planes), without the need for alteration, and you treat all planes as being “in touch with deity” for purposes of spellcasting (see Casting Spells on Other Planes in Chapter 7).

Unerring Tracker (Sp): At 18th level, you can find anyone or anything. At will, you can duplicate the effects of discern location as a spell-like ability. The listed casting time of 10 minutes applies.

Improved Quarry (Ex): At 19th level, your ability to hunt your quarry improves. You can now select a quarry as a free action, and can take 20 while using Survival (or Streetwise) to track your quarry, while moving at normal speed without penalty. Your favored enemy bonus to damage your quarry is equal to your class level (this supersedes your normal favored enemy bonus to damage). If your quarry is killed or dismissed, you can select a new one after 10 minutes have passed.

Master Hunter [Strike] (Ex): At 20th level you can, as a standard action, make a single attack against a quarry at your full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save (DC 20 + your Wisdom modifier + your quarry bonus) or die. You can choose instead to deal an amount of nonlethal damage equal to the creature’s current hit points (a successful save negates this damage). You cannot use this ability against the same creature more than once in a 24-hour period. This supersedes the Death of Enemies feat, from the 3.5 edition System Reference Document (“Epic Feats”).

Personal Preserve (Sp): At 20th level, you are at home anywhere in the multiverse. By spending a week walking in Shadow, you can locate a relatively unused demiplane in the back waters of the planes and claim it as your personal demesnes. Your personal preserve has the following properties:

  • At the time you claim the demiplane, you can set whatever gravity trait, elemental traits, and alignment traits you like, and you can choose whether the plane is finite or self-contained.

  • Although the demiplane isn't morphic, you have total control over the landscape when you find the place. The demi-plane can be no larger than a small continent; for finite planes, you decide what the boundaries will be like (endless waterfalls, impenetrable thorns or mists, etc.).

  • Time is always normal.

  • You can set magic and psionics operability as you wish (although your ranger spells always function normally there).

  • Access can be unrestricted, or permitted only via a single portal entry which you can control for access. Those who know of the demiplane's existence can plane shift to the plane.

When on your personal demiplane, your favored terrain bonus is always +10. Inhabitants are not necessarily friendly, but you can use Diplomacy or Handle Animal to influence their reactions even if this would not normally be possible.

In general, you can have only one such demiplane at a time. If yours is somehow destroyed, you can claim another by spending another week searching.

Appendix A: Favored Terrain

Typical favored terrains are listed here; each entry lists any additional terrain skills (if any), terrain sight, terrain movement, additional abilities, 5th level advanced terrain abilities, and 15th level terrain mastery abilities. Terrains not specifically listed here can be added with referee approval.

Arctic

Arctic terrain includes conditions of ice (glaciers, etc.), snow, and tundra; it also applies to Frostfell planes.

Additional Terrain Skills: Endurance. Also, apply you favored terrain bonus to saving throws against cold effects; this supersedes the Arctic Adaptation feat from Races of Faerun.

Terrain Sight: Snowsight (Ex): You do not take penalties to Perception checks due to sleet or snow; you can see to the normal limits of your vision through snowfall, even in whiteout conditions. This enables you to see normally in an ice storm or sleet storm, or in similar natural snowstorms. You are also immune to snow glare and snow blindness.

Terrain Movement: Icewalking (Ex): You have no chance of slipping on ice; you can move across icy surfaces without penalty, and do not need to make Acrobatics checks to run or charge on ice. You also ignore difficult terrain due to snow and heavy snow. This ability subsumes the Driftwalker feat from Dragon magazine (issue 315) and the Snowrunner feat from Frostburn.

Additional Terrain Abilities:

+2 Endure Elements (Ex): You gain continuous endure elements (cold only) as en extraordinary ability. This supersedes the Cold Endurance feat from Frostburn.

+4 Resist Elements (Ex): You gain resistance to cold equal to 5 x your favored terrain bonus. Thus supersedes the Improved Cold Endurance feat from Frostburn.

+6 Cold Subtype: You gain the [cold] subtype. You are immune to cold, but gain vulnerability to fire.

+8 Cold Immunity (Ex): You are immune to cold, but lose your vulnerability to fire.

Desert

Desert favored terrain includes sand, wastes, salt flats, and other arid environments.

Additional Terrain Skills: Endurance.

Terrain Sight: Sandsight (Ex): You can see through dust storms and brownouts (see Sandstorm) without the normal penalties to Perception, and are immune to the dazzled condition and from blindness due to sun glare. Add your favored terrain bonus to saving throws against gaze attacks.

Terrain Movement: Sandwalker (Ex): You ignore difficult terrain due to shallow sand or deep sand, do not break through sand crust when moving, and cannot be involuntarily buried by collapsing sand dunes (this supersedes the Sandskimmer feat from Sandstorm). You suffer no penalty to speed or on Acrobatics or Stealth checks when moving through sandy or desert terrain; this supersedes the desert druid variant class feature of the same name from the Advanced Player’s Guide.

Additional Terrain Abilities:

+2 Endure Elements (Ex): You gain continuous endure elements (heat only) as en extraordinary ability. This supersedes the Heat Endurance feat from Sandstorm. You can also use locate oasisRR2 once per day as a spell-like ability.

+4 Resist Elements (Ex): You gain resistance to fire and to desiccation damage equal to 5 x half your favored terrain bonus (these stacks with any existing resistance, if applicable). This subsumes the Improved Heat Endurance feat from Sandstorm.

+6 Sustenance of the Wastes (Ex): You no longer need food or water to survive. In addition, you are immune to blindness effects.

+8 Fire Immunity (Ex): You are immune to fire and desiccation damage.

Forest

Forest favored terrain includes jungles and forest-dominated planes such as Arboria.

Additional Terrain Skills: Acrobatics.

Terrain Sight: Woodland Sight (Ex): You ignore partial concealment due to plant growth, leaves, etc. This ability supersedes the Ehlonna’s Way feat from Dragon magazine (issue 315) and also the Pierce the Foliage function of the Woodland Archer feat from Races of the Wild.

Terrain Movement: Woodland Stride (Ex): You ignore difficult terrain due to undergrowth and heavy undergrowth. You can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment; this supersedes the “woodland stride” class feature from the core rules.

Additional Terrain Abilities:

+2 Forest Tongue (Sp): You can speak with animals (forest animals only) at will.

+4 Treetopper (Ex): You gain a climb speed of 5 ft. and retain your Dex bonus to AC while climbing; this supersedes the feat of the same name from the Players Guide to Faerun.

+6 Treefriend (Sp): You can speak with plants 1/day (2/day at terrain bonus +8, and 3/day at +10).

+8 Phantom Forest (Sp): You can use hallucinatory terrain (forests only) as a spell-like ability 3/day.

Mountains

Mountainous favored terrain applies to hills and broken country as well.

Additional Terrain Skills: Mountain Stance (Ex): Your favored terrain bonus applies to your CMD against bull rush, drag, reposition, and similar combat maneuvers, and to saving throws against effects that would physically move you from your position. This supersedes the mountain druid’s variant class feature of the same name, from the Advanced Player’s Guide.

Terrain Sight: Mountain Warrior (Ex): You are constantly aware of the heights above you, as well as your lateral surroundings; opponents on higher ground do not gain the normal +1 attack bonus against you for higher ground. When on higher ground, you gain the attack bonus for higher ground when using ranged weapons, as well as with melee attacks. This ability supersedes, in part, the feat of the same name from Races of Stone.

Terrain Movement: Mountain Stride (Ex): You can move through scree and dense rubble at your normal movement speed. You can also move up steep slopes at your normal movement speed. You ignore DC modifiers to Acrobatics and Stealth checks derived from scree, light rubble, dense rubble, steep slopes, or stairs. You need no longer make DC 10 Acrobatics checks to run or charge down steep slopes. These abilities supersede the Highland Stalker’s prestige class feature of the same name, from Races of Stone.

Additional Terrain Abilities:

+2 Altitude Affinity (Ex): You are unaffected by altitude fatigue, altitude sickness, lack of oxygen, or any of their accompanying complications while at high altitudes, including the “death zone” above 26,000 feet elevation. Source: Pathfinder Campaign Setting; this also supersedes the Altitude Adaptation feat from Frostburn. In addition, you can resist the cold of the heights; you gain a continuous endure elements effect (cold only).

+4 Expert Climber (Ex): You gain a Climb speed equal to 5 ft. x your favored terrain bonus (maximum equal to your base land speed), and no longer lose your Dexterity bonus to AC while climbing or jumping.

+6 Surefooted (Ex): You are more sure-footed than a mountain goat. You are under a continuous spider climb effect, except this cannot be dispelled. You also add your favored terrain bonus to your CMD against bull rush and push attempts against you, and to saving throws against effects that would otherwise shove you from your position (e.g., telekinesis). If you are somehow thrown from a height, you are protected by a feather fall effect.

+8 Stoneskin (Ex): You gain DR 5/adamantine (DR 10/adamantine when actually in hilly or mountainous terrain). You are also immune to petrifaction.

Plains

This terrain includes savannah and steppes. It incorporates most of the terrain abilities of the plains druid from the Advanced Player’s Guide.

Additional Terrain Skills: Endurance (this supersedes the Grass Trekker feat from Savage Species).

Terrain Sight: Eagle Eyes (Ex): You ignore a distance of up to 10 ft. x your favored terrain bonus when calculating the DC for visual Perception checks, allowing you to see accurately at much greater distances than most (the DC normally increases by +1 per 10 ft. of distance). This ability supersedes the feat of the same name from the Advanced Player’s Guide.

Terrain Movement: Your base land speed increases by 10 ft.

Additional Terrain Abilities:

+2 Wind Resistance (Ex): You are treated as one size category larger for the purpose of ignoring wind effects.

+4 Grasslands Ambush (Ex): You can stand up from prone as a free action without provoking attacks of opportunity, or as an immediate action during a surprise round (this supersedes the Ankheg Tribe Ambush feat from Shining South). In addition, you can charge through allies’ squares without penalty.

+6 Gazelle’s Stride (Ex): Your base land speed increases by an additional 5 ft per round. At a favored terrain bonus of +8 and +10, it again increases by an additional 5 ft., for a total base land speed increase of +25 ft. with a +10 favored terrain bonus. Once per encounter, you may run or charge at double your normal speed.

+8 Master of the Steppe (Ex): You are immune to the effects of high winds. In addition, you gain evasion (as the rogue class feature of the same name), but do not automatically gain improved or greater evasion.

Plane, Astral

Additional Terrain Skills: Planar Sense.

Terrain Sight: None.

Terrain Movement: On planes with no gravity, or with subjective directional gravity, you gain a fly speed equal to 10 ft. x your favored terrain bonus. In combat in zero-gravity or subjective-gravity conditions, you are always considered on higher ground unless your opponent has an equal or higher favored terrain (Astral Plane) bonus.

Additional Terrain Abilities:

+2 Timeless Healing (Ex): You can heal naturally even while on Timeless planes like the Astral.

+4 Adaptation, Lesser (Ex): You are somewhat inured to the chill of space, and gain a continuous endure elements effect (cold only). In addition, lack of pressure in a vacuum does not harm you.

+6 Astral Movement (Sp): You gain dimension door 1/day as a spell-like ability (2/day at a favored terrain bonus of +8, 3/day at +10). In addition, your movement in zero-gravity or subjective-gravoty conditions does not provoke attacks of opportunity.

+8 Adaptation, Greater (Ex): You need not breathe, and are immune to inhaled poisons and suffocation effects. In addition, while you are astrally projected, your silver cord cannot be severed.

+10 Native of the Silver Sky (Ex): Your type changes to outsider, and you stop aging. You can use astral projection (self only) as a spell-like ability once per day.

Plane, Elemental (Air)

Additional Terrain Skills: Fly (this applies at all times, not merely when on the Plane of Air).

Terrain Sight: Eye of the Storm (Ex): You can see through up to 5 ft. x your favored terrain bonus of fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This supersedes the Tempest Druid’s variant class feature of the same name from Inner Sea Magic.

Terrain Movement: On the Elemental Plane of Air, you gain a fly speed (average maneuverability) equal to 10 ft. x your favored terrain bonus.

Additional Terrain Abilities:

+2 Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against you.

+4 Feather Fall (Sp): Whenever you involuntarily fall more than 10 feet, you are protected by a feather fall effect.

+6 Energy Resistance (Ex): You gain resistance to electricity equal to 5 x your favored terrain bonus. At a favored terrain bonus of +10, you are immune to electrity.

+8 Wings of Air (Su): You gain the fly speed listed under terrain movement even when not on the Elemental Plane of Air.

+10 Native Elemental: Your type changes to outsider (elemental), and you gain the [air] subtype.

Plane, Elemental (Earth)

Additional Terrain Skills: Profession (Mining)

Terrain Sight: Earthsight (Su): You can see through the stuff of the Elemental Plane of Earth. When on that plane, your gaze can penetrate a number of feet equal to 10 x your favored terrain bonus.

Terrain Movement: You gain a burrow speed in soil or on the Elemental Plane of Earth equal to 5 ft. x your favored terrain bonus. On the Elemental Plane of Earth, this ability also permits you to breathe, by burrowing out small air pockets.

Additional Terrain Abilities:

+2 Earth Mastery (Ex): You gain a +1 circumstance bonus on attack rolls and CMB and damage rolls if both you and your foe are touching the ground. If an opponent is airborne or waterborne, you take a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether you are initiating or resisting these kinds of attacks.

+4 Energy Resistance (Ex): You gain resistance to acid equal to 2 x your favored terrain bonus.

+6 Crystal Sight (Su): You can see through a thickness of stone, earth, or sand equal to 5 ft. x your favored terrain bonus. When not on the Plane of Earth, you can use this ability a number of rounds per day equal to your favored terrain bonus; these rounds need not be consecutive.

+8 Earth Glide (Su): You gain the earth glide ability, allowing you to pass through stone, dirt, or almost any other sort of earth except metal at your base land speed as easily as a fish swims through water. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of your presence. A move earth spell cast on an area containing you flings you back 30 feet, stunning you for 1 round unless you succeed on a Fortitude save (DC 16 + caster’s Cha modifier).

+10 Native Elemental: Your type changes to outsider (elemental), and you gain the [earth] subtype.

Plane, Elemental (Fire)

Additional Terrain Skills: Craft (smith).

Terrain Sight: Fire Sight (Ex): You can see through fire and smoke without penalty, ignoring any cover or concealment bonuses from fire and smoke. This does not allow you to see anything you could not otherwise see (for example, invisible creatures are still invisible). You are immune to the dazzled condition. This ability supersedes the Ifrit racial feat of the same name, from the Advanced Race Guide.

Terrain Movement: None.

Additional Terrain Abilities:

+2 Energy Resistance (Ex): You gain resistance to fire equal to 5 x your favored terrain bonus; unless otherwise noted, this stacks with existing resistance to fire.

+4 Fire Subtype: You are immune to fire, but gain vulnerability to cold. In addition, you suffer no ill effects from smoke inhalation.

+6 You gain the ability to use fire stride (from the Forgotten Realms Campaign Setting) 1/day as a spell-like ability (2/day at a favored terrain bonus of +8, and 3/day at a favored terrain bonus of +10). Readying this ability for use is a full attack action; each “jump” is a move-equivalent action, and all jumps must be completed within 10 minutes x your favored terrain bonus.

+8 Burn (Su): All of your spells, spell-like abilities, and supernatural abilities with the [fire] descriptor gain the effects of the Burning Spell metamagic feat (Chapter 7), with no increase in spell level or casting time. The amount of burn damage is 1d6; this increases to 2d6 at a favored terrain bonus of +10. If you have no applicable abilities, each of your natural attacks deals burn damage in an amount equal to the base damage of the attack.

+10 Native Elemental: Your type changes to outsider (elemental), and you gain the [fire] subtype.

Plane, Ethereal

Additional Terrain Skills: Planar Sense.

Terrain Sight: You gain Witch Sight as a bonus feat, adding your favored terrain bonus to your number of ranks in Planar Sense when calculating the effective distance.

Terrain Movement: On planes with no gravity, you gain a fly speed equal to 5 ft. x your favored terrain bonus.

Additional Terrain Abilities:

+2 Waveless Sea (Ex): You are immune to the effects of ether cyclones.

+4 Ghost Strike (Ex): You gain Ghost Strike as a bonus feat, even if you do not meet the prerequisite. For purposes of adjudicating the effects of this feat, treat your base attack bonus as at least +6 if your favored terrain bonus is +4, +11 at a favored terrain bonus of +6, and +16 at a favored terrain bonus of +8.

+6 Dimensional Anchor (Su): You gain Anchoring Blow as a bonus feat, with a minimum effective base attack bonus as defined under ghost strike, above.

+8 Ethereal Jaunt (Sp): You gain the ability to become ethereal (as per the ethereal jaunt spell) a number of rounds per day equal to your favored terrain bonus. These rounds need not be consecutive, but each use is a move action.

+10 Multiplanar Existence (Ex): You gain DR 10/force and can see invisible as if under the effects of that spell, except this is an extraordinary ability that cannot be dispelled.

Plane of Shadow

When in areas of shadowy (dim) light on the Prime Material Plane, your Plane of Shadow favored terrain bonus applies, but is reduced by 2 points.

Additional Terrain Skills: Acrobatics (this subsumes the movement function of the Dusk Stalker’s “shadow bond” variant class feature from the Advanced Race Guide); Bluff.

Terrain Sight: Gloomsight (Ex): You gain low-light vision.

Terrain Movement: See above.

Additional Terrain Abilities:

+2 Shadow Blend (Su): In any condition of illumination other than bright light, you blend into the shadows, giving you concealment (miss chance 5% x your favored terrain bonus). You can suspend or resume this ability as a free action.

+4 Shadowboxing (Ex): When you are within an area of dim light or darkness, you gain a +1 bonus on attack rolls against enemies that are also within dim light or darkness. This supersedes the Gloom Strike feat from the Advanced Race Guide.

+6 Shadow Step (Sp): You gain Shadow Step as a bonus feat. If you are a single-classed ranger, you can treat all ranger spells as if they were Shadow spells one level higher than their actual ranger spell levels, for purposes of this feat.

+8 See in Darkness (Ex): You can see in darkness, even magical darkness, as if it were lit.

+10 Shade (Ex): You are treated as a native of the Plane of Shadow, and gain the Shadow creature simple template (Advanced Race Guide; the benefits overlap with, rather than stacking with, those gained above).

Planes, Lower

Additional Terrain Skills: Bluff, Knowledge (planes).

Terrain Sight: You can use detect evil as a spell-like ability a number of times per day equal to your favored terrain bonus.

Terrain Movement: Most mortals venturing into Hell or Carceri are trapped there forever; this does not apply to you (i.e., you can leave freely). Your companions cannot also do so unless you also have the wilderness guide ability (q.v.).

Additional Terrain Abilities:

+2 Resist Planar Alignment (Ex): You take no penalties for being on evil-aligned planes, and can cause your alignment to register as that of the plane at will.

+4 Resist Energy (Ex): You gain resistance to cold, fire, and negative energy equal to your favored terrain bonus, allowing you to survive on minor negative-dominant planes.

+6 Damage Reduction (Ex): You gain DR/good in an amount equal to your favored terrain bonus. You also treat your own attacks (natural, unarmed, and with manufactured weapons) as if they were aligned.

+8 Guarded Life (Su): You are immune to negative levels and energy drain.

+10 Fiend-Born (Ex): You are treated as a native of the lower planes, and gain the Fiendish simple template (the benefits overlap with, rather than stacking with, those gained above).

Planes, Upper

Additional Terrain Skills: Diplomacy, Fly.

Terrain Sight: You can use detect good as a spell-like ability a number of times per day equal to your favored terrain bonus.

Terrain Movement: While on good-aligned upper planes, you gain a fly speed equal to 5 ft. x your favored terrain bonus.

Additional Terrain Abilities:

+2 Resist Planar Alignment (Ex): You take no penalties for being on good-aligned planes, and can cause your alignment to register as that of the plane at will.

+4 Energy Resistance (Ex): You gain resistance to electricity, force damage, and positive energy (when damaging; you can still choose to be healed by it) equal to your favored terrain bonus.

+6 Damage Reduction (Ex): You gain DR/evil in an amount equal to your favored terrain bonus. You also treat your own attacks (natural, unarmed, and with manufactured weapons) as if they were aligned.

+8 Purity of Body (Ex): You are infused with the purity of the Upper Planes, and are immune to disease and poison.

+10 Angel-Born (Ex): You are treated as a native of the upper planes, and gain the Celestial simple template (the benefits overlap with, rather than stacking with, those gained above).

Swamps

This favored terrain also includes marshes, bogs, fens, and wetlands of all descriptions.

Additional Terrain Skills: Escape Artist, Profession (sailing)—small craft only.

Terrain Sight: Mist Sight (Ex): You can see through up to 5 ft. x your favored terrain bonus of fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant.

Terrain Movement: Bog Stride (Ex): You ignore the effects of bogs, deep bogs, mud, quicksand, and reeds on your movement. This ability also subsumes the Child of the Swamps feat from the Players Guide to Eberron.

Additional Terrain Abilities:

+2 Strong Stomach (Ex): You are immune to any effect that would apply the sickened condition to a normal person. If you succumb to an effect that normally causes nausea, you are sickened instead. You gain a bonus on saving throws against other afflictions (Chapter 1) equal to your favored terrain bonus; this supersedes the Jungle Stamina feat from Races of Faerun.

+4 Swarm-Walking (Ex): You also gain DR/— against swarms to an amount equal to your favored terrain bonus (i.e., DR 4/— against swarms when you gain this ability).

+6 Purity of Body (Ex): You are immune to minor, moderate, and severe afflictions.

+8 Bogtrotter (Ex): You gain continuous freedom of movement.

Underground

Additional Terrain Skills: Disable Device, Profession (Mining).

Terrain Sight: You gain darkvision with a range of 10 ft. x your favored terrain bonus.

Terrain Movement: Tunnel Runner (Ex): You ignore difficult terrain due to rubble, dense rubble, and stairs. You can move through narrow spaces at your normal speed, and squeeze without penalties; this supersedes the cave druid’s variant class feature of the same name from the Advanced Player’s Guide, and also the feat of the same name from Underdark.

Additional Terrain Abilities:

+2 Tunnel Fighting (Ex): You ignore the melee penalties for fighting in low or narrow spaces; this supersedes the feat of the same name from Races of Stone. In addition, you cannot be detected by tremorsense; this supersedes the cave druid’s “lightfoot” from the Advanced Player’s Guide.

+4 Burrow (Ex): You gain a burrow speed of 5 ft. This speed increases by an additional 5 ft. per additional +2 of your favored terrain bonus (maximum 20 ft. at +10).

+6 Evasion (Ex): You are constantly alert against cave-ins, methane gas explosions, and the like. You gain evasion (as the rogue class feature), but not improved or greater evasion. If you already have evasion, your vigilance is instead channeled into your senses, and you gain Blind-Fight as a bonus feat.

+8 Stone Sense (Ex): You gain tremorsense at a range equal to the range of your darkvision. This ability supersedes the feat of the same name from the Advanced Player’s Guide.

Urban

This favored terrain also applies when in buildings, streets, and sewers. Its effects supersede the Crowd Tactics feat from Races of Destiny.

Additional Terrain Skills: Diplomacy, Streetwise; Bluff checks to intimidate crowds.

Terrain Sight: None.

Terrain Movement: Crowd Control (Ex): You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, your movement is not impeded by crowds. You can move through the space occupied by local citizens as if they were allies (this does not apply to creatures intent on harming you). This ability is from the urban barbarian archetype from Ultimate Combat, and also subsumes the urban ranger’s “push through” ability from the Advanced Player’s Guide.

Additional Terrain Abilities:

+2 Pass as Local (Ex): You automatically pass as a local (treat as a disguise with DC 10 + your Stealth skill bonus; this disguise does not take an action to don). Although you are not invisible, enemies do not notice your presence in particular and take no actions against you unless they are taking actions against the local citizens in general. Source: Advanced Player’s Guide.

+4 Charm Person (Sp): You gain charm person as a spell-like ability 1/day (2/day at a favored terrain bonus of +6, 3/day at +8, and 4/day at +10). You also apply half your favored terrain bonus to saving throws against charm and compulsion effects.

+6 Street Lore (Sp): While in a city, you can use commune 3/day as a spell-like ability, but only to learn information about that city known by at least 1 creature within the city.

+8 City Mind (Ex): You are immune to charm and compulsion effects.

Water (Shipboard)

Additional Terrain Skills: Profession (sailing).

Terrain Sight: Eyes of the Storm (Ex): You ignore any concealment provided by fog, rain, sleet, mist, wind, or other weather effects that is less than total concealment, and any penalties weather applies on Perception checks are halved. This ability, and the terrain movement ability below, are from the Sea Reaver barbarian archetype from Ultimate Combat.

Terrain Movement: Sure-Footed (Ex): You ignore cluttered, slippery, or pitching decks and rocking, slippery conditions, including green water surges (Stormwrack) and spells such as grease, sleet storm, etc. You are not at risk of falling, are not denied your Dexterity bonus when moving across such areas, and do not treat them as difficult terrain. You can move through rigging at half speed.

Additional Terrain Abilities:

+2 Sea Legs (Ex): You are immune to seasickness.

+4 Great Captain (Ex): If you are in command of a vessel, you can use the Aid Another action to assist all other persons on board who are performing the same action in the current round. Commanding the vessel in combat is a move action for you. This supersedes the feat of the same name from Stormwrack.

+6 Storm Sailor (Ex): You can choose to treat winds as one category more or less severe (your choice) for purposes of sailing and navigating a vessel; this supersedes the Inner Sea Pirate’s trick of the same name, from Pirates of the Inner Sea.

+8 Storm-Lashed (Ex): You are accustomed to sailing through storms and force ten gales. You are immune to electricity and the effects of high winds, as is any vessel you personally pilot.

Water (Underwater) or Elemental Plane of Water

Additional Terrain Skills: None.

Terrain Sight: You suffer no penalties to Perception for being under water or looking into water from the surface.

Terrain Movement: Expert Swimmer (Ex): You gain a Swim speed equal to 5 ft. x your favored terrain bonus. You also ignore difficult terrain due to light or heavy surf. This ability supersedes the Expert Swimmer feat from Stormwrack, and any number of similar feats from previous sources.

Additional Terrain Abilities:

+2 Hold Breath (Ex): You can hold your breath a number of rounds equal to (your favored terrain bonus +1) x your Constitution score. This supersedes the Deep Breather feat from Dragon magazine (issue 335).

+4 Seaborn (Ex): You gain the [aquatic] subtype and the [amphibious] trait. You are also inured to the chill of the depths, and can endure cold effects as if by endure elements. This simulates the Aquatic Druid’s variant class feature of the same name, from the Advanced Players Guide.

+6 Aquatic Adaptation (Ex): You are immune to the effects of pressure at depth; this subsumes the Pressure Resistance feat from Dragon magazine (issue 314). You are also immune to inhaled poisons, and cannot be suffocated.

+8 Freedom of Movement (Ex): You gain continuous freedom of movement while underwater.

+10 Native Elemental: Your type changes to outsider (elemental), and you gain the [water] subtype.

Appendix B: Ranger Lore

Other examples of ranger lore can be added with the referee’s approval.

Ranger Lore

Examples of ranger lore are listed here; substitute lore, if appropriate to the character, can be included by player request and referee permission.

Lore Description
Ascetic hunter Multiclass with monk
Barkskin +1 natural AC, +1/3 levels
Combat style feat Gain additional combat feat
Domain bond Gain access to one domain
Dragon hunter Ignore +1/2 level natural AC
Empathic link, improved Share senses with animal companion(s)
Energy resistance 5 + 5/3 levels to one type
Evasion And improved evasion at 11th
Familiar As wizard class feature
Fast healing Gain fast healing 1
Fast movement +10 ft. to you and mount (if any)
Favored enemy Constant Quarry vs. 1 type
Favored weapon Weapon gains enhancements
Feral state You gain claws, bite attack
Harper scout Multiclass with bard
Hide in nature Concealment in favored terrain
Hunting party Allies gain ½ quarry bonuses
Magic fang Permanent greater magic fang
Mettle As fighter class feature
Ordained hunter Multiclass with cleric
Outlaw hunter Multiclass with rogue
Ranger knight Multiclass with fighter
Ranger mage Multiclass with sorcerer/wizard
Ranger’s luck Bonus hero point (1/6 levels)
Savage hunter Multiclass with barbarian
Scent Gain scent special ability
Silver weapons Weapons penetrate DR
Spiritual hunter Multiclass with druid
Spiritual bond Shield other (animal companion)
Stoneskin Gain DR /+1 or better
Trapfinding As rogue talent
Twilight luck Luck bonus to saving throws
Whispers of the forest Gain augury and/or divination
Wrankletaste Nauseates biting opponents

Ascetic Hunter (Ex): You must have at least one level in monk to select this lore, which provides a number of benefits when multiclassing between ranger and monk classes.

  • Your ranger levels provide Full synergy for purposes of determining your unarmed mastery.

  • Your ranger levels provide Weak synergy for purposes of determining the damage bonus from your Weapon Form ability and the level-dependent effects of monk sutras you possess.

  • Your monk levels provide Weak synergy for purposes of determining the effects of level-dependent ranger lore. You qualify for advanced lore if your effective ranger is 11 or higher. You may select monk sutras in the place of ranger lore and vice versa.

  • You can choose to give up normal ranger spellcasting, and have your ranger levels instead provide Weak theurgy towards your ki powers (Spellcasting Table 3 in Chapter 7). Alternatively, you can give up your ki powers, in which case your monk levels provide Weak spellcasting theurgy.

  • Finally, when using a ki attack power against a favored enemy or quarry, add half your favored enemy/quarry bonus to the DC of the saving throw (if applicable).

This lore supersedes the feat of the same name, from Complete Adventurer, and also the Sohei’s “monastic mount” variant class feature, from Ultimate Combat.

Barkskin (Su): You gain a +1 natural armor bonus to AC, or any existing natural armor bonus increases by +1. This bonus improves by +1 per 3 class levels you possess, to a maximum bonus of +7 at 18th level. If desired, you can cosmetically indicate this effect by having small shoots and leaves grow in your hair, etc.

If you have another class feature that improves natural armor (such as the fighter’s armored skin talent or the monk’s iron skin sutra), you do not gain the separate benefits from each; instead, your levels those classes stack in order to determine a single improvement.

Combat Style Feat: You can gain an extra combat style feat (q.v.) in place of an item of ranger lore. This feat must be chosen from the list of combat style feats available to a ranger of your class level with your combat style (i.e., you cannot choose a higher-level feat, or a feat from a different combat style).

Domain Bond (Su): Choose one of the following domains: Animal, Archery, Consecrated Harrier*, Liberation, Plant, Rune, Sun, Travel, Weather, Winter. You gain Domain Access (proviing bonus spells as shown in Spellcasting Table 1 in Chapter 7) and Improved Domain Access for the selected domain as bonus feats. (Selecting the Rune domain allows the ranger to represent the 2nd edition Runecaster base class, from the Vikings Campaign Sourcebook.)

Special: The Consecrated Harrier prestige class from Complere Divine, can be simulated using Domain Bond with the Consecrated Harrier domain (see below) and selecting Favored Enemy (heretics) as an additional ranger lore.

Consecrated Harrier Domain spells: 1stcommand, 2ndsee invisibility, 3rdcrushing despair, 4thdismissal, 5thfalse vision, 6thgreater dispel magic, 7thgreater scrying, 8thdiscern location, 9thforesight.

Granted Powers:

  • Sanctified Sight (Ex): You gain a +4 sacred bonus on saving thows against illusions.

  • Dispel Magic (Sp): Starting at 4th level, you can use dispel magic as a spell-like ability a number of times per day equal to your Wisdom modifier (minimum 1/day). When using this against favored enemies, add your favored enemy bonus as a sacred bonus to the dispelling check.

Dragon Hunter (Ex): Your melee and ranged attacks ignore 1 point of natural armor per 2 class levels you possess.

Empathic Link, Improved (Su): You gain an improved empathic link with all bonded companions (if any) you gained through your Mark of the Wild ability. This functions like an empathic link with a familiar, except you can also see through a companion’s eyes as a swift action, maintaining this connection as long as you like (as long as the companion is within 1 mile) and ending it as a free action. You can only see through the eyes of one companion at a time, and are blinded while maintaining this connection. Source: Advanced Player’s Guide.

Energy Resistance (Ex): You gain resistance 5 to acid, cold, electricity, fire, force, negative energy, positive energy, or sonic attacks. This resistance increases by 5 for every 3 ranger levels you possess, to a maximum resistance of 35 at 18th level. At 20th level, you are immune. You may select this lore multiple times; each time, choose a new energy type.

Evasion (Ex): As the rogue class feature of the same name. If you have at least 11 levels in Ranger, you also gain Improved Evasion (you do not gain Greater Evasion)

Familiar (Ex): You gain a familiar, as the wizard class feature. Your functional wizard level for determining the abilities of the familiar is equal to your number of ranks in Concentration. You do not lose experience points if your familiar is slain, and you require only 24 hours to replace one that is lost. Your familiar has total hit points equal to 3/4 of your own hit points, rather than half as per a wizard’s familiar. The familiar gains the ability to speak with other animals of its kind when you have an effective master level of 1st, rather than 7th. When you reach an effective master level of 7th, you can speak with animals of your companion's kind, as per speak with animals. This is a supernatural ability that functions constantly, and it requires only a free action to reactivate if somehow dispelled. (Source: Cityscape web enhancement.)

Fast Healing (Ex): You gain fast healing 1 (acid, fire, and negative energy damage are healed at the normal rate). You must be at least 5th level to select this lore. You may select this lore multiple times; the effects stack.

Fast Movement (Ex): Your base land speed increases by 10 ft. Until you gain the Tireless ability at 3rd level, this benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying your speed because of any load carried or armor worn. This bonus stacks with any other bonuses to your land speed. This option was presented in Complete Warrior.

If you have an animal companion (q.v.) that also serves as a mount, it gains the benefits of this ability whenever you are mounted on it.

Favored Enemy (Ex): Select a type of creature from among those listed on the table below (if you choose humanoids or outsiders as a favored enemy, you must also choose an associated subtype, as indicated on the table). Against creatures of that type, the following apply:

  • You always treat all creatures of the designated type as Quarry, without needing to use that class feature. This is an exception to the rule against having only one quarry at a time.

  • Your favored enemy bonus applies as a competence bonus to Knowledge or related skill checks when attempting to identify favored enemies and their weaknesses. You can make such checks untrained.

  • If you have chaotic outsiders and oozes as a favored enemy, you can score critical hits and precision damage against oozes.

  • If you have constructs and undead as a favored enemy, these creature types are no longer immune to any feats, fighter talents, or ki powers you possess that normally allow a Fortitude save. In addition, constructs and undead damaged to less than half their full hp total by your attacks take penalties as if fatigued; those to below one-fourth as if exhausted. This subsumes the Bane of the Clockwork variant class feature, from Dragon magazine (issue 351).

  • Having a favored enemy of any type makes you eligible for Hunter feats (Appendix C).

Table: Ranger Favored Enemies
Animals, magical beasts, and vermin
Arcanists1
Dragons
Fey and plants
Giants, monstrous humanoids, and uncivilized humanoids2
Humanoids (civilized)3
Organization (select one)4
Outsiders (chaotic) and oozes
Outsiders (elemental) and elementals
Outsiders (lower planar) and aberrations
Outsiders (upper planar)
Outsiders (other: native, astral, shadow, etc.)
Slavers5
Undead and constructs

1 Includes any creatures capable of casting arcane spells or using invocations or spell-like abilities, per the variant described in Complete Mage,

2 In the Aviona setting, this includes orcs, goblins, hill dwarves, wood elves, etc. This broad category emulates the 1st edition ranger’s bonus against “giant class” opponents.

3 In the Aviona setting, this includes humans, mountain dwarves, high elves, halflings, etc.

4 Choose one type of organization: e.g., churches, police departments, criminal gangs, etc.

5 Includes slave owners, per the Steel Falcon prestige class in Andoran: Spirit of Liberty.

If a specific creature falls into more than one category of favored enemy, the bonuses do not stack; you simply use whichever bonus is higher. You may select this lore multiple times; each time, choose a new favored enemy type from the table.

Favored enemies not listed can be allowed by player and referee agreement, using the ones shown above as guidelines.

Favored Weapon (Su): By calling upon the aid of nature spirits when you prepare spells (or regain spell slots), you can imbue your weapon with a +1 enhancement bonus per level of the highest-level spell you prepare. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5. Alternatively, as long as the weapon retains a bundled enhancement bonus of at least +1, additional enhancement bonus can be traded in for other magical properties as described in Chapter 6. The bonus and properties granted are determined when you prepare spells and cannot be changed until the spirits are called again (i.e., the next time you prepare or regain spells). The weapon has no additional bonuses if held by anyone other than you, but they resume if the weapon is returned to you. These bonuses apply to only one end of a double weapon.

As you use up your prepared spells, you must choose which properties to remove from the weapon. Any property which is only partially active is considered totally negated, unless it can be downgraded without actually changing it. For example, a 10th level ranger (3rd level spells, +3 in bonuses) might imbue his masterwork bow as a +1 weapon, trade the additional +2 for 12,000 numen, and used that to purchase the greater shock (+3d6) property. Upon using his 3rd level spell, he would have insufficient numen to maintain the greater shock effect, and could reduce it to shock (+1d6) instead. If he’d instead spent the 12,000 numen on the keen property, he’d simply lose that property, as 6,000 numen is insuffient to maintain it and it cannot be downgraded.

Feral State (Su): By living like a wild animal, you have regressed to a more bestial state. Your hands and feet become claws dealing 1d6 base damage, and your teeth lengthen and grow pointed, giving you a bite attack dealing a base 1d8 damage. You must sleep in natural environments, never inside buildings, unless forced by circumstances. Furthermore, you cannot purchase food—you must obtain it by hunting, gathering, begging, or stealing. Some even give up speech, the use of fire and tools, and all possessions, but such extremes are not required. This lore, in conjunction with the Savage Hunter lore, largely supersedes the Fist of the Forest prestige class from Complete Champion.

Harper Scout (Ex): You can gain this lore only if you have at least one level in bard. Thereafter, you may learn ranger lore in the place of bardic lore, and vice versa. Your effective level in each class for purposes of adjudicating level-dependent effects of lore is equal to your level in the class granting the lore plus half your level in the other class. You may qualify for advanced ranger lore if your effective ranger level derived in this manner is 11th or higher. You gain the following additional benefits.

  • Your bard level provides Weak synergy for purposes of determining your tracking abilities and the level at which they operate. For example, a ranger 8/bard 6 would have an effective ranger level of 11th when calculating the effects of range lore, could select advanced ranger lore in the place of ranger lore, would gain a +5 bonus to Survival checks to track and would have the planar tracking ability in addition to direction sense, swift tracker, and anchored navigation.

  • Your ranger levels provide Weak theurgy towards your arcane spellcasting ability. This supersedes your ranger spellcasting, although you still have access to all spells on the ranger list as if they were bard spells of the appropriate level.

  • Finally, your ranger level provides Weak synergy to your bard level for purposes of determining the DC and number of rounds of inspiration per day, and your bardic college.

Hide in Nature (Ex): While in one of your favored terrains, you gain a miss chance equal to your favored terrain bonus x 5%. This works similarly to a blur spell, except that this is an extraordinary ability that cannot be dispelled.

Hunting Party (Ex): You can spend a swift action to grant half your quarry or favored enemy bonuses to companions within 30 feet who can see and hear you. If you have the Favored Defense or Favored Dodge feat, half of those bonuses apply to affected allies as well. These bonuses last for 1 minute. These bonuses do not stack with any favored enemy bonuses possessed by your allies; they use whichever bonus is higher.

Magic Fang (Su): You or your bonded companion(s) (if applicable) gains the effects of a permanent greater magic fang spell. You may gain this lore twice, in order to have it apply to you and to your bonded companion(s).

Mettle (Ex): If you make a successful Fortitude or Will save against an attack that would normally have a lesser effect on a save (such as any spell with a saving throw of Fortitude Partial), you instead completely negate the effect.

Ordained Hunter (Ex): You must have at least one level of cleric, archivist, or incarnate to select this lore. You gain the following benefits:

  • Your ranger levels provide Weak theurgy towards your divine spellcasting ability (Spellcasting Table 3 in Chapter 7). This supersedes your ranger spellcasting, although you still have access to all spells on the ranger list as if they were cleric spells of the appropriate level.

  • Your ranger level also provides Strong synergy to your cleric or archivist level for purposes of determining your channel energy dice and save DC; or to your incarnate level for purposes of determining your incarnate resistance and the level at which your revelations function.

  • Your cleric, archivist, or incarnate level provides Weak synergy to your ranger level for purposes of determining the effective level at which your ranger lore functions (not including this one, per the Class Synergy Features rules in the Introduction).

Outlaw Hunter (Ex): You must have at least one level in rogue to gain this lore. Thereafter, you can select rogue talents (combat talents or skill talents) in the place of ranger lore, and vice versa. You gain the following additional benefits:

  • Your ranger level provides Weak synergy to your rogue level when determining your sneak attack damage, the level-dependent effects of your rogue talents, and for purposes of qualifying for advanced rogue talents. For example, a 6th level ranger/7th level rogue would have an effective rogue level of 10th when determining the effects of rogue talents, would qualify for advanced rogue talents, and would have sneak attack +5d6 (as a 10th level rogue).

  • Your rogue level provides Weak synergy when determining your effective ranger level for any level-dependent ranger lore, and for purposes of qualifying for advanced lore. For example, an 8th level ranger/6th level rogue would have an effective ranger level of 11th when determining the effects of ranger lore, and can choose advanced lore in the place of normal ranger lore.

  • You can choose to give up ranger spellcasting. If you do so, your ranger levels provide Weak theurgy towards your rogue skill tricks (see Spellcasting Table 3 in Chapter 7).

Ranger Knight (Ex): You must have at least one level in fighter to gain this lore. Thereafter, you can select fighter talents in the place of ranger lore, and vice versa. You gain the following additional benefits:

  • Your ranger level provides Strong synergy to your fighter level when determining the level-dependent effects of your fighter talents, for purposes of qualifying for advanced fighter talents, and when determining the effects of your onslaught of blows ability. For example, a 6th level ranger/7th level fighter would have an effective fighter level of 11th when determining the effects of fighter talents, would qualify for advanced fighter talents, and would make weapon attacks without iterative penalties.

  • Your fighter level provides Weak synergy to your ranger level when determining your effective ranger level for any level-dependent ranger lore, and for purposes of qualifying for advanced lore. For example, an 8th level ranger/6th level fighter would have an effective ranger level of 11th when determining the effects of ranger lore, and can choose advanced lore in the place of normal ranger lore.

Ranger Mage (Su): Add all sorcerer/wizard spells of the appropriate levels to your class spells list. You also gain the following multiclassing benefits:

  • Your ranger levels provide Weak theurgy towards your arcane spellcasting ability (Spellcasting Table 3 in Chapter 7). This supersedes your ranger spellcasting, although you still have access to all spells on the ranger list as if they were wizard/sorcerer spells of the appropriate level. Your ranger level also provides Weak synergy for determining the effects of your bloodline and/or arcane school powers

  • For purposes of determining the effects of ranger lore you possess (except this one), and for qualifying for advanced lore, your arcane spellcaster levels provide Weak synery to your ranger level. You can gain ranger lore in the place of wizard school powers.

Special: If you also have the druidical theurgy ability or ordained hunter lore (q.v.), ranger levels do not count towards both spellcasting progressions; you choose one or the other.

Ranger’s Luck (Ex): You must be at least 6th level to gain this lore. You gain one free Hero Point (see “Variations in the Core Rule Mechanics”) each day per 6 class levels you possess. Unlike normal hero points, these cannot be accumulated; if you start the next day with the previous day’s bonus points unspent, they are lost in favor of the new ones. This supersedes the ability of the same name from the Advanced Player’s Guide.

Savage Hunter (Ex): You must have at least one level in barbarian to gain this lore. Your ranger level provides Strong synergy to your barbarian level for purposes of determining the type of rage you have available (improved, greater, mighty, etc.) and your attribute bonuses from rage, for determining the number of rounds of rage per day you can sustain, and for determining the level-dependent effects of rage powers.

Your barbarian level provides Weak synergy to your ranger level when determining the level-dependent effects of ranger lore, and for purposes of qualifying for advanced lore. You can learn ranger lore in the place of rage powers, and advanced lore in the place of greater rage powers, or you can learn new rage powers in the place of ranger lore.

Scent (Ex): You gain the scent special quality (see clarifications under the Perception skill heading). When tracking, you ignore the effects of surface conditions and poor visibility.

Silver Weapons (Su): All melee weapons you wield, as well as all projectiles you throw or fire, and all of your unarmed and natural attacks, are capable of penetrating damage reduction as if they had an enhancement bonus of +1. The effective enhancement bonus for purposes of penetrating DR increases by an additional +1 per 4 class levels you possess (so that they penetrate DR/+5 or adamantine at 16th level).

Spiritual Bond (Su): As an immediate action, you can activate a two-way shield other effect between you and one or more of your bonded companions, sharing the damage equally between those affected. This effect lasts until you dispel it as a free action. Source: Advanced Player’s Guide.

Spiritual Hunter (Ex): This lore is most effective when combined with the druidical theurgy spellcasting option. When multiclassing with druid, you gain the following additional benefits:

  • Your druid levels provide Full synergy for determining ranger tracking abilities gained (tracker, direction sense, swift tracker, wilderness guide, anchored navigation, planar tracking, nondetection, find the path, unerring tracker, and personal preserve) and the class level at which they operate.

  • Your ranger levels provide Weak synergy towards gaining and using the abilities of one druidic initiation.

Stoneskin (Ex): You gain damage reduction, to an amount equal to half your class level. This damage reduction is penetrated by the following, depending on your class level:

Level DR Penetrated By
1 Magic (+1), silver, cold iron, or adamantine
5 +2, silver, cold iron, or adamantine
10 +3, cold iron, or adamantine
15 +4 or adamantine
20 +5 or adamantine

Twilight Luck (Su): You receive a +2 luck bonus to all saving throws. You can select this lore multiple times; each time after the first, the bonus increases by +1.

Whispers of the Forest (Sp): When you are in one of your favored terrains, the plants, trees, and rocks speak to you, bringing you news. These voices give you a short answer to any simple question you pose pertaining to current events in the area, as an augury spell. Questions about distant events require 1 minute per mile of distance to answer. At the referee's discretion, when the forest deems an issue important, the whispers bring you news without your request. Starting at 12th level, you can gain augury-like results even when not in one of your favored terrains. When in your favored terrain, the effect improves to be equal to a divination spell. This lore supersedes the Forest Reeve’s “whispers of the forest” prestige class feature, from Complete Champion, and the Spirit Ranger’s spirit bond and wisdom of the spirits variant class features from the Advanced Player’s Guide.

Wrankletaste (Ex): The hardness of your existence has left your very flesh unpalatable. Any creature that bites, engulfs, or swallows you must succeed a Fortitude saving throw (DC 10 + half your class level + your Constitution modifier) or be sickened for 1d4 rounds. Starting at 11th level, the victim is nauseated instead of sickened.

Advanced Ranger Lore

Advanced Lore Description
Blinding speed Haste 1 round/level per day
Deadly sniper All ranges are point-blank
Freedom of movement As spell, but permanent
Ghost warrior Ghost touch weapons, armor
Indomitable mind Immune to mind-affecting
Mutliplanar skirmish Quickened blink
Regeneration Fast healing becomes regen.
Spell reflection Reflects ranged attack spells
Wilderness whispers Cannot be surprised
Wind walk As spell-like ability, 1/day
Wraithstrike Touch attacks; 1/day per level

Blinding Speed (Sp): You can act as if hasted for 1 round per day per ranger level you possess. The duration of the effect need not be consecutive rounds. Activating this power is a free action. You can gain this lore multiple times. Each time, it grants an additional number of daily rounds of use equal to half your ranger level.

Deadly Sniper (Ex): You must have the Point-Blank Shot feat to select this talent, which provides the following benefits.

  • All distances up to your maximum range are considered point-blank range for you. If you have the sneak attack ability, you may make sneak attacks within this range.

  • When hidden, you can make one or more ranged attacks against a target at least 10 ft. away, then immediately hide again as a free action. The penalty to do so (normally –20) is reduced by a number equal to your ranger class level.

  • If you have the Vital Strike feat and use it to make a single shot with a crossbow or long firearm while sniping, you double the bonus damage from that feat.

This ability supersedes the “stealthy sniper” talent from the Advanced Player’s Guide and also the Deadly Sniper feat from the Collected Book of Experimental Might (Malhavoc Press).

Freedom of Movement (Ex): You have perpetual freedom of movement, as the spell, except this is an extraordinary ability that cannot be dispelled. This lore supersedes the variant class feature of the same name, from Complete Warrior.

Ghost Warrior (Su): Your mastery of different planar conditions allows you to strike incorporeal and ethereal opponents as if they were corporeal, and to more effectively defend yourself from their attacks. All of your weapons and armor are treated as if they had the ghost touch property for as long as you use them; this property affects ethereal as well as incorporeal targets.

Indomitable Mind (Ex): You are immune to all mind-affecting spells and abilities except those designated as [harmless], such as bless and heroism. This lore supersedes the variant class feature of the same name, from Dragon magazine #340.

Multiplanar Skirmish (Sp): You are so adept at finding your way through the planes that you can cause yourself to flicker between two adjacent planes, appearing and disappearing randomly from one to the other. Once per day as a swift action, you gain the effects of a blink spell; each “blink” counts as 5 feet of movement for purposes of the Skirmish feat. This effect lasts up to 1 round per class level you possess. For every 2 class levels above 12th you possess, you can use this ability an additional time per day (e.g., 5/day at 20th level).

Regeneration (Ex): You must already have fast healing to gain this lore. Your fast healing becomes regeneration instead (fire, acid, and negative energy deal normal damage).

Spell Reflection (Su): You gain a +4 dodge bonus against spells and spell-like abilities that require attack rolls.

  • If an enemy misses with a spell, spell-like ability, or supernatural ability aimed at you, you can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same attack bonus as the original attack). If it hits, the caster is subject to the normal effect of the spell or ability. This effect applies only to spells and spell-like abilities that require an attack roll. Other spells and spell-like abilities that affect a target aren't subject to this reflection.

  • If a single spell or ability misses you more than once at the same time (such as scorching ray cast by a high-level caster), you can redirect each portion of the spell that missed. For example, if you were missed by two of the three rays from an 11th level wizard's scorching ray spell, you could redirect only those two rays (but not the one that hit).

  • If you have spell resistance from some source, when a spell or spell-like ability targeting you fails to overcome your spell resistance, you may reflect the effect onto its caster (as spell turning).

This talent subsumes both the variant class feature of the same name, and also the Spell Sense variant class feature, from Complete Mage.

Wilderness Whispers (Su): While within any of your favored terrains for which you have terrain mastery (q.v.), you cannot be surprised and always act as if you had rolled a natural 20 on any initiative check. This lore supersedes the Warden’s variant class feature of the same name, from Ultimate Combat.

Wind Walk (Sp): Once per day, you can shift partway to another plane (alone or with companions). Treat this ability as the wind walk spell, except you can use it as a spell-like ability.

Wraithstrike (Su): Your movement through the planes is so certain that you can selectively phase weapons in and out of the material plane. As a swift action, all attacks you make ignore armor and shield bonuses to AC for 1 round. You can use this ability a number of times per day equal to your ranger level. You must already have the ghost warrior lore (q.v.) to select this advanced lore.

Appendix C: Ranger Feats

These feats rely on ranger class features; they are therefore listed here rather than in Chapter 5.

Dragonslayer [Combat]

Prerequisite: Favored enemy (dragons).

Benefit: You gain evasion (as the rogue class feature of the same name) against breath weapons. This ability improves with your favored enemy bonus, as follows:

  • +4: You also gain evasion against the spell-like abilities and supernatural abilities of creatures of the dragon type (or sorcerers with the draconic bloodline).

  • +6: You gain improved evasion against breath weapons.

  • +8: You also gain improved evasion against the spell-like abilities and supernatural abilities of creatures of the dragon type (or sorcerers with the draconic bloodline).

  • +10: You gain greater evasion against breath weapons.

Source: This feat supersedes the Oathsworn paladin’s breath evasion ability, from Ultimate Magic.

Hunter’s Critical [Combat]

Prerequisites: Quarry and/or favored enemy bonus +3.

Benefit: Select one of your favored enemy types that is normally subject to critical hits. Whenever you attack this type of creature, the threat range of whatever weapon you are using increases by 1 (e.g., a longsword goes ftom 19-20/x2 to 18-20/x2). Oter effects that expand the critical threat range (keen, Improved Critical) are always applied first.

If the creature type is not normally subject to critical hits (e.g., constructs and oozes), you are able to score critical hits against that enemy anyway, but using the normal threat range.

For every additional +3 to your favored enemy/ quarry bonus, this feat expands your threat range by an additional +1 (e.g., from 18-20/x2 to 17-20/x2 at a +6 bonus, and 16-20/x2 at a bonus of +9 or higher).

Source: Masters of the Wild. This feat also duplicates the Slayer’s Knack feat from Ultimate Combat.

Hunter’s Defense [Combat]

Prerequisite: Favored enemy.

Benefit: Select a favored enemy type. You add your favored enemy bonus as an insight bonus to saving throws against the extraordinary, spell-like, and supernatural abilities of enemies of that type.

Source: This feat supersedes the Halfling Ranger substitution level, from Dragon magazine, issue 341.

Hunter’s Dodge [Combat]

Prerequisite: Quary and/or favored enemy.

Benefit: Select a favored enemy type. When fighting a favored enemy or creature designated as your quarry (q.v.), you may apply your quarry bonus as a dodge bonus to your Armor Class and CMD. This bonus applies against creatures of the appropriate type (and/or your quarry) only.

Source: Dragon magazine, issue 335. This feat also supersedes the Favored Defense feat from the Advanced Player’s Guide.

Hunter’s Power [Combat]

Prerequisites: Quarry.

Benefit: When you use the Power Attack feat against your quarry, the bonus damage is increased by an amount equal to the attack penalty, as per the fighter’s Greater Power Attack talent (q.v.).

Source: Complete Warrior.

Quarry, Practiced

Prerequisite: Quarry and/or favored enemy.

Benefit: Calculate your favored enemy and quarry bonuses as if your class level were 4 higher than is actually the case, to a maximum effective ranger level equal to your total number of Hit Dice.

Special: The effects of feat stack with class synergy features improving your effective ranger level; this a specific exception to the non-stacking rule. Your total limit based on effective character level remains in force.

Terrain Defense [Combat]

The very trees and rocks of your favored terrain move to your defense.

Prerequisite: Favored terrain.

Benefit: While in a favored terrain, apply your favored terrain bonus as a shield bonus to your AC and CMD.

Source: This feat stands in for the Nature Warden’s mystic harmony prestige class feature from the Advanced Players Guide; the Guardian of the Wild feat from the Advanced Race Guide; and also subsumes the Desert Fighter, Jungle Fighter, and Mountain Fighter feats from Dragon magazine #318.

Tracker, Practiced

Prerequisite: Tracker class feature.

Benefit: For purposes of ranger tracking class features, treat your effective ranger level as 4 higher than is actually the case, to a maximum equal to your total number of ranks in Survival. These features, and the level breaks at which they are gained, are as follows: 2nd—tracker; 4th—direction sense; 6th—swift tracker; 8th—wilderness guide; 10th—anchored navigation; 12th—planar tracking; 14th—nondetection; 16thfind the path; 18thunerring tracker; 20th—personal preserve.

Special: The effects of feat stack with class synergy features improving your effective ranger level; this a specific exception to the non-stacking rule. Your total limit based on effective character level, as described in Chapter 1, remains in force.