Mystic Ranger (3.5e Class)

From D&D Wiki

Jump to: navigation, search

Mystic Ranger[edit]

Making a Mystic Ranger[edit]

Alignment: Any.

Starting Age: Moderate.

Table: The Mystic Ranger

Hit Die: d8

Level Base
Attack Bonus
Caster
Level
Saving Throws Special
Fort Ref Will
1st +1 +1/2 +2 +2 +0 Track, Wild Empathy, Natural Casting +1
2nd +2 +1 +3 +3 +0 1st Favored Enemy, Combat Style
3rd +3 +1 1/2 +3 +3 +1 Endurance
4th +4 +2 +4 +4 +1
5th +5 +2 1/2 +4 +4 +1 Natural Casting +2
6th +6/+1 +3 +5 +5 +2 2nd Favored Enemy
7th +7/+2 +3 1/2 +5 +5 +2 Improved Combat Style, Woodland Stride
8th +8/+3 +4 +6 +6 +2 Swift Tracker
9th +9/+4 +4 1/2 +6 +6 +3 Evasion
10th +10/+5 +5 +7 +7 +3 Natural Casting +3
11th +11/+6/+1 +5 1/2 +7 +7 +3 3rd Favored Enemy
12th +12/+7/+2 +6 +8 +8 +4 Combat Style Mastery
13th +13/+8/+3 +6 1/2 +8 +8 +4 Camouflage
14th +14/+9/+4 +7 +9 +9 +4
15th +15/+10/+5 +7 1/2 +9 +9 +5 Natural Casting +4
16th +16/+11/+6/+1 +8 +10 +10 +5 4th Favored Enemy
17th +17/+12/+7/+2 + 8 1/2 +10 +10 +5 Hide in Plain Sight
18th +18/+13/+8/+3 +9 +11 +11 +6
19th +19/+14/+9/+4 +9 1/2 +11 +11 +6
20th +20/+15/+10/+5 +10 +12 +12 +6 Natural Casting +5

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the ranger.

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor.

Natural Casting (Su): Mystic Rangers are given great magical power by their connection to the natural elements. At first level, the Mystic Ranger chooses Nature or any one of the Cardinal Elements - Air, Death, Earth, Fire, Life, or Water. He must learn at least 6 spell lists associated with his chosen element before he can learn any other spell lists.

The Mystic Ranger's MP limit when casting spells that consist only of spell lists with the chosen Element is increased by +1. Thus, a Mystic Ranger 4 could cast spells of the chosen element with up to 3 MP. The DCs of these spells are also increased by +1.

Every fifth level, this bonus increases by an additional +1. In addition, at every fifth level, the Godhand can choose one additional element, which gains the same bonuses. He must learn at least 3 spell lists associated with his new chosen element before he can learn any other spell lists.


Favored Enemy (Ex): At 2nd level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Table: Ranger Favored Enemies
Type (Subtype) Type (Subtype)
Aberration Humanoid (reptilian)
Animal Magical beast
Construct Monstrous humanoid
Dragon Ooze
Elemental Outsider (air)
Fey Outsider (chaotic)
Giant Outsider (earth)
Humanoid (aquatic) Outsider (evil)
Humanoid (dwarf) Outsider (fire)
Humanoid (elf) Outsider (good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll) Outsider (native)
Humanoid (gnome) Outsider (water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid (orc) Vermin

Track: A ranger gains Track as a bonus feat.

Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.


Improved Combat Style (Ex): At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.

Combat Style Mastery (Ex): At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Camouflage (Ex): A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.


Back to Main Page3.5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: