Ranger, Keran (3.5e Class)

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For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game—even fugitives among their own people.

Making a Ranger[edit]

Abilities: Dexterity is important for a ranger both because he tends to wear light armour, and because several ranger skills are based on that ability. Strength is important because rangers frequently get involved in combat. Several ranger skills are based on wisdom, and a wisdom score of 14 or higher is required to get access to the most powerful ranger spells. A wisdom score of 11 or higher is required to cast any ranger spells at all. One of the rangers trademark skills, his ability to track foes, is based on Wisdom

Races: Canis, Marshshadow Lizardfolk, Newesti, and Ranx make up most of the Ranger's in the world. Also it is quite common for Karmainians and Half-Elf to be Rangers as well. Deciever, and Durzite Rangers are basically unheard of.

Alignment: Any.

Starting Gold: As Ranger.

Starting Age: As Ranger

Table: The Ranger

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th
1st +1 +2 +2 +0 1st Favored enemy, Track, Wild Empathy
2nd +2 +3 +3 +0 Combat Style, Endurance
3rd +3 +3 +3 +1 1st Favored Terrain
4th +4 +4 +4 +1 Animal Companion, Swift Tracker 0
5th +5 +4 +4 +1 2nd Favoured Enemy, Woodland Stride 1
6th +6/+1 +5 +5 +2 Improved Combat Style, Self-Sufficent 1
7th +7/+2 +5 +5 +2 Evasion 1 0
8th +8/+3 +6 +6 +2 2nd Favoured Terrain, Trapfinding 1 1
9th +9/+4 +6 +6 +3 Camouflage, Uncanny Dodge 2 1
10th +10/+5 +7 +7 +3 3rd Favoured Enemy 2 1 0
11th +11/+6/+1 +7 +7 +3 Combat Style Expertise, Trap Sense +1 2 1 1
12th +12/+7/+2 +8 +8 +4 Hide in plain sight 2 2 1
13th +13/+8/+3 +8 +8 +4 3rd Favored Terrain 3 2 1 0
14th +14/+9/+4 +9 +9 +4 Trapsense +2 3 2 1 1
15th +15/+10/+5 +9 +9 +5 4th Favoured Enemy 3 2 2 1
16th +16/+11/+6/+1 +10 +10 +5 Combat Style Mastery, Improved Uncanny Dodge 3 3 2 1
17th +17/+12/+7/+2 +10 +10 +5 Trap Sense +3 4 3 2 1
18th +18/+13/+8/+3 +11 +1 +6 4th Favored Terrain, Combat Style Feat 4 3 2 2
19th +19/+14/+9/+4 +11 +11 +6 4 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 5th Favoured Enemy, Master of the Hunt, Trapsense +4 4 4 3 3

Class Skills (6 + Int modifier per level, ×4 at 1st level)
The ranger's class skills are Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int)]], Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (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 plus the bolas and net, with light and medium armor, and with light shields.

Favored Enemy (Ex): At 1st level, a ranger may select a type of creature. The ranger gains a +2 bonus on Bluff, Handle Animal, Intimidate, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on all attack and 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 a Type he hasn't selected previously. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

Track: A Ranger gains the Track feat as a Bonus Feat upon gaining a level of Ranger.

Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier 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 conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A ranger can also use this ability to influence a favoured enemy with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Combat Style: At 2nd level, a ranger must select one of several combat styles to pursue: Archery, Feral, 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, the range increment of with projectile weapons is doubled. In addition, ammunition for ranged weapons that weigh 5 or less count as weighing 0 for the purpose of encumberment.
  • If the ranger selects Feral, when attacking with unarmed attacks he can choose to deal lethal damage. In addition, if the ranger makes a full attack with his natural weapons or an unarmed attack he can make an additional 5 ft. step in addition to the one normally granted.
  • If the ranger selects Two-Weapon Combat, as a swift action the ranger can select one of his one-handed weapons to count as a light weapon for the purposes of two-weapon fighting. This can only affect one weapon at a time.

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 the Endurance feat as a Bonus Feat upon gaining a second level of Ranger.

Epic Ranger[edit]

Table: The Epic Ranger

Hit Die: d8

Level Special
21st -
22nd Bonus Feat
23rd 5th Favored Terrain, Trapsense +5
24th -
25th 6th Favored Enemy
26th Bonus Feat, Trapsense +6
28th 6th Favored Terrain
29th Trapsense +7
30th Bonus Feat, 7th Favored Enemy,

6 + Int modifier skill points per level.

Favored Enemy: Favored Enemy increases as normal.

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic ranger gains a bonus feat (selected from the list of epic ranger feats) every three levels after 20th.

Epic Ranger Bonus Feat List: Bane of Enemies, Blinding Speed, Combat Archery, Death of Enemies, Distant Shot, Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Epic Weapon Focus, Fast Healing, Improved Combat Casting, Improved Favored Enemy, Improved Manyshot, Improved Spell Capacity, Legendary Climber, Legendary Rider, Legendary Tracker, Perfect Health, Perfect Two-Weapon Fighting, Permanent Emanation, Spontaneous Spell, Storm of Throws, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy.

Newesti Ranger Starting Package[edit]

Armor: Studded Leather (+3 AC, armor check penalty -1, speed 30ft, 20 lb.)

Weapons: Longsword (1d8, crit 19-20/x2, 4 lb. one-handed, slashing)

Shortsword, off hand (1d6, crit 19-20/x2, 2 lb. light, piercing)

Note: When striking with both swords, the ranger takes a -4 penalty with his longsword and a -8 penalty with his shortsword. If he has a strength bonus, add only one-half of it to his damage roll with the short sword, which is in his off hand, but add the full strength bonus to his damage roll with the longsword.

Longbow (1d8, crit x3, range inc. 100 ft., 3 lb., piercing)

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Skill Ranks Ability Armor
Survival 4 Wis
Hide 4 Dex -1
Move Silently 4 Dex -1
Listen 4 Wis
Spot 4 Wis
Knowledge (Nature) 4 Int
Climb 4 Str -1
Heal 4 Wis
swim 4 Str -2
Search 4 Int

Feat: Point Blank Shot.

Bonus Feat: Fey Heritage (Complete Mage).

Favored Enemy: Magical Beast.

Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, and flint and steel. Three torches. Quiver with 20 arrows.

Gold: 2d4 gp.

Campaign Information[edit]

Playing a Ranger[edit]

Religion: Though a ranger gains his divine spells from the god Kephrana, he need not worship him, nor any other deity. Despite this freedom, most rangers do pay homage to Kephrana, Lord of Nature or Sharka, Master of the Hunt.

Other Classes: Rangers get along well with druids and to some extent with the wild barbarians.

Combat: In combat how a Ranger fights is dependent on his choosen fighting style; an archer strikes at range and stays away from melee. Others charge into melee using fists or on horse back using speed to enhance their attacks. Some use two weapons, enabling them to attack with more power, at the cost of accuracy.

Advancement: A Ranger can go down several paths, some master the land and become Nomadic Blade, while others hone there battle prowess and become Warblades. Newesti Rangers also have the oppertunity to become Estikarn Seekers.

Rangers in the World[edit]

Why fight with one weapon when you can eviserate with two?
—Joshua, Human Ranger

Rangers are swift combatants who use an understanding of terrain and their enemies to great skill. As such they are generally seen as hunters.

Daily Life: A Ranger can come from hundreds of possible roles in society. They could be a hunter of the forests, a desert nomad, or a skilled archer in the military.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Ranger Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

Rangers in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.

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