Ranger

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The Ranger is a dangerous melee class, often the weapon of choice is the Longbow.

To take this advanced class, the Ranger must have six levels in the Scout class.

At level 13, The Ranger can eventually elect to become the Marksman or the more well-rounded Pathfinder.

Feat Progression Table, Concise Feat Table, General Feats

Hit Points per Level: 16

'''Base Attack Bonus  Saves:''' Fortitude - Low, Reflex - High, Will - Low

Base Skill Points: 6 + Intelligence Modifier per level, x4 at first level.

Class Skills: These skills are available at a cost of one point per skill rank. Maximum skill points that can be assigned to these class skills is Character Level + 3


 * Disable Device, Heal, Hide, Intimidate, Listen, Move Silently, Open Lock, Parry, Search, Set Trap, Sleight of Hand, Spot, Survival, Tactician, Tumble and Use Artifact

Cross Class Skills: These skills are available but cost two points per skill rank. Maximum skill points that can be assigned to these cross class skills is (Character Level + 3)/2 (rounded down)


 * Appraise, Battle Training, Bluff, Concentration, Diplomacy, Lore, Piety, Spellcraft and Taunt

Automatic Feats Granted:


 * At Level 1: Martial Weapon Proficiency - This feat allows the Ranger to use all Martial Weapons including battleaxe, greataxe, greatsword, halberd, handaxe, light flail, light hammer, longbow, longsword, rapier, scimitar, scythe, short sword, shortbow, throwing axe, warhammer, and warmace.
 * At Level 1: Combat Archery Style - You have chosen to train in the art of the bow. As your ranger level increases, you gain bonus feat: Rapid Shot at 2nd level. You gain the benefit of these feats even if you do not meet their prerequisites.
 * At Level 1: Small Shield Proficiency - Allows use of Small Shields
 * At Level 2: Weapon Focus - Longbow - Gains +1 attack bonus when using a longbow
 * At Level 2: Rapid Shot (Combat Style: Ranger Archery) - When using the Rapid Shot feat, you may ignore the -2 penalty on all your ranged attack rolls.
 * At Level 3: Track - This feat paints all hostile targets on the minimap when using the Track mode, showing you enemies within a range determined by your Survival skill.
 * At Level 3: Forest Stalker I - Those at ease in the forest can easily camoflauge themselves when in an area with heavy vegetation. The duration is 6 rounds, additional ranks in this feat increase the duration. While under the effects of Camoflauge, the users Hide skill is increased by 10. The cooldown on use of this ability is 600 seconds.
 * At Level 4: Woodland Stride - The character is capable of moving through wilderness terrain at an increased rate. In any outdoor, natural area, the character's speed is increased by 10%.
 * At Level 4: Trackless Steps - This feat grants a +4 competence bonus to Hide and Move Silently checks when in wilderness areas.
 * At Level 5: Weapon Specialization - Longbow - Gains a +2 damage bonus when using a longbow in combat.
 * At Level 6: Proficient Ranger - This feat allows access to the Marksman or Pathfinder advanced class paths.

Master Feats Eligibility:


 * Ambusher's Way I - VI


 * Battle Intuition I - III


 * Natural Cunning I - VI


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You complete your Ranger training at level 12 and will have to select your final path when you gain L13. The Ranger must choose his progression path; either as a Marksman or a Pathfinder.


 * Marksman desc


 * The Pathfinder has a wide variety of skills and abilities; while it doesnt excel in any single area, it can cover a wide variety of needs within an adventuring group. The Pathfinder gains a strong companion that will serve him faithfully, his link with this companion grows stronger as he gains in experience. The Pathfinder can employ a unique fighting style, incorporating a weapon and buckler into a dangerous melee style.

'''Feats available at Character Levels (1, 3, 6, 9, 12, 15 & 18) if you meet the prerequisites '''  *** Available to all classes

New Feats not previously available to the Scout Custom Feats - one can be selected at each level up if you meet the prerequisites