
Harsk - Iconic Ranger
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.
Role: Rangers are deft skirmishers, either in melee or at range, capable of skillfully dancing in and out of battle. Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable against all manner of enemies.
Alignment: Any.
Hit Die: d10.
Class Skills
The Ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 6 + Int modifier.
Class Features
| Spells Per Day | |||||||||
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | 1st | 2nd | 3rd | 4th |
| 1st | +1 | +2 | +2 | +0 | Combat style feat, track, wild empathy | - | - | - | - |
| 2nd | +2 | +3 | +3 | +0 | 1st favored enemy | - | - | - | - |
| 3rd | +3 | +3 | +3 | +1 | Endurance, 1st favored terrain | - | - | - | - |
| 4th | +4 | +4 | +4 | +1 | Hunter's bond | 0 | - | - | - |
| 5th | +5 | +4 | +4 | +1 | Bonus Feat | 1 | - | - | - |
| 6th | +6/+1 | +5 | +5 | +2 | 1 | - | - | - | |
| 7th | +7/+2 | +5 | +5 | +2 | Woodland stride | 1 | 0 | - | - |
| 8th | +8/+3 | +6 | +6 | +2 | Swift tracker, Bonus Feat | 1 | 1 | - | - |
| 9th | +9/+4 | +6 | +6 | +3 | Evasion | 2 | 1 | - | - |
| 10th | +10/+5 | +7 | +7 | +3 | Bonus Feat | 2 | 1 | 0 | - |
| 11th | +11/+6/+1 | +7 | +7 | +3 | Quarry | 2 | 1 | 1 | - |
| 12th | +12/+7/+2 | +8 | +8 | +4 | 2 | 2 | 1 | - | |
| 13th | +13/+8/+3 | +8 | +8 | +4 | Bonus Feat | 3 | 2 | 1 | 0 |
| 14th | +14/+9/+4 | +9 | +9 | +4 | 3 | 2 | 1 | 1 | |
| 15th | +15/+10/+5 | +9 | +9 | +5 | Bonus Feat | 3 | 2 | 2 | 1 |
| 16th | +16/+11/+6/+1 | +10 | +10 | +5 | Improved evasion | 3 | 3 | 2 | 1 |
| 17th | +17/+12/+7/+2 | +10 | +10 | +5 | Hide in plain sight | 4 | 3 | 2 | 1 |
| 18th | +18/+13/+8/+3 | +11 | +11 | +6 | Bonus Feat | 4 | 3 | 2 | 2 |
| 19th | +19/+14/+9/+4 | +11 | +11 | +6 | Improved quarry | 4 | 3 | 3 | 2 |
| 20th | +20/+15/+10/+5 | +12 | +12 | +6 | Bonus Feat, master hunter | 4 | 4 | 3 | 3 |
Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Combat Style Feat (Ex)
At 1st level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of automatically granted bonus feats at later levels.
| Level | Two-Weapon | Archery |
| 2 | Two-Weapon Fighting, Double Slice | Point Blank Shot, Rapid Shot |
| 4 | Two-Weapon Defense | Deadly Aim |
| 6 | Improved Two-Weapon Fighting | Many Shot |
| 11 | Two-Weapon Rend | |
| 16 | Pinpoint Targeting |
Favored Enemy (Ex)
| Aberration |
| Animal |
| Construct |
| Dragon |
| Fey |
| Humanoid (aquatic) |
| Humanoid (dwarf) |
| Humanoid (elf) |
| Humanoid (giant) |
| Humanoid (goblinoid) |
| Humanoid (gnoll) |
| Humanoid (gnome) |
| Humanoid (halfling) |
| Humanoid (human) |
| Humanoid (orc) |
| Humanoid (reptilian) |
| Humanoid (other subtype) |
| Magical beast |
| Monstrous humanoid |
| Ooze |
| Outsider (air) |
| Outsider (chaotic) |
| Outsider (earth) |
| Outsider (evil) |
| Outsider (fire) |
| Outsider (good) |
| Outsider (lawful) |
| Outsider (native) |
| Outsider (water) |
| Plant |
| Undead |
| Vermin |
At 2nd level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the bonus against any favored enemy increases by +2.
Starting at 3rd level favored terrains become available to choose and rangers can freely pick between one favored terrain or one favored enemy in any combination at levels 3,5,8,10,13,15,18,20.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) 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.
Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Skills). 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 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.
Endurance
A ranger gains Endurance as a bonus feat at 3rd level.
Favored Terrain (Ex)
| Cold (ice, glaciers, snow, and tundra) |
| Desert (sand and wastelands) |
| Forest (coniferous and deciduous) |
| Mountain (including hills) |
| Plains (not yet added) |
| Swamp |
| Underground (caves and dungeons) |
| Urban (buildings, streets, and sewers) |
| Water (above and below the surface) |
At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, the skill bonus and initiative bonus increases by +2.
Starting at 3rd level favored terrains become available to choose and rangers can freely pick between one favored terrain or one favored enemy in any combination at levels 3,5,8,10,13,15,18,20.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Note: Terrains that don't exist on the server are not available as a choice.
Hunter's Bond (Ex)
At 4th level, a ranger forms a close bond with an animal companion. The available animal companions are badger, wolf, brown bear, boar, hawk, panther, giant spider, dire wolf, and dire rat. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3.
Spells
Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list presented in Spell Lists. A ranger must choose and prepare his spells in advance.
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.
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.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Swift Tracker (Ex)
Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow 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)
When he reaches 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, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.
Quarry (Ex)
At 11th level, once per day a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. If the quarry dies, he can select a new quarry after 60 minutes, or after they rest.
Improved Evasion (Ex)
At 16th level, a ranger's evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.
Hide in Plain Sight (Ex)
While in any of his favored terrains, a ranger of 17th level or higher can use the Stealth skill even while being observed.
Improved Quarry (Ex)
At 19th level, the ranger's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed, or after they rest.
Master Hunter (Ex)
A ranger of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger's level + the ranger's Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A ranger can use this ability once every 10 minutes against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.