Houserules - Class Rules - Ranger
 


Elven rangers must use the racial variant provided in Races of the Wild.  Half-elven rangers may choose to use this option, at the DM's discretion.

All rangers lose the ability to cast ranger spells.

All rangers who possess the requisite wisdom scores gain the following abilities:
4th Level: Wilderness Savvy (Ex): By 4th level a ranger has learned the intricacies of surviving in the harshest environments, and permanently gains the benefits of the endure elements spell.  A character must have a minimum wisdom score of 11 in order to gain the benefits of this ability. 

4th Level: Delay Poison (Sp): At 4th level, a ranger can produce a delay poison effect, as the spell, once per day as a standard action.  A ranger can use this ability one additional time per day for every three levels after 4th.  A character must have a minimum wisdom score of 11 in order to gain the benefits of this ability. 

6th Level: Fast Movement (Ex): At 6th level, a ranger's land speed is faster than the norm for his race by +10 feet.  This benefit applies only when he is wearing no armour or light armour, and is not carrying a medium or heavy load.  If the character already has fast movement from a second class, the speed increases do not stack.  A character must have a minimum wisdom score of 11 in order to gain the benefits of this ability.

8th Level: Fast Snare (Ex): At 8th level, a ranger can manufacture a snare trap more quickly than is typically possible (via the craft trap-making skill).  The ranger gains the ability to generate a snare trap which is non-magical in nature, but otherwise functions as per the snare spell.  Setting the snare takes 1d6+4 rounds.  A character must have a minimum wisdom score of 12 in order to gain the benefits of this ability. 

10th Level: Nature's Blessing (Su): At 10th level, a ranger can draw energy from the natural world to enhance their own abilities, once per day as a free action.  This blessing grants the character a +4 divine bonus to either constitution, dexterity, or wisdom.  This bonus lasts for one minute per class level. 
A character must have a minimum wisdom score of 12 in order to gain the benefits of this ability. 

12th Level: Nature's Mercy (Sp): At 12th level, a ranger can produce either a neutralize poison or remove disease effect, as the spell, once per day as a standard action.  A ranger can use this ability one additional time per day for every three levels after 12th.  A character must have a minimum wisdom score of 13 in order to gain the benefits of this ability. 

14th Level: Eyes of the Wild (Su): At 14th level, a ranger gains darkvision.  If the ranger alread possesses this ability as a racial feature, the range of her darkvision increases by 20 feet.   

14th Level: Repel Vermin (Ex): At 14th level, a ranger can take a standard action to use body language, vocalizations, and movement to keep vermin at bay in a 10' radius from herself.  Vermin with hit dice less than 1/3 the ranger's class level are automatically effected, while those with hit dice equal or greater than this amount can attempt a Will save (DC = 13+ranger's wisdom modifier) to ignore the effect.  Note that swarms are considered to be one creature for the purpose of calculating hit dice.  Unlike the spell repel vermin, vermin which succeed on their saving throw do not take damage for approaching the character.  The effects of this ability last only while the ranger maintains concentration.  A character must have a minimum wisdom score of 13 in order to gain the benefits of this ability. 

16th Level: Nature's Freedom (Su): By 16th level a ranger has learned to emulate the creatures of the wild and their techniques for escaping capture.  She permanently gains the benefits of the freedom of movement spell.  A character must have a minimum wisdom score of 14 in order to gain the benefits of this ability. 




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