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.