Mystic Ranger

Mystic Ranger

A mystic ranger spends more time in prayer and meditation, and is well attuned to the spiritual side of his discipline. Hence, this form of ranger gains spell abilities much sooner, and is able to wield them more effectively than the standard ranger class.

Hit die: d8

Alignment: Any non-evil

Skill points: 6 + Int

Class Features

The mystic ranger is a variant ranger. Unless otherwise noted, a mystic ranger advances in the same manner as a ranger (same hit die, base attack bonus, saving throw bonus, skill points, and so on). When a character elects to take a level of ranger or mystic ranger, he may not later take levels in the other class. This prevents the character from gaining the benefits of a 1st level ranger twice.

The mystic ranger gains Endurance and his combat style abilities later than the ranger, and gives up the ability to gain an animal companion.

Weapon and Armor proficiency: A mystic ranger is proficient with all simple weapons, martial ranged weapons, and light armor. A mystic ranger is not proficient with martial melee weapons or shields.

Level

BAB

Fort

Ref

Will

Special

0th

1st

2nd

3rd

4th

5th

1st

+1

+2

+2

+0

Track, wild empathy

2

2nd

+2

+3

+3

+0

1st favored enemy

2

1

3rd

+3

+3

+3

+1

Combat style

2

2

4th

+4

+4

+4

+1

Endurance

3

2

1

5th

+5

+4

+4

+1

Nature Intuition

3

2

2

6th

+6

+5

+5

+2

Nature Intuition +1

3

3

2

1

7th

+7

+5

+5

+2

Woodland stride, Improved combat style

4

3

2

2

8th

+8

+6

+6

+2

2nd favored enemy, Swift tracker

4

3

3

2

1

9th

+9

+6

+6

+3

Evasion

4

4

3

2

2

10th

+10

+7

+7

+3

Nature Intuition +2

4

4

3

3

2

1

11th

+11

+7

+7

+3

Woodland Hunter

4

4

4

3

2

2

12th

+12

+8

+8

+4

Combat style mastery

4

4

4

3

3

2

13th

+13

+8

+8

+4

Camouflage

5

4

4

4

3

3

14th

+14

+9

+9

+4

3rd favored enemy

5

4

4

4

4

3

15th

+15

+9

+9

+5

Perceptive Tracker

5

5

4

4

4

3

16th

+16

+10

+10

+5

Seasoned Explorer

5

5

4

4

4

3

17th

+17

+10

+10

+5

Hide in plain sight

5

5

5

4

4

4

18th

+18

+11

+11

+6

Instinctive Tracker

5

5

5

4

4

4

19th

+19

+11

+11

+6

Survivalist

5

5

5

5

4

4

20th

+20

+12

+12

+6

4th favored enemy

5

5

5

5

4

4

Track: A ranger gains Track as a bonus feat.

Wild Empathy (Ex): A mystic ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The mystic ranger rolls 1d20 and adds his mystic 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 mystic ranger and the animal must be able to study each other, meaning that they 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 mystic 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.

Spells: Beginning at 1st level, a mystic ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A mystic ranger must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a mystic 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 mystic ranger’s Wisdom modifier.

Like other spellcasters, a mystic ranger can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Wisdom score. The mystic ranger does not have access to any domain spells or granted powers, as a cleric does.

A mystic ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. 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.

Spell List: A mystic ranger casts 1st-4th level spells from the ranger spell list. His 0th level spell list consists of create water, cure minor wounds, flare, guidance, know direction, light, mending, purify food and drink, resistance, and virtue. His 5th-level list consists of awaken, baleful polymorph, cure critical wounds, control winds, summon nature’s ally V, and wall of thorns.

Favored Enemy (Ex): At 2nd level, a mystic ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The mystic ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 8th level and every six levels thereafter (14th and 20th level), the mystic ranger may select an additional favored enemy from those given on the table; in addition at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the mystic ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the mystic ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Combat Style (Ex): At 3rd level, a mystic ranger must select one of two combat styles to pursue: archery 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 mystic ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

If the mystic ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

The benefits of the mystic 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 mystic ranger gains Endurance as a bonus feat at 4th level.

Nature Intuition (Ex): Starting at 5th level, a mystic ranger can identify animals and magical beasts during an encounter from any distance. The mystic ranger gains a +2 bonus on Knowledge (nature) checks to identify the creatures, but gains no insight about their special powers or vulnerabilities. See Knowledge checks on page 78 of the Player’s Handbook. Moreover, the mystic ranger can make these Knowledge (nature) checks untrained. This bonus increases by +1 at 6th and 10th level.

Woodland Stride (Ex): Starting at 7th level, a mystic 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.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Improved Combat Style (Ex): At 7th level, a mystic ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 3rd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

If the mystic ranger selected two-weapon combat at 3rd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the mystic 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.

Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following 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): At 9th level, a mystic 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 mystic ranger is wearing light armor or no armor. A helpless mystic ranger does not gain the benefit of evasion.

Woodland Hunter (Ex): At 1th level, a mystic ranger can make “get along in the wild” checks while moving at his full overland speed. See Survival on page 83 of the Player’s Handbook.

Combat Style Mastery (Ex): At 12th level, a mystic ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 3rd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

If the mystic ranger selected two-weapon combat at 3rd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the mystic 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.

Camouflage (Ex): A mystic ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Perceptive Tracker (Ex): At 15th level, a mystic ranger never takes longer than a full-round action to find tracks with a Survival check. A second roll is still required to follow any discovered tracks.

Seasoned Explorer (Ex): At 16th level, a mystic ranger can make Survival checks to gain a bonus on Fortitude saves against severe weather while moving at his full overland speed. See Survival on page 83 of the Player’s Handbook.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a mystic ranger of 17th level or higher can use the Hide skill even while being observed.

Instinctive Tracker (Ex): At 18th level, a mystic ranger takes a standard action to find tracks with a Survival check, allowing the character to simultaneously move at his speed.

Survivalist (Ex): At 19th level, the mystic ranger becomes so certain in the use of Survival that the he can use it reliably even under adverse conditions. When making a skill check with Survival, the mystic ranger may take 10 even if stress and distractions would normally prevent the character from doing so.

Mystic Ranger

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