HOME ]||[ Contact Us

Forums ]||[ About Us

Credits ]||[ FAQ

REPORT A SITE ERROR


Ghost in the Shell

D20 CREATION
* Alignments
* Races
* Templates
* Core Classes
* Prestige Classes
* Skills
* Feats
* Traits
* Flaws

D20 RESOURCES
* Weapons
* Armor
* Equipment
*
Arcane Spells
* Divine Spells
* Domains
* Psionic Powers
* Character Sheet
* Cheat Sheet
* Articles
* Art Gallery

D20 HOUSE RULES

PLAYER CONDUCT
* Descent

Descent
Into
Darkness

{Drow Campaign}

Zartenoth:
The Land
Between

{d20 High Fantasy}

Storm Riders
[SRoZ]

{Rhy'Din Guild Site}

LINKS
* Link to Us

Gaming community, Forums & chat, Directory, Online Flash Gaming and much more...

Site Title


© 2003 Jeff Lin

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base Attack
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+11
+12
+13
+14
+15
+16
+17
+18
+19
+20
Fort Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Ref Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Special
Track; 1st Favored Enemy, Wild Empathy
Combat Style
Endurance
Animal Companion
2nd Favored Enemy
Improved Combat Style
Woodland Stride
Swift Tracker
Evasion
3rd Favored Enemy
Combat Style Mastery

Camouflage

4th Favored Enemy

Hide In Plain Sight


5th Favored Enemy

Spells Per Day

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
1st
-
-
-
0
0
1
1
1
1
1
1
1
1
2
2
2
2
3
3
3
2nd
-
-
-
-
-
-
-
0
0
1
1
1
1
1
1
2
2
2
3
3
3rd
-
-
-
-
-
-
-
-
-
-
0
1
1
1
1
1
2
2
3
3
4th
-
-
-
-
-
-
-
-
-
-
-
-
-
0
1
1
1
1
2
3

Key STATS: Dexterity, Strength, Wisdom

Alignment: Any

Hit Die: d10

Class Skills: Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (Nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, Use Rope

Starting Skill Points: (6 + INT modifier) x 4

Points/Additional Level: 6 + INT modifier

Class Features:


    Artist Unknown - if anyone knows, contact Xull'rae

  • Weapon and Armor Proficiencies:
    Rangers are proficient with all simple and martial weapons, light and medium armors, and shields.
    WEAPON GROUP ALTERNATIVE: Basic Weapons plus any other three.

  • Track
    Gain the Track feat for free, used as described in Players Handbook (p.101).

  • Favored Enemy [Ex]
    At first level, you may select a type of creature (dragons, giants, goblinoids, undead, etc) as a favored enemy. (You may select your own species only if you are of an evil alignment). Due to extensive studies of your favored enemy and training in the proper techniques of combating them, you gain a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks when using any of these skills against this type of creature. Likewise, you also gain a +1 bonus to attack and damage rolls against creatures of your chosen type. This applies to ranged weapons, but only if you are within 30 feet of your target. This bonus does not apply to creatures that are immune to Critical Hits.
    At 5th level, and every 5 levels after that (i.e. 10th, 15th, etc), you may select a new species to add to your favored enemy list, gaining all the bonuses above to the new species.

  • Wild Empathy [Ex]
    A ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person. 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 startling attitude of indifferent, while wild animals are usually unfriendly.
    To use wild empathy, the ranger and the animal must be able to study each other, which mean that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing a n 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.

  • Combat Style [Ex]
    At 2nd level, a 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 ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even is he does not have the normal prerequisites for that feat.
    The benefits of the ranger's chosen style may 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 ranger gains Endurance as a bonus feat at 3rd level.

  • Animal Companion [Ex]
    At 4th level, a ranger gains an animal companion from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. In most cases, the animal companion functions as a mount, sentry, scout, or hunting animal, rather than as a protector.
    This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effect druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

  • Improved Combat Style [Ex]
    At 6th level, a ranger's aptitude in his chosen combat style improves. If he selected archery at 2nd level, he is treated as having the Manyshots feat, even if he does not have the normal prerequisites for that feat.
    If the ranger selected two-weapon combat at 2nd 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 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.

  • Woodland Stride [Ex]
    Starting at 7th level, a ranger may move through any sort of undergrowth at his norla 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.

  • 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 when tracking.

  • Evasion [Ex]
    At 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 damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light or no armor. A helpless ranger does not gain the benefit of Evasion.

  • Combat Style Mastery [Ex]
    At 11th level, a ranger's aptitude in his chosen combat style improves again. If he selected archery at 2nd 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 ranger selected two-weapon combat at 2nd level, his 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 apply only when the ranger wears light or no armor. He loeses all benefits of his combat style when wearing medium or heavy armor.

  • Camouflage [Ex]
    A 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.

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

  • Spells:
    Beginning at 4th level, you gain the ability to cast a small number of Divine Spells. In order to cast spells, you must have a minimum Wisdom score of at least 10 + the spells level. Bonus spells are based off your Wisdom score. Spells are prepared and cast like a Cleric, although you cannot sacrifice a spell to cast a Cure or Inflict spell in it's place.
    For purposes of spells with variable determined by level, you are considered a cleric of half your Ranger levels.
    Click on the spell's name to read the spell's description

Ranger Spell List
    Level 1

  • Alarm
  • Animal Messenger
  • Blessed Torch
  • Branch to Branch
  • Calm Animals
  • Camouflage
  • Charm Animal
  • Delay Poison
  • Detect Animals or Plants
  • Detect Poison
  • Detect Snares and Pits
  • Endure Elements
  • Entangle
  • Hide from Animals
  • Hunter's Mercy
  • Jump
  • Longstrider
  • Low-Light Vision
  • Magic Fang
  • Naturewatch
  • Pass Without Trace
  • Ram's Might
  • Read Magic
  • Resist Energy
  • Speak with Animals
  • Smell of Fear
  • Speed Swim
  • Stalking Brand
  • Summon Nature's Ally I
  • Surefoot
  • Towering Oak

    Level 2

  • Barkskin
  • Bear's Endurance
  • Blight Creature
  • Burrow
  • Cat's Grace
  • Claw's of the Beast
  • Cure Light Wounds
  • Dispel Fog
  • Easy Trail
  • Hold Animal
  • One with the Land
  • Owl's Wisdom
  • Protection from Energy
  • Rock Catch
  • Scent
  • Snare
  • Speak with Plants
  • Spike Growth
  • Summon Nature's Ally II
  • Wind Wall

    Level 3

  • Blade Thirst
  • Brittleskin
  • Command Plants
  • Cure Moderate Wounds
  • Darkvision
  • Decoy Image
  • Diminish Plants
  • Easy Climb
  • Greater Magic Fang
  • Jump, Mass
  • Living Prints
  • Neutralize Poison
  • Plant Growth
  • Reduce Animal
  • Remove Disease
  • Repel Vermin
  • Safe Clearing
  • Summon Nature's Ally III
  • Tree Shape
  • Tremorsense
  • Water Walk

    Level 4

  • Animal Growth
  • Aspect of the Shark
  • Bane Bow
  • Burrow, Mass
  • Camouflage, Mass
  • Commune with Nature
  • Cure Serious Wounds
  • Darkvision, Mass
  • Deeper Darkvision
  • Freedom of Movement
  • Land Womb
  • Nondetection
  • Snakebite
  • Summon Nature's Ally IV
  • Superior Darkvision
  • Tree Stride

Page Last Updated August 11th, 2005

AFFILIATE & EXCHANGE PROGRAM

Sign up for PayPal and start accepting credit card payments instantly.

1998-2013 All rights reserved The Roleplay Nexus.
The domain name http://www.roleplaynexus.com and all its subdirectories [Descent Into Darkness - Drow Campaign of the Forgotten Realms, Zartenoth - Land of the Coming Storm, Storm Riders of Zartenoth] belong to Lisa Lassiter and all are protected by federal laws. Any duplication in part or in full, without written consent is a violation of these laws. The visuals, such as graphics, backgrounds and music have their own Copyrights and were free to use with permission.
The majority of the d20 material gathered and contained within are property and copyrighted to various roleplay companies such as Wizards of the Coast, which is a Hasbro® owned company with its own Terms & Conditions to follow (see the Open Gaming License). Any pictures not specifically stating otherwise are property of Lisa Lassiter, having been commissioned by various artists. The artists hold the respective copyrights in most cases, and you need both the express written permission of ourselves and the artist in question to use such graphics. If you wish to use any information on this site (that we have deemed of our own creation as opposed to Open Gaming Material and material otherwise copyrighted to someone else) please contact the webmasters and all respective creditors mentioned in this statement. Thank you.
This is a non-profit site, and commercial use is prohibited.