Rangers of Choice

January 30th, 2012

Joshua Zaback

Best in Class Archive

            Hello everyone and welcome back to another great edition of Best in Class, where we bring you new archetypes and alternate class features each and every week.  This week’s offering will once again be a series of new archetypes to stir up some excitement for one of the usual base classes.  This time, instead of focusing on a wide range of classes fitting a general theme, we’re going to look at a number of different archetypes for a single class: the ranger.  Enjoy.



New Ranger Archetype:
Arcane Skirmisher

            These rangers are deadly combatants, using arcane magic to supplement their already impressive combat abilities.

            Spellbook: The arcane skirmisher must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which the arcane skirmisher can prepare from memory.
            The arcane skirmisher begins play with a spellbook containing all 0-level wizard spells. Beginning at 4th level, at each new ranger level, he gains two new spells of any spell level he can cast (based on his new ranger level) for his spellbook. At any time, the arcane skirmisher can also add spells found in other spellbooks to his own (see Magic in the Pathfinder Roleplaying Game Core Rulebook for more information).

            Magical Savant: The arcane skirmisher is trained in the basics of the arcane arts, and, beginning at 1st level, can prepare four 0-level spell per day (see Spells, below, for more information).  Additionally, the arcane skirmisher gains Knowledge (arcana) as a class skill.
            This ability replaces wild empathy.

            Spells: Beginning at 4th level, an arcane skirmisher gains the ability to cast a small number of arcane spells, which are drawn from the sorcerer/wizard spell list. An arcane skirmisher must choose and prepare his spells in advance.
            To prepare or cast a spell, the arcane skirmisher must have an Intelligence score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against an arcane skirmisher's spell is 10 + the spell’s level + the arcane skirmisher's Intelligence modifier.
            Like other spellcasters, an arcane skirmisher can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as that of a normal ranger, except that his spells are drawn from the sorcerer/wizard spell list instead of the ranger spell list. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Pathfinder Roleplaying Game Core Rulebook for more information). When the arcane skirmisher would get 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
            An arcane skirmisher must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. An arcane skirmisher may prepare and cast any spell on the sorcerer/wizard spell list instead of those 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 a caster level of 1. At 4th level and higher, his caster level is equal to his ranger level – 3.
            This ability replaces the standard ranger spellcasting, as well as the hunter’s bond class feature.



New Ranger Archetype:

            These rangers are dedicated to the art of bowmanship, to the exclusion of many of their other skills.

            Called Shot (Ex): Beginning at 1st level, the archer can make a single ranged attack as a standard action with a longbow or shotbow (including composite longbows and composite shortbows) at a single target within 100 feet, which, if successful, deals an amount of extra damage equal to his class level.
            This ability replaces favored enemy.

            Dedicated Archer: The archer must choose archery as his combat style at 2nd level.

            Skilled Marksman (Ex): Beginning at 3rd level, the archer gains a +1 bonus on all attack rolls made with a longbow or shortbow (including composite longbows and composite shortbows).  At 8th level, and every 5 levels thereafter, this bonus increases by +1. 
            This ability replaces favored terrain.

            Sniper Shot (Ex): Beginning at 4th level, the archer can choose to treat any single attack made with a longbow or shortbow (including composite longbows and composite shortbows) as a touch attack. He may use this ability a number of times per day equal to 1/2 his class level (rounded down). 
            This ability replaces the ranger’s spellcasting.



New Ranger Archetype:
Master Hunter

            All rangers are skilled hunters, but none are more so than the master hunter. This ranger forgoes some of his general combat training and woodland lore in order to better devote himself to the hunt.

            Expert Hunter (Ex): At 2nd level, the master hunter gains an additional +1 bonus to weapon attack and damage rolls made against all of his favored enemies. At 6th level, and every four levels thereafter, this bonus improves by an additional +1. These bonuses stack with those granted by the favored enemy class feature.
            This replaces combat style feat.

            Supreme Tracker (Ex): At 3rd level, and every five levels thereafter, the master hunter must choose one of his favored enemies.  Whenever he makes a Survival skill check to track a creature of the type selected with this ability, the master hunter may choose to take 10. 
            This ability replaces favored terrain.

            Extra Quarry (Ex): At 12th level, the master hunter can choose to designate an additional creature as his quarry, allowing him to have two creatures designated as quarry at any one time. 
            This ability replaces camouflage.



            Well, that’s all for this week; I hope to see you next time for more great class options.