Wyrmspire Rangers

Rangers in Wyrmspire are identical to normal Rangers with the following exceptions.

Predator's Focus (Ex): 1st 1st level, rangers receive a +1 bonus on attack and damage rolls, and Bluff, Knowledge, Perception, Sense Motive, and Survival checks. At 5th level, and every five levels thereafter (10th, 15th, and 20th), the ranger increases this bonus by +1.

Favored Enemy (Ex): At 1st level, 5th level, every 5 levels thereafter (10th, 15th, and 20th), the ranger chooses a creature type. Against the chosen creature type, the ranger doubles his bonus from Predator's Focus.

Hunter's Bond: A ranger with an animal companion shares the benefits of Predator's Focus and Favored Enemy with their animal companion. If they choose a companion bond, they can grant their companions the benefit of Predator's Focus (instead of Favored Enemy). It otherwise functions as the hunter's bond in the core rulebook.

Spells: A ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list presented in Spell Lists. A ranger must choose and prepare his spells in advance.

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

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. 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.

Orisons: Rangers can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

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

Ranger Orisons

  • Create Water: Creates 2 gallons/level of pure water.
  • Detect Magic: Detects spells and magic items within 60 ft.
  • Detect Poison: Detects poison in one creature or object.
  • Flare: Dazzles one creature (causes vision penalties).
  • Guidance: +1 on one attack roll, saving throw, or skill check.
  • Know Direction: You discern north.
  • Light: Object shines like a torch.
  • Mending: Makes minor repairs on an object.
  • Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
  • Read Magic: Read scrolls and spellbooks.
  • Resistance: Subject gains +1 bonus on saving throws.
  • Stabilize: Cause a dying creature to stabilize.
  • Virtue: Subject gains 1 temporary hp.
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