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  NOTICE OF OPEN GAMING CONTENT
  All portions of this document are designated open gaming content.
  CREDITS:
  Writing: Stefen Styrsky
  Editing: Mark Moreland
  Art:  Empty Room Studios
  Design: David Jarvis
  RANGERS RENEWED
  Rangers are a dynamic class, competent and resourceful in 
  various situations and environments. This supplement adds 
  to the class’s inherent versatility and presents options that 
  instead make a ranger more specialized.
  Rangers Renewed contains several new combat styles, op-
  tions for favored terrain bonuses, and ways to make rang-
  ers deadlier against their favored enemies. Also included are 
  over a dozen new feats for ranger PCs and animal compan-
  ions, and expanded combat styles going to 16th level.
  
  2
  ALTERNATE CLASS ABILITIES
  Not all rangers are the same; each develops skills based on 
  what he needs to survive in his native environment. The 
  ranger can choose the following abilities at the requisite 
  level to replace one of the standard abilities listed in the 
  Pathfinder Roleplaying Game Core Rulebook. Once a PC 
  makes such a selection it cannot be changed.
  Favored Companion (Ex): At 1st level, a ranger may 
  spend his time caring for and raising an animal. The ranger 
  gains an animal companion that advances as if the ranger 
  were a druid equal to his ranger level. If the ranger takes 
  favored companion he never gains the favored enemy class 
  ability or the 4th level hunter’s bond ability. 
  Wild Intimidate (Ex): At 1st level, a ranger may take wild 
  intimidate instead of wild empathy. Using his knowledge 
  of how animals posture and display aggression, the 
  ranger can frighten an animal. This ability functions as an 
  Intimidate check to demoralize or to force a target to act 
  friendly. The ranger adds his ranger level to any Intimidate 
  skill check he makes against animals. 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.  A ranger may use this ability to force an animal 
  or magical beast to perform any tricks the creature knows.
  To use wild intimidate, the ranger and the target creature 
  must be within 30 feet of one another under normal vis-
  ibility conditions.
  Favored Weapon (Ex): Starting at 3rd level, a ranger may 
  decide to focus on his weapon style rather than developing 
  skill in traversing terrain. At 3rd level and at any level at 
  which a ranger can select a favored terrain he may instead 
  take a combat feat from his combat style feat list. This also 
  means any earlier favored terrain selections he made do 
  not gain additional bonuses as they would when a ranger 
  selects a new favored terrain.
  Animal Affinity (Ex): At 3rd level, the ranger may take the 
  Animal Affinity or Skill Focus (Handle Animal) feat instead 
  of Endurance.
  Survivalist (Ex): At 3rd level, a ranger may opt to take 
  survivalist instead of a favored terrain. If he so chooses he 
  gains a +2 competence bonus on Climb, Survival, and Swim 
  skill checks and checks to resist non-lethal damage from 
  environmental effects. He may choose a favored terrain at 
  later levels when allowed to do so.
  Urban Ranger (Ex): At 3rd level, or on any level at which 
  a ranger can select a favored terrain he may take the urban 
  ranger class feature. Instead of gaining the normal favored 
  terrain bonuses, the ranger gains a +2 bonus on initiative 
  checks and Diplomacy, Knowledge (local), Perception, and 
  Stealth skill checks when he is in an urban environment. 
  Whenever the ranger gains a new favored terrain he may 
  choose to increase these bonuses as he would normally 
  when selecting a new favored terrain.
  Guide’s Bond (Ex): At 4th level, a ranger may choose 
  guide’s bond instead of hunter’s bond. All allies within 
  30 feet of a ranger gain a bonus to initiative checks and 
  Perception, Stealth, and Survival skill checks equal to half 
  the ranger’s favored terrain bonus when he and his allies 
  are in that terrain. The ranger and his allies must be able to 
  see or hear each other for this ability to work.
  Hunter’s Ward (Ex): At 4th level, a ranger may choose 
  to take hunter’s ward instead of hunter’s bond. He may 
  spend a move action to grant all allies within 30 feet who 
  can hear him a bonus to their AC, Reflex saves, and CMD 
  equal to the ranger’s Wisdom modifier against a single 
  creature that is one of the ranger’s favored enemies. This 
  bonus lasts for a number of rounds equal to his Wisdom 
  modifier (minimum 1). This bonus does not stack with 
  similar bonuses from another ranger.
  Focused Killer (Ex): Starting at 5th level, the ranger can 
  choose to concentrate on hunting one type of creature 
  instead of gaining bonuses against a different creature. 
  If he chooses to do so, he improves his bonuses against a 
  
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  favored enemy by +3 instead of +2, but does not gain a new 
  favored enemy. He may do this each time he gains a new 
  favored enemy, increasing his bonuses against one favored 
  enemy by +3 rather than selecting a new favored enemy.
  Swimmer (Ex): At 7th level, a ranger may take swimmer 
  instead of woodland stride if he possesses the water 
  favored terrain. He gains a swim speed equal to one-half 
  his normal speed. At 11th level the ranger’s swim speed 
  equals his speed.
  Climber (Ex): At 7th level, a ranger may take climber 
  instead of woodland stride if he possesses the jungle, 
  forest, or mountain favored terrain. He gains a climb 
  speed equal to one-half his normal speed. At 11th level the 
  ranger’s climb speed equals his speed.
  Familiar Terrain (Ex): Starting at 8th level, a ranger may 
  choose to focus on survival in one type of favored terrain 
  instead of choosing a new one. If he chooses to do so, his 
  bonus on initiative checks and Knowledge (geography), 
  Perception, Stealth, and Survival skill checks increases 
  by +3 rather than +2 when he is in one favored terrain he 
  chose previously.
  Terrain Talent (Ex): At 8th level, or at any higher level 
  in which the ranger gains a new favored terrain, he may 
  instead take a terrain talent. Instead of gaining a new 
  favored terrain and any bonuses associated with improving 
  a previously selected terrain, the ranger gains a +2 terrain 
  bonus on Reflex saves, and Acrobatics, Climb, Knowledge 
  (nature), and Swim skill checks when he is in one of his 
  existing favored terrains. He must select the terrain when 
  he gains terrain talent.
  Favored Tactics (Ex): Starting at 10th level, whenever the 
  ranger can select a favored enemy he may instead choose 
  a bonus combat feat. This feat is only usable against the 
  ranger’s favored enemies. He must meet the prerequisites 
  for this feat. A ranger who chooses a bonus combat feat 
  also forgoes the additional bonuses normally granted 
  against one favored enemy when selecting a new favored 
  enemy.
  Warden (Ex): At 11th level, the ranger may select warden 
  instead of quarry. While in one of his favored terrains, the 
  ranger may, as a standard action, designate all opponents 
  he can see as trespassers. He gains a +2 insight bonus on 
  all attack rolls made against the creatures so selected. 
  The ranger cannot designate additional creatures as 
  trespassers unless the original creatures are no longer in 
  his sight or are dead. A ranger who selects warden cannot 
  select improved quarry at 19th level. A creature designated 
  as a trespasser qualifies as a quarry for any additional 
  abilities that target such creatures (including spell-less 
  Mage Killer and Trapper abilities).
  Diversion (Ex): At 13th level, a ranger may take diversion 
  instead of camouflage. With a move action, he can attract 
  attention to himself, shielding his allies from attacks. All 
  opponents within 60 feet of the ranger who can see or 
  hear him must attack him to the best of their ability if 
  they fail a Will save (DC = 10 + 1/2 the ranger’s level + the 
  ranger’s Wisdom modifier). The ranger cannot determine 
  what attacks his opponents employ against him. If any of 
  the ranger’s allies attacks an affected creature, the effect 
  immediately ends and the creature is immune to it for 24 
  hours. A creature that saves against diversion is immune to 
  the same ranger’s ability for 24 hours.
  Improved Warden (Ex): At 19th level, a ranger who 
  selected warden gains the improved warden class feature. 
  His insight bonus on attack rolls against creatures 
  designated as trespassers increases to +4.
  CAPSTONE ABILITIES
  The ranger may choose one of these abilities at 20th level 
  instead of master hunter.
  Veteran Hunter (Ex): A ranger of 20th level becomes a 
  veteran hunter. He can always move at full speed while 
  using Survival to follow tracks without penalty. Long ex-
  posure to his prey has inured him to its deadliest abili-
  ties. The ranger chooses one extraordinary, supernatural, 
  or spell-like ability of one of his favored enemies such as 
  poison or a breath weapon. The ranger is immune to that 
  ability when used by a creature of that type. For example, a 
  ranger may choose to become immune to the breath weap-
  on of red dragons, the gaze attack of medusas, or the poi-
  son of purple worms. The GM has final say in determining 
  if a ranger can become immune to a specific ability.
  Undying Hunter (Ex): Some rangers are so driven in their 
  desire to slay a favored enemy that their strength of will 
  carries them beyond normal limits. A ranger of 20th level 
  becomes an undying hunter. As long as the ranger can see 
  or hear a living favored enemy he gains a +4 morale bonus 
  to all saving throws. In addition, an undying hunter can-
  not be slain through hit point damage so long as he can 
  see or hear a living favored enemy. If reduced to negative 
  hit points the ranger may elect to continue to act, taking 
  either a move action or a standard action as long as he can 
  see or hear a living favored enemy. The ranger may be slain 
  through ability damage or drain, or other effects such as 
  death effects, poison, disease, or disintegration. If the rang-
  er can no longer hear or see a favored enemy or the last 
  favored enemy in his sight dies, he falls unconscious and 
  dies if his hit point total equals a negative number greater 
  than his Constitution.
  NEW COMBAT STYLES
  The ranger develops combat styles based on the tradition-
  al weapons of his society, what arms are available to him 
  or what best suits the needs of his home environment. This 
  
  4
  means not all rangers develop expertise with a bow or the 
  two-weapon fighting style. A few, such as the beast master 
  or runner, even forsake advanced weapon-combat tech-
  niques for expertise in other areas. A ranger of the follow-
  ing styles ignores prerequisites for all bonus feats selected 
  from their chosen list unless otherwise noted. 
  BEAST MASTER
  Some rangers devote their time to raising and training ani-
  mals. The creatures become models of their kind and make 
  up for the ranger’s lack of advanced combat skills. A beast 
  master learns a form of combat based on teamwork with 
  his animal companion.
  Combat Style Feat (Ex): At 2nd level, a beast master 
  may choose from the following list whenever he gains a 
  combat style feat: Animal Affinity, Mounted Combat, and 
  Skill Focus (Handle Animal). At 6th level, he adds A Sec-
  ond Set of Eyes and Ears*, Bond of Two*, and Compan-
  ion’s Stride* to the list of available feats. At 10th level, he 
  adds Natural Hunter to the list.
  GREATAXE FIGHTER
  Among the more primitive peoples of the world a posses-
  sion must serve multiple purposes to justify its existence. 
  Whereas a sword is good for combat, an axe serves as a 
  weapon and a tool. It is with this in mind that some rangers 
  choose a combat style focused on the greataxe.
  Combat Style Feat (Ex): At 2nd level, a greataxe fighter 
  may choose from the following list whenever he gains 
  a combat style feat: Cleave, Power Attack, and Weapon 
  Focus (greataxe). At 6th level, he adds Great Cleave and 
  Improved Sunder to the list. At 10th level he adds Im-
  proved Critical (greataxe) to the list.
  MAGE KILLER
  Rangers develop the ability to track and kill prey. Certain 
  targets require a specialized form of combat dependent 
  more on the prey’s abilities and weaknesses rather than a 
  particular weapon. Rangers trained to fight sorcerers and 
  wizards are one such type. Mage killers inure themselves 
  to the effects of magic and practice disrupting their oppo-
  nent’s spells.
  Combat Style Feat (Ex): At 2nd level, a mage killer may 
  choose from the following list whenever he gains a com-
  bat style feat: Improved Initiative, Iron Will, and Lighting 
  Reflexes. At 6th level, he adds Combat Reflexes, Disrup-
  tive, and Magical Aptitude to the list. At 10th level, he 
  adds Greater Iron Will and Spellbreaker to the list.
  MOUNTED COMBAT STYLE
  The tribes of the plains are best known for their skill at 
  mounted archery, but they also develop the ability to fight 
  from horseback in any situation. Civilized nations also de-
  pend on mounted scouts to patrol their borders and warn 
  of invasion. Both groups employ rangers knowledgeable in 
  the style of mounted combat.
  Combat Style Feat (Ex): At 2nd level, a mounted combat 
  ranger may choose from the following list whenever he 
  gains a combat style feat: Mounted Combat, Ride-by At-
  tack, and Skill Focus (Ride). At 6th level, he adds Mount-
  ed Archery, Spirited Charge, and Trample to the list. At 
  10th level, he adds Emboldening Charge*, Intimidating 
  Charge*, and Unseat to the list.
  RAPIER
  Not all rangers are roamers of the natural wilderness. A 
  few develop skills and abilities suited to the urban environ-
  ment, no less a wild and dangerous place than the forest 
  or mountains. In areas where space is more confined, and 
  weapons are more delicate and elegant, an urban ranger 
  develops a combat style based on the close, stabbing work 
  of the rapier.
  Combat Style Feat (Ex): At 2nd level, a rapier ranger 
  may choose from the following list whenever he gains a 
  combat style feat: Improved Initiative, Quick Draw, and 
  Weapon Finesse. At 6th level, he adds Improved Feint, 
  Lunge, and Vital Strike to the list. At 10th level, he adds 
  Bleeding Critical and Improved Vital Strike.
  RUNNER
  A few rangers do not specialize in killing methods. Some 
  focus on moving rapidly across the landscape, either as 
  scouts, hunters, or skirmishers. A ranger with the runner 
  combat style emphasizes quick movement over multiple 
  types of terrain to gain advantage against foes.
  Combat Style Feat (Ex): At 2nd level, a runner may 
  
  5
  choose from the following list whenever he gains a com-
  bat style feat: Endurance, Fleet, and Run. At 6th level, he 
  adds Agile Maneuvers, Nimble Moves, and Wind Stance 
  to the list. At 10th level, he adds Acrobatic Steps and 
  Lightning Stance to the list.
  SPEAR-FIGHTER
  The spear is a primitive yet effective weapon, invented 
  and employed much earlier than the sword or bow. The 
  first rangers were spear fighters, able to use the weapon 
  for hunting and defense. Even when metal-smithing and 
  bow-making provided new weapons, many rangers kept 
  the spear as their primary armament for its utility and reli-
  ability. 
  Combat Style Feat (Ex): At 2nd level, a spear-fighter can 
  choose from the following list whenever he gains a com-
  bat style feat: Catch Them on the Backswing*, Power At-
  tack, and The Only Tool You Need*. At 6th level, he adds 
  Lunge, Far Shot, and Precise Shot to the list. At 10th level 
  he adds Bleeding Critical and Improved Critical (spear) 
  to the list.
  TRAPPER
  A ranger’s role as a hunter is often neglected when there 
  are orc tribes to defend against or undead to keep in check. 
  However, many rangers are first and foremost hunters—
  men who capture and subdue prey for their pelts, scales, 
  teeth, and organs or even for capture and domestication. 
  Known as trappers, these rangers develop a combat style 
  based around the bolo and net, a way of fighting no less 
  deadly than other methods.
  Combat Style Feat (Ex): At 2nd level, a trapper gains 
  Exotic Weapon Proficiency (bolo) or (net) as a bonus 
  feat and can choose from the following list whenever he 
  gains a combat style feat: Far Cast*, Improved Trip, and 
  Point Blank Shot. At 6th level, he adds Expert Weaver*, 
  Greater Trip, Quick Draw, and Rapid Refold to the list. At 
  10th level he adds Great Entangle* and Entangling Criti-
  cal* to the list.
  WILD-BORN RANGER
  The wild-born ranger grew up in the wilderness, living like 
  an animal and perhaps even living among them. His tol-
  erance for pain and deprivation exceeds anything known 
  among civilized men. Even barbarians marvel at his inter-
  nal fortitude. For a wild-born ranger, civilization’s sophis-
  ticated fighting methods are a hindrance. Nothing is better 
  than fist and tooth.
  Combat Style Feat (Ex): At 2nd level a wild-born ranger 
  gains a bite attack. If used as part of a full attack, the bite 
  is made at the ranger’s full base attack bonus –5. The bite 
  deals 1d4 points of damage (1d3 for Small rangers) plus 
  half the ranger’s Strength modifier. 
  In addition the ranger gains the ability to rage as a barbar-
  ian of his level. (He never gains the later benefits of greater 
  rage or tireless rage.) Whenever the wild-born ranger can 
  select a combat feat, he may select from the following list: 
  Alertness, Animal Affinity, and Self Sufficient. At 6th lev-
  el, he adds Catch Off Guard and Killer Instinct* to the list. 
  At 10th level he adds Bleeding Critical, Improved Critical 
  (bite), and Improved Natural Attack to the list.
  A wild-born ranger may, in place of a bonus feat, choose a 
  rage power from the barbarian’s list of rage powers when-
  ever he gains a combat style feat. He must meet the rage 
  power’s prerequisites, if any, to select it, using his ranger 
  level as his barbarian level.
  * Denotes a new feat described in this supplement.
  SPELL-LESS RANGERS
  For some players, a ranger’s spells are so few and of so low-
  level that they are not worth the bookkeeping effort. Below 
  are several options for spell-less rangers. These alternate 
  rangers develop greater skill with their chosen weapon 
  style instead of gaining spells.
  A ranger must choose this path at 4th level when it is 
  possible to receive his first bonus spell. The path he choos-
  es is based on his combat style; he may not choose a differ-
  ent style. If the ranger gives up his ability to cast spells, the 
  choice can never be altered and he is treated as possessing 
  no spell list. Instead, the ranger gains the following ben-
  efits at the indicated level depending on his weapon style.
  ARCHERY
  11th level: The archer places shots where they hurt. He 
  can make ranged sneak attacks against targets as if he 
  were a rogue equal in level to 1/2 his ranger level. This 
  stacks any rogue levels the ranger possesses.
  13th level: The archer can make a full attack action with 
  his bow and attempt to hide as a free action (with the 
  usual -20 penalty.)
  16th level: The archer can aim at a single target to in-
  crease his chances to hit. As a full round action the rang-
  er can make a single ranged attack with his bow against 
  one target’s touch AC. If the ranger takes damage before 
  he makes this attack he must succeed on a concentration 
  check (DC = damage dealt), adding his ranger level and 
  Wisdom modifier to the roll, or lose the attack.
  BEAST MASTER
  11th level: The beast master practices joint maneuvers 
  with his animal companion. When he and his animal 
  companion flank an opponent, the ranger’s flanking bo-
  nus to attack rolls increases to +3.
  13th level: A beast master’s animal companion learns 
  the predatory ways of its master. The beast master can 
  command it as a move action to select a creature as its 
  quarry as if it possessed the ranger ability of the same 
  name. This quarry does not need to be the same creature 
  the ranger has selected as his quarry, but must be one of 
  the ranger’s favored enemies.
  16th level: The beast master’s animal companion values 
  
  6
  its master’s life above its own. As an immediate action 
  the beast master ranger can command his animal com-
  panion to take a melee or ranged attack meant for him. 
  The animal companion must be in a square adjacent to 
  the ranger and able to understand the ranger. The ani-
  mal companion must also be able to see the attacker. If 
  these conditions are met the attack is resolved against 
  the animal companion. If the animal companion makes a 
  successful Reflex save (DC = total attack roll) it takes no 
  damage from the attack. The ranger must decide to use 
  this ability before the attack roll is made or the effects of 
  the attack are known. The ranger can only use this abil-
  ity once per round. 
  GREATAXE FIGHTER
  11th level: When wielding a greataxe, the ranger may 
  make a single attack as a full attack action. On a hit he 
  pushes his opponent 5 feet. This forced movement pro-
  vokes attacks of opportunity, but can not be used to 
  knock a foe off a cliff ledge or into damaging terrain such 
  as a pit of acid. If this forced movement would knock an 
  opponent into such an area, the creature halts just be-
  fore entering the area
  13th level: A greataxe fighter bashes through an oppo-
  nent’s defenses, crushing armor, dislodging scales, and 
  otherwise damaging a foe’s armor. Whenever the ranger 
  scores a critical hit against a foe, any armor bonus or 
  natural armor bonus the target possesses is reduced 
  by 1/2 the ranger’s Strength modifier (minimum 1) for 
  1d4+1 rounds.
  16th level: The greataxe fighter’s spinning weapon 
  shields him from harm. Any round in which the greataxe 
  fighter uses the full attack action to make more than one 
  attack in a round, he gains a +4 circumstance bonus to 
  his AC and CMD until his next turn.
  MAGE KILLER
  11th level: A mage killer’s focus allows him to more eas-
  ily shrug off or evade magical attacks. He receives a +2 
  competence bonus to all saves made against spells and 
  spell-like abilities cast by the creature designated as his 
  quarry. This bonus increases to +4 at 13th level.
  13th level: At 13th level, the mage killer can reflect ar-
  cane spells or spell-like abilities. As a standard action he 
  may imbue himself with spell turning as a spell-like abil-
  ity, with his ranger level as his caster level. This ability 
  only works against arcane spells and spell-like abilities.
  16th level: Years of exposure to arcane energy has in-
  ured the ranger to its effects. The mage killer gains 
  SR equal to his ranger level plus his Wisdom modifier 
  against arcane spells and spell-like abilities.
  MOUNTED COMBAT
  11th level: When the ranger moves at least 10 feet while 
  mounted he does not provoke attacks of opportunity 
  from visible opponents.
  13th level: The ranger’s mount gains a +2 bonus to at-
  tack and damage rolls when the ranger rides it. Also, 
  against opponents below the ranger’s height when he is 
  mounted, the ranger gains an additional +2 bonus to at-
  tack and damage rolls.
  16th level: The ranger’s mount uses the ranger’s save 
  bonuses when rolling saving throws. Whenever the 
  ranger’s mount fails a Will save, the ranger may grant 
  it a second Will save on the following round with a +2 
  morale bonus. The ranger must be within 10 feet of his 
  mount for it to gain these benefits.
  RAPIER
  11th level: Speed is the essence to a rapier fighter’s suc-
  cess, and he trains to develop the ability to strike first. 
  The rapier fighter gains a +2 inherent bonus to initiative 
  rolls.
  13th level: The rapier fighter learns to place precision 
  strikes before an opponent can react. He deals sneak 
  attack damage to flat-footed opponents as if he were a 
  rogue of a level equal to 1/2 his ranger level. This ability 
  stacks with any rogue levels the ranger possesses.
  16th level: The rapier fighter develops his speed to the 
  utmost degree. He can act several times before oppo-
  nents even know a fight has started. In circumstances 
  where the rapier fighter is the first to act in a round—
  either as part of the surprise round or because he rolled 
  the highest initiative—he may take one extra action (ei-
  ther a move, standard, swift, or immediate action) dur-
  ing the surprise round or the first round of combat after 
  the initiative roll.
  RUNNER
  11th level: The runner learns to overcome obstacles 
  and terrain that hamper other creatures. He can charge 
  through difficult terrain and obstacles that do not com-
  pletely block his path, such as furniture.
  13th level: The runner focuses on developing speed and 
  endurance. He adds +10 feet to his base speed.
  16th level: At his best, the runner knows how to move 
  with such speed and agility, he confounds opponents. 
  Once per round the runner can leave a threatened 
  square without provoking an attack of opportunity from 
  all visible opponents.
   
  SPEAR-FIGHTER
  11th level: A spear the ranger wields is considered a 
  reach weapon for determining what squares he threat-
  ens. The spear fighter gains the Lunge feat as a bonus 
  feat. 
  13th: The spear-fighter ranger adds a +1 shield bonus 
  to his AC when wielding a spear with both hands. This 
  bonus increases to +2 at 16th level and +3 at 19th lev-
  el. If he wields a spear with an enhancement bonus he 
  may also add 1/2 that bonus (minimum 1) to his AC as a 
  shield bonus that stacks with this ability.
  
  7
  16th: When wielding a spear, the spear-fighter increases 
  his weapon’s critical threat range by 1. This stacks with 
  the Improved Critical feat.
  TRAPPER
  11th level: The ranger may entangle in a net a creature 
  two size categories larger than himself or two size cat-
  egories smaller than himself. 
  13th level: When a ranger entangles a favored enemy 
  in his bolas or net and designates that creature as his 
  quarry he gains a +4 bonus to damage on successful me-
  lee weapon attacks against the creature.
  16th level: The trapper ranger can designate the crea-
  ture entangled in his bolas or net as his quarry even if 
  that creature is not one of his favored enemies.
  TWO-WEAPON
  11th level: The two-weapon ranger learns how to drive 
  his secondary weapon into a wound opened by his main 
  weapon. When he scores a critical hit against an oppo-
  nent with his primary weapon, the ranger gains a +4 
  bonus to the next attack he makes against the same foe 
  with his off-hand weapon as long as the attack is made 
  before his next turn.
  13th level: The two-weapon fighter can drive both 
  weapons into a target at the same time, causing horri-
  ble damage. The ranger may make one attack against a 
  single foe with both his primary and off-hand weapon as 
  a full attack action at his highest base attack bonus. He 
  rolls once and applies the result to both weapons. If both 
  weapons hit, he adds his ranger level plus his Wisdom 
  modifier (minimum 1) to the damage.
  16th level: After years of practice, a two-weapon rang-
  er’s arms are strong enough to handle heavier weapons. 
  Any one-handed weapon he uses in his off-hand is con-
  sidered a light weapon for purposes of calculating penal-
  ties for two-weapon fighting.
  WILD-BORN
  11th level: The wild-born ranger finds deeper reserves 
  of primitive anger. He gains the barbarian’s Greater Rage 
  power.
  13th level: The wild-born ranger relishes close combat. 
  At the end of a charge the wild-born ranger can make a 
  full-attack action against the target of his charge, includ-
  ing a bite attack.
  16th level: The wild-born ranger gains a +4 morale bo-
  nus to Will saves to resist enchantment spells. This bo-
  nus stacks with all other modifiers. If such a spell is cast 
  against the wild-born ranger and the save is successful, 
  he may enter a rage for a number or rounds equal to ½ 
  his Wisdom modifier (minimum 1 round) even if he is 
  fatigued or exhausted or has used his daily allotment of 
  rage. If already in a rage the wild-born ranger can rage 
  for a number of rounds equal to ½ his Wisdom modi-
  fier (minimum 1 round) without counting those rounds 
  against his daily allotment of rage.
  NEW FEATS
  A SECOND SET OF EYES AND EARS
  Your animal companion watches your back.
  Prerequisite: Animal companion class feature
  Benefit: Whenever you are within 30 feet of your animal 
  companion and are aware of it, you gain a +2 bonus to 
  Perception checks or your companion’s Perception bonus, 
  which ever is higher. At 12th level, this increases to the 
  higher of either a +4 bonus or your companion’s bonus to 
  Perception checks.
  BOND OF TWO
  You and your animal companion fortify each other’s cour-
  age.
  Prerequisite: Animal companion class feature
  Benefit: As long as you and your animal companion are 
  within 10 feet of each other, you both a gain a +2 morale 
  bonus to Will saves against fear effects.
  CATCH THEM ON THE BACKSWING
  Just because you miss with one end doesn’t mean you can’t 
  try with the other.
  Prerequisite: Spear-fighter combat style
  Benefit: You can fight with a spear as if it was a double 
  weapon, but you incur all the normal penalties for fighting 
  with two weapons. The spear’s blunt end deals 1d6 points 
  of bludgeoning damage plus your Strength modifier or 1d4 
  if the weapon is Small.
  COMPANION’S STRIDE
  You and your companion pace each other, silently urging 
  each other onwards.
  Prerequisite: Animal companion class ability, woodland 
  stride class ability
  Benefit: Your animal companion gains the woodland 
  stride ability as long as you are within 30 feet of it and it 
  can see you.
  DEAD EYE [COMBAT]
  Your accuracy with bows and crossbows lets you target a 
  foe’s vulnerable areas.
  Prerequisite: Archery combat style, Weapon Focus (bow 
  or crossbow)
  Benefit: You can make ranged sneak attacks as if you were 
  a rogue two levels lower than your ranger level against 
  flat-footed targets who are unaware of your presence and 
  within 30 feet.
  DUCK AND COVER
  You strike from out of thin air and disappear just as quickly.
  Prerequisite: Stealth 5 ranks, Stealthy
  Benefit: When you hide immediately after making a 
  ranged attack against a target at least 10 feet away that is 
  not aware of your presence you take a -10 penalty to your 
  
  8
  Stealth check.
  Normal: You take a -20 penalty on your Stealth check to 
  conceal yourself after the shot.
   
  DEATH FROM AFAR [COMBAT]
  You can kill from a distance with a single arrow.
  Prerequisite: Dead Eye, Far Shot, Weapon Focus (bow or 
  crossbow) 
  Benefit: As a full-round action you can perform a ranged 
  coup de grace with a bow or crossbow against a flat-footed 
  opponent unaware of your presence who is no more than 
  two range increments away from you.
  EMBOLDENING CHARGE
  You and your mount revel in the strength of the charge.
  Prerequisite: Ride 5 ranks
  Benefit: During the round you make a charge and the one 
  immediately afterwards you and your mount gain a +4 mo-
  rale bonus to all Will saves.
  ENTANGLING CRITICAL [COMBAT]
  You can aim for just the right spot.
  Prerequisite: Expert Cast, base attack bonus +6
  Benefit: When you score a critical hit with a net or bolas, 
  your opponent’s limb or other vulnerable body part be-
  comes tightly wrapped in the weapon’s strands. As long as 
  the creature is entangled it takes 1d8 points of non-lethal 
  damage each round. Only creatures vulnerable to critical 
  hits take this damage.
  EXPERT WEAVER
  You can make nets of superior quality and strength.
  Prerequisite: Craft (net making) 5 ranks.
  Benefit: A net you weave has a number of hit points equal 
  to your ranks in Craft (net making) and is burst on DC 30 
  Strength check. When you wield this net, entangled crea-
  tures add +2 to concentration, Escape Artist, and CMB 
  check DCs for every 5 ranks you possess in Craft (net mak-
  ing).
  FAR CAST [COMBAT]
  Your proficiency at winding and throwing a net or bolas al-
  lows you to throw the weapons farther than normal.
  Prerequisite: Expert Cast
  Benefit: When you throw a net or bolas you double the 
  range increment.
  GREAT ENTANGLE [COMBAT]
  You have learned superior net technique.
  Prerequisite: Expert Cast, base attack bonus +10
  Benefit: All creatures entangled in your net take a -4 pen-
  alty on attack rolls and a -6 penalty on Dexterity.
  Normal: Creatures entangled in a net take a -2 penalty on 
  attack rolls and a -4 penalty on Dexterity.
  HERBALIST
  Your knowledge of plants allows you to better concoct 
  healing salves and deadly poisons.
  Benefit: You gain a +2 circumstance bonus to Craft (poi-
  son) and Heal skill checks. If you have 10 or more ranks in 
  one of these skills, the bonus increases to +4 for that skill.
  HUNTER’S EYE [COMBAT]
  You know your enemies so well they are vulnerable to your 
  every attack.
  Prerequisite: Favored enemy class feature, base attack bo-
  nus +6
  Benefit: If you miss with a melee attack against a favored 
  enemy you still deal damage to the target equal to your fa-
  vored enemy bonus. This does not occur if you roll a natu-
  ral 1 on your attack.
  INTIMIDATING CHARGE
  Your charge frightens other creatures.
  Prerequisite: Intimidate 5 ranks
  Benefit: When making a charge action against an oppo-
  nent you can also make an Intimidate skill check against 
  the same creature as a free action. If the check succeeds the 
  target is demoralized.
  INTIMIDATING INSIGHT
  You know what frightens your prey.
  Prerequisite: Favored enemy class feature
  Benefit: You can use the appropriate Knowledge skill 
  check against a favored enemy in place of an Intimidate 
  skill check made to influence its behavior or demoralize it.
  INTIMIDATING SHOT (COMBAT)
  You scare an opponent with a close miss.
  Benefit: As a standard action you can fire or throw a 
  ranged weapon at an opponent up to 30 feet away and de-
  moralize them. You use your attack roll along with all ap-
  plicable modifiers plus your Wisdom modifier in place of 
  an Intimidate skill check.
   
  KILLER INSTINCT
  A successful critical encourages your wild nature.
  Prerequisite: Wild-born Ranger
  Benefit: Whenever you score a melee critical hit you gain 
  a +2 to hit and melee damage against that same opponent 
  until the end of your next turn.
  LIGHT STEP
  Your tread never betrays your presence.
  Prerequisite: Stealthy
  Benefit: While in one of your favored terrains, wearing 
  light or no armor, and not carrying a heavy load, you can 
  use the Stealth skill against creatures with tremorsense.
  
  9
  NATURAL HUNTER
  Your animal companion instinctively understands how to 
  hunt and kill your favored enemies.
  Prerequisite: Favored enemy class feature
  Benefit: Choose one of your favored enemies. Your animal 
  companion gains your bonuses against this favored enemy. 
  You may take this feat whenever you gain a feat. Each time 
  you choose this feat, select a different favored enemy.
  Special: This feat is also available to animal companions 
  any time they may select a feat.
  RAPID REFOLD [COMBAT]
  You can reel in and ready a net for another throw faster 
  than most others.
  Prerequisite: Exotic Weapon Proficiency (net), Quick 
  Draw
  Benefit: You can refold a net in 1 round instead of 2 rounds.
  Normal: Refolding a net takes 2 rounds for a proficient user. 
  For a non-proficient user refolding a net takes 4 rounds.
  SPECIALIZED KILLER
  You know the gaps in the armor of your favored enemy.
  Prerequisite: Favored enemy class feature, 11th-level 
  ranger
  Benefit: Choose one favored enemy you possess. Your at-
  tacks ignore an amount of DR of this enemy equal to your 
  Wisdom modifier. This ability does not function against DR 
  that does not have a way to overcome it, such as DR 5/–.
  SPOTTER
  Your advice helps a sharpshooter hit a target.
  Prerequisite: Perception 5 ranks
  Benefit: You can use Aid Another to grant a +2 bonus to an 
  ally’s ranged attack roll. You must be in a square adjacent to 
  the ally, and your ally must be able to hear and understand 
  your speech.
  SUNDERING CRITICAL
  Even inanimate objects are vulnerable to your brutal at-
  tacks.
  Prerequisite: Greataxe fighter combat style
  Benefit: Inanimate objects and constructs are vulnerable 
  to your critical hits when you wield a greataxe. However, 
  instead of dealing triple damage, ignore the hardness or DR 
  of the object or construct on a critical hit.
  THE ONLY TOOL YOU NEED
  Not just a stabbing weapon, the spear can be used to push 
  you farther in a jump, to pry yourself out of a hold, or brace 
  against a fall.
  Prerequisite: Spear-fighter combat style
  Benefit: When wielding a spear in both hands you gain a 
  +2 competence bonus on Acrobatics checks to maintain 
  your balance, jump, or lessen the damage in a fall, on Es-
  cape Artist checks to escape a grapple, and on CMD to resist 
  a grapple attempt.
  TOUGHENED COMPANION
  Through superior care and breeding, you improve your 
  animal companion.
  Prerequisite: 8th-level druid or ranger, animal companion 
  class feature
  Benefit: Your animal companion gains an inherent +2 bo-
  nus to Strength, Constitution or Dexterity and a +1 bonus 
  to its natural Armor Class. You may take this feat only once 
  and the selected ability can not be changed.
  VERSATILE HUNTER
  The weaknesses in one enemy help you understand the 
  weaknesses in another.
  Prerequisite: Favored enemy (humanoid or outsider) 
  class feature
  Benefit: Choose one creature subtype of humanoid or out-
  sider other than your favored enemy but of the same type 
  as your favored enemy. You gain a bonus on Bluff, Knowl-
  edge, Perception, Sense Motive and Survival checks against 
  creatures of the selected type, and a bonus on weapon at-
  tack and damage rolls against them equal to 1/4 (minimum 
  1) the favored enemy bonuses you receive against crea-
  tures of your favored enemy. For example, if your favored 
  enemy is humanoid (orc) +4, you could select humanoid 
  (giant) +1. If you later take the secondary creature as a fa-
  vored enemy this feat does not stack with the favored en-
  emy bonuses.
  VICIOUS WOUND
  You have trained your animal companion to tear and rend 
  with its bite.
  Prerequisite: Animal companion class feature, Handle An-
  imal 10 ranks, animal companion with bite attack
  Benefit: When your animal companion hits a creature vul-
  nerable to critical hits with a bite attack, the attack also in-
  flicts 1d6 bleed damage. A DC 15 Heal check or any type of 
  magical healing halts the bleed damage.
  WHIRLING AXE
  You hammer away at foes, your axe whirling with such 
  speed opponents can not penetrate beyond the blur of steel 
  and wood.
  Prerequisite: Greataxe fighter combat style
  Benefit: When you make more than one attack in a round 
  using the full attack action with a greataxe, you gain a +2 
  shield bonus to AC and +2 circumstance bonus to your 
  CMD until your next turn.
  
  10
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, 
  Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, 
  Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, 
  Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 
  2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer 
  Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey 
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  Based on original content from TSR.
  Class options Volume3: Ranger Renewed, Copy-
  right 2010, Reality Deviant Publications, author 
  Stefen Styrsky
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Gun Metal Games/Class Options Vol. 3 - Rangers Renewed.pdf