TEXT: 1
  
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  the hunt, there are only predators and prey. Be they 
  scouts, trackers, or bounty hunters, rangers share 
  much in common: unique mastery of specialized 
  weapons, skill at stalking even the most elusive 
  game, and the expertise to defeat a wide range of 
  quarries.” So rangers are hunters and masters of 
  arms. But is that all that defines them, or is it just a 
  sign of their true nature?
  In addition to hunting and ranged combat, various 
  ranger rules and options have them mastering spellcasting, 
  trap-building, mimicry, trailblazing, riding exotic beasts, 
  and even looking into the realms of the dead. There is a 
  strong trend toward focusing on talents most useful in 
  the wilderness, but rules for “urban rangers” prove that 
  is more a tendency than a requirement. 
  So then the ranger is, at its core, a specialist able 
  to become a part of something more-than-humanoid.
  Sure, many focus on hunting and mastering 
  specific combat techniques, but given that typical 
  fantasy worlds include vast expanses of dangerous, 
  untamed places, it makes sense that anyone with a 
  knack for picking up specialized skills and drawing 
  on inhuman forces will end up with some wilderness 
  proficiency. Rangers take this idea to an extreme, 
  learning so much about how wilds work that they 
  can cast spells drawn from the forces of nature, 
  gain a savage creature as a loyal companion, and 
  eventually blend into their surroundings even when 
  they have no cover. These are more than the tricks of 
  a skilled warrior, they are acts that require the ranger 
  become one with the powerful forces of his world. 
  As stretches of uncivilized terrain are among the 
  most dangerous places in most campaigns, rangers 
  often look to master techniques that give them an 
  advantage in the wilderness. They use a combination 
  of fighting prowess, secret knowledge, and even the 
  magic of nature itself to become a part of the thing 
  they study. A wilderness ranger isn’t just a skilled 
  fighter or savage at home in various terrains, he has 
  learned to become part of these places. As a force of 
  nature, he can survive where no other humanoid can, 
  focus the primal fury of storms and predators onto 
  those who have drawn his particular ire, and cause 
  other elements of nature to do his bidding.
  But there are many forces to draw on in a fantasy 
  campaign, and the wilds of nature are just one of them. 
  In previous editions of the game rangers have been able 
  to draw on arcane magic along with the divine, and 
  archetypes prove ranges can forge this connection with 
  animals, magic beasts, cities, witch covens, and even 
  I
  conically, rangers are woodsmen who wear green 
  leathers, hunt in the wild places, and likely carry 
  a bow or crossbow. They are clear conceptual 
  descendants of Robin Hood, Jack the Giant Slayer, 
  and William Tell. Of course, there are many other 
  appropriate sources to draw from beyond those of 
  Europe—a ranger can just as easily be based on 
  the Greek myth of Atalanta, China’s Zhou Tong, 
  Persia’s Arash the Archer, and even the biblical story 
  of David slaying Goliath. On the other hand, all 
  those characters could also be exemplars for fighter 
  or barbarian characters, and most fans of the ranger 
  will agree it is (and should be) notably different from 
  either of those classes.
  So what is a ranger, if something different from 
  a professional warrior or undaunted savage? The 
  core rules tell us “For those who relish the thrill of 
  
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  the spirit realm. With the system of edges and talents 
  first presented in The Genius Guide to the Talented 
  Rogue, we can rebuild the ranger as a supernatural 
  warrior who can adopt the power of whatever forces 
  most appeal to the player, and give the class many more 
  options than green leathers and a bow.
  Alignment: A talented ranger may be of any 
  alignment.
  Hit Die: d10
  Starting Wealth: At 1st level, a talented ranger 
  begins play with 5d6x10 gp.
  Class Skills: The ranger’s class skills are Climb 
  (Str), Craft (Int), Heal (Wis), Intimidate (Cha), 
  Knowledge (geography) (Int), Perception (Wis), 
  Profession (Wis), Ride (Dex), Stealth (Dex), Survival 
  (Wis), and Swim (Str).
  Additionally, at 1st level the ranger selects four of 
  these secondary skills to be class skills: 
  Disable Device (Dex), Fly (Dex), Handle 
  Animal (Cha), Knowledge (dungeoneering) (Int), 
  Knowledge (local)(Int), Knowledge (nature) (Int), 
  Knowledge (nobility) (Int), Spellcraft (Int)
  Skill Ranks Per Level: 6 + Int modifier.
  Class Features
  All of the following are class features of the talented 
  ranger.
  Weapon and armor proficiency
  A ranger is proficient with all simple and martial 
  weapons and with light armor, medium armor, and 
  shields (except tower shields).
  ranger edges
  Every ranger is drawn to a specific set of primal 
  forces, be those the power of untamed nature, the 
  call of wild beasts, the breathing souls of great cities, 
  or the eldritch forces of other planes of existence. 
  This drive impacts what foes he studies, what 
  powers he masters, and what allies come to him. 
  These abilities, known as edges, help a ranger act as 
  a hunter of man or beast, spellcaster, weapon master, 
  guardian, or some combination of roles that appeals 
  to him in particular. A ranger gains one edge at each 
  of 1st–3rd levels, two at 4th level, one at 7th, 9th, 
  Table 1: The TalenTed ranger
  Level Base Attack  
  Bonus
  Fort 
  Save
  Ref
  Save
  Will
  Save
  Special
  1
  +1
  +2
  +2
  +0
  Ranger edge, ranger talent x2
  2
  +2
  +3
  +3
  +0
  Ranger edge
  3
  +3
  +3
  +3
  +1
  Ranger edge, ranger talent
  4
  +4
  +4
  +4
  +1
  Ranger edge x2
  5
  +5
  +4
  +4
  +1
  Ranger talent
  6
  +6/+1
  +5
  +5
  +2
  Ranger talent
  7
  +7/+2
  +5
  +5
  +2
  Ranger edge, ranger talent
  8
  +8/+3
  +6
  +6
  +2
  Ranger talent
  9
  +9/+4
  +6
  +6
  +3
  Ranger edge
  10
  +10/+5
  +7
  +7
  +3
  Advanced talents, ranger edge, ranger talent x2
  11
  +11/+6/+1
  +7
  +7
  +3
  Ranger talent
  12
  +12/+7/+2
  +8
  +8
  +4
  Ranger talent
  13
  +13/+8/+3
  +8
  +8
  +4
  Ranger edge, ranger talent
  14
  +14/+9/+4
  +9
  +9
  +4
  Ranger talent
  15
  +15/+10/+5
  +9
  +9
  +5
  Ranger talent
  16 
  +16/+11/+6/+1
  +10
  +10
  +5
  Ranger talent
  17 
  +17/+12/+7/+2
  +10
  +10
  +5
  Ranger talent
  18 
  +18/+13/+8/+3
  +11
  +11
  +6
  Ranger talent x2
  19 
  +19/+14/+9/+4
  +11
  +11
  +6
  Ranger talent
  20 
  +20/+15/+10/+5
  +12
  +12
  +6
  Grand talent, ranger edge, ranger talent
  
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  10th, and 13th levels, and a final edge at 20th level.
  Edges are similar to ranger talents, but are more 
  fundamental to his connection to powers beyond his 
  normal humanoid existence. They require regular 
  exploration of those powers (be that exploration 
  physical or metaphysical) and regular practice to 
  keep effective. As a result there’s a limit to how 
  many edges a ranger can have, and most edges must 
  be selected early in the ranger’s career. While a 
  ranger gains multiple edges over her first few levels, 
  those acquisitions represent the culmination of years 
  (possibly a lifetime) of effort and study. A ranger may 
  not be able to take the ranger spells edge until 4th 
  level, but he has been learning how to manipulate the 
  forces of nature and practicing the necessary state of 
  mind, words, and gestures for long years before his 
  acumen rises to the level of that edge.
  A ranger may not take an edge more than once 
  unless it specifies otherwise. Some edges are 
  taken from various ranger archetypes. These edges 
  include the name of their originating archetype as a 
  descriptor, to allow GMs to limit characters to edges 
  from a single archetype (if desired).
  Adaptation (Ex): [Infiltrator] The ranger learns how 
  to copy the unusual abilities of his prey. He chooses 
  one type of creature he has selected as a favored 
  enemy, such as “aberrations.” The ranger selects 
  one ability or feat from the adaptation list for that 
  type (see below). A ranger can activate an adaptation 
  as a free action, and use adaptations for 10 minutes 
  per day per ranger level he possesses. This duration 
  does not need to be consecutive, but it must be used 
  in 10-minute increments. If the adaptation requires 
  the ranger to make a more specific choice (such as 
  what skill to use with Skill Focus), this choice is 
  permanent and cannot be changed. If the ranger has 
  the camouflage and hide in plain sight abilities, he 
  can use them whenever he is using adaptations.
  Aberration: amphibious, darkvision 60 ft., Iron 
  Will, natural armor +2.
  Animal: climb 15 ft., darkvision 60 ft., Great 
  Fortitude, Lightning Reflexes, low-light vision, 
  natural armor (+2), swim 15 ft.
  Construct: darkvision 60 ft., Great Fortitude, 
  Lightning Reflexes, low-light vision.
  Dragon: darkvision 60 ft., Great Fortitude, Iron 
  Will, Lightning Reflexes, low-light vision, Lunge.
  Fey: Iron Will, Lightning Reflexes, low-light vision.
  Humanoid (aquatic): low-light vision, natural 
  armor +2, darkvision, swim 15 ft.
  Humanoid (dwarf): darkvision 60 ft., defensive 
  training, greed, hatred, hardy, slow and steady, 
  stability, stonecunning, weapon familiarity.
  Humanoid (elf): elf blood, low-light vision, elven 
  immunities, elven magic, keen senses, Skill Focus 
  (choose one skill), weapon familiarity.
  Humanoid (giant): low-light vision, Lunge, 
  natural armor +2, resist energy 10 (choose cold, 
  electricity, or fire), Throw Anything.
  Humanoid (gnoll): darkvision 60 ft., Exotic 
  Weapon Proficiency (dire flail), natural armor +2.
  Humanoid (gnome): defensive training, gnome 
  magic, hatred, illusion resistance, keen senses, low-
  light vision, obsessive, weapon familiarity.
  Humanoid (goblinoid): darkvision 60 ft., goblin 
  fast, Skill Focus (Stealth), natural armor (+2).
  Humanoid (halfling): fearless, halfling luck, keen 
  senses, sure-footed, weapon familiarity.
  Humanoid (human): Great Fortitude, Iron Will, 
  Lightning Reflexes, Skill Focus (choose one skill).
  Humanoid (orc): darkvision 60 ft., ferocity, 
  intimidating, orc blood, weapon familiarity.
  Humanoid 
  (reptilian): 
  darkvision 
  60 
  ft., 
  kobold fast (as goblin fast), lizardfolk hold breath, 
  natural armor +2, Skill Focus (choose Acrobatics, 
  Perception, or Stealth).
  Magical Beast: darkvision 60 ft., Great Fortitude, 
  low-light vision, natural armor +2.
  Monstrous Humanoid: darkvision 60 ft., Lightning 
  Reflexes, low-light vision, natural armor +2.
  Ooze: acid resistance 10, Great Fortitude, Iron 
  Will, Skill Focus (choose Climb, Escape Artist, or 
  Perception).
  Outsider: darkvision 60 ft., energy resistance 
  5 (choose acid, cold, electricity, or fire), Great 
  Fortitude, Iron Will, Lightning Reflexes.
  Plant: low-light vision, Great Fortitude, Iron Will.
  Undead: darkvision 60 ft., Great Fortitude, Iron 
  Will, natural armor (+2). Skill Focus (Stealth).
  Vermin: climb 15 ft., darkvision 60 ft., Great 
  Fortitude, Iron Will, swim 15 ft.
  A ranger must be 3rd level and have the favored 
  enemy edge to select this edge.
  Combat Style (Ex): The ranger has studied and 
  gained expertise in a specific combat style. The 
  ranger selects a combat style from the list below. The 
  ranger may take a bonus feat from those listed for 
  his combat style, even if he does not have the normal 
  prerequisites. The benefits of the ranger’s chosen 
  
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  style feat apply only when he wears light, medium, 
  or no armor. He loses all benefits of his combat 
  style feats when wearing heavy armor. The potential 
  bonus feats for each fighting style are listed below.
  Aquatic Prowess: If the ranger selects aquatic 
  prowess style, he can choose a bonus feat from the 
  following base list: Dodge, Mobility, Net Adept, Net 
  and Trident, Net Maneuvering, Precise Shot, Rapid 
  Reload, Sea Hunter, and Two-Weapon Fighting.
  If the ranger is at least 6th level and has at least 
  one feat from the base list for this combat style, he 
  may instead take Improved Two-Weapon Fighting, 
  Net Trickery, or Spring Attack
  If the ranger is at least 10th level and has at least 
  one feat from the base list and 6th-level list for this 
  combat style, he may instead take Greater Two-
  Weapon Fighting or Improved Precise Shot.
  A ranger must have the deep sentinel talent to take 
  the aquatic prowess combat style.
  Bow: If the ranger selects bow style, he can choose 
  a bonus feat from the following base list: Far Shot, 
  Focused Shot, Point Blank Shot, Precise Shot, and 
  Rapid Shot.
  If the ranger is at least 6th level and has at least one 
  feat from the base list for this combat style, he may 
  instead take Improved Precise Shot, Parting Shot, 
  Point Blank Master, or Manyshot.
  If the ranger is at least 10th level and has at least 
  one feat from the base list and 6th-level list for this 
  combat style, he may instead take Pinpoint Targeting 
  or Shot on the Run.
  Crossbow: If the ranger selects crossbow style, 
  he can choose a bonus feat from the following base 
  list: Deadly Aim, Focused Shot, Precise Shot, and 
  Rapid Reload.
  If the ranger is at least 6th level and has at least 
  one feat from the base list for this combat style, he 
  may instead take Crossbow Mastery or Improved 
  Precise Shot.
  If the ranger is at least 10th level and has at least 
  one feat from the base list and 6th-level list for 
  this combat style, he may instead take Pinpoint 
  Targeting or Shot on the Run.
  Firearm: [Trophy Hunter] If the ranger selects 
  the firearm style, he gains the Amateur Gunslinger 
  feat and Exotic Weapon Proficiency (firearms), and 
  can use any 1st-level gunslinger deed. If he later 
  selects the improved combat style talent, he may 
  select either a grit feat or a gunslinger deed of his 
  level or lower.
  Mounted Combat: If the ranger selects mounted 
  combat style, he can choose a bonus feat from the 
  following base list: Mounted Combat, Mounted 
  Archery, Ride-By Attack, and Trick Riding.
  If the ranger is at least 6th level and has at least one 
  feat from the base list for this combat style, he may 
  instead take Mounted Shield or Spirited Charge.
  If the ranger is at least 10th level and has at least 
  one feat from the base list and 6th-level list for 
  this combat style, he may instead take Mounted 
  Skirmisher or Unseat.
  Natural Weapon: If the ranger selects natural 
  weapon style, he can choose a bonus feat from 
  the following base list: Aspect of the Beast, 
  Improved Natural Weapon, Rending Claws, and 
  Weapon Focus.
  
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  If the ranger is at least 6th level and has at least one 
  feat from the base list for this combat style, he may 
  instead take Eldritch Claws or Vital Strike.
  If the ranger is at least 10th level and has at least 
  one feat from the base list and 6th-level list for this 
  combat style, he may instead take Multiattack or 
  Improved Vital Strike.
  Two-Handed Weapon: If the ranger selects two-
  handed weapon style, he can choose a bonus feat 
  from the following base list: Cleave, Power Attack, 
  Pushing Assault, and Shield of Swings.
  If the ranger is at least 6th level and has at least one 
  feat from the base list for this combat style, he may 
  instead take Furious Focus or Great Cleave.
  If the ranger is at least 10th level and has at least 
  one feat from the base list and 6th-level list for this 
  combat style, he may instead take Dreadful Carnage 
  or Improved Sunder.
  Two-Weapon: If the ranger selects two-weapon 
  style, he can choose a bonus feat from the following 
  base list: Double Slice, Improved Shield Bash, 
  Quick Draw, and Two-Weapon Fighting.
  If the ranger is at least 6th level and has at least 
  one feat from the base list for this combat style, he 
  may instead take Improved Two-Weapon Fighting 
  or Two-Weapon Defense.
  If the ranger is at least 10th level and has at least 
  one feat from the base list and 6th-level list for this 
  combat style, he may instead take Greater Two-
  Weapon Fighting or Two-Weapon Rend.
  Weapon and Shield: If the ranger selects weapon 
  and shield style, he can choose a bonus feat from the 
  following base list: Improved Shield Bash, Shield 
  Focus, Shield Slam and Two-Weapon Fighting.
  If the ranger is at least 6th level and has at least one 
  feat from the base list for this combat style, he may 
  instead take Saving Shield or Shield Master.
  If the ranger is at least 10th level and has at least 
  one feat from the base list and 6th-level list for this 
  combat style, he may instead take Bashing Finish or 
  Greater Shield Focus.
  A ranger may take the combat styles edge a second 
  time if 4th level or higher, a third time if 9th level or 
  higher, and a fourth time if 13th level or higher. Each 
  time, a new combat style is gained. A ranger wishing 
  to gain additional feats within a combat style he already 
  has should take the improved combat style talent.
  Druid Spells: The ranger adds druid spells to his spell 
  list. He gains access to 0-level druid spells, as well as 
  druid spells of every level for which he can cast ranger 
  spells. He may prepare as many 0-level druid spells 
  as he is granted 1st-level spells by Table 2: Ranger 
  Spells. He may only prepare 1st–4th level druid spells 
  using his allotment of ranger spells per day.
  A ranger must be 4th level and have the ranger 
  spells edge to select this edge.
  Eldritch Spells: The ranger forges a bond with arcane 
  energies, gaining the ability to cast a small number of 
  arcane spells, drawn from the sorcerer/wizard spell list. 
  He can learn and cast 0-level sorcerer/wizard spells, and 
  
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  is considered to have all these spells on his spell list (for 
  purposes of things such as spell-completion magic items). 
  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. The 
  ranger’s caster level is equal to his ranger level –3.
  The ranger can cast these spells while wearing light 
  or medium armor and using a shield without incurring 
  the normal arcane spell failure chance. Like any other 
  arcane spellcaster, a ranger wearing heavy armor 
  incurs a chance of arcane spell failure if the spell in 
  question has a somatic component. A multiclass ranger 
  still incurs the normal arcane spell failure chance for 
  arcane spells received from other classes. Like other 
  spellcasters, a ranger can cast only a certain number 
  of spells of each spell level per day.
  The ranger’s base daily spell allotment of 0-level spells 
  is equal to the 1st-level spells given on Table 2: Ranger 
  Spells. He does not receive bonus 0-level spells for a 
  high Wisdom score (though he does for 1st and 2nd level 
  sorcerer/wizard spells, if he gains access to them).
  The ranger begins play with a spellbook containing 
  four 0-level wizard spells. The ranger also selects 
  a number of additional 0-level spells equal to his 
  Wisdom modifier to add to the spellbook. At each new 
  ranger level, he gains one new spell known of any 
  spell level he can cast for his spellbook. The ranger 
  can also add spells found in wizards’ spellbooks to 
  his own, using the same rules for wizard’s spellbooks.
  A ranger may know any number of spells. He must 
  choose and prepare his spells ahead of time by getting 
  8 hours of sleep and spending 1 hour studying his 
  spellbook. While studying, the ranger decides which 
  spells to prepare.
  A ranger must be at least 4th level and have the eldritch 
  calling talent to select this edge. A ranger may select this 
  edge a second time if he is 7th level, and a third time if 
  he is 10th level. Each time, he gains access to sorcerer/
  wizard spells of one higher level (1st-level spells if taken 
  twice, and 2nd-level spells if taken three times), and 
  adds one spell of that level to his spellbook. The ranger’s 
  spells per day for those levels of spell he can cast are 
  always determined by Table 2: Ranger Spells.
  Evasion (Ex): The ranger can avoid 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 ranger is 
  wearing light armor, medium armor, or no armor. A 
  helpless ranger does not gain the benefit of evasion.
  A ranger must be at least 4th level to select this edge.
  Favored Attack (Ex): The ranger knows that 
  survival often means taking advantage of a foe’s 
  weaknesses, and trains hard to be able to do so. The 
  ranger gains a +1d6 sneak attack. This functions as 
  the rogue class feature, except the sneak attack dice 
  a ranger gains from this edge can only be used on 
  creatures that count as favored enemies of the ranger, 
  or are in one of the ranger’s favored terrains.
  A ranger must be 2nd level and have the favored 
  enemy edge or favored terrain edge to select this 
  edge. A ranger may take this edge more than once, 
  but not more often than once per 2 ranger levels. The 
  ranger may never apply more sneak attack dice from 
  favored attack to a target than the total of his favored 
  enemy bonus against that target plus his favored 
  terrain bonus for the terrain that target is in. This 
  otherwise functions exactly as sneak attack.
  Favored Enemy (Ex): The ranger selects a creature 
  type from the ranger favored enemies table. If the 
  ranger chooses humanoids or outsiders as a favored 
  enemy, he must also choose an associated subtype, as 
  indicated on the table below. (Note that there are other 
  types of humanoid to choose from—those called out 
  specifically on the table below are merely the most 
  common.) If a specific creature falls into more than one 
  category of favored enemy, the ranger’s bonuses do not 
  stack; he simply uses whichever bonus is higher.
  spontaneous MagiC
  The GM may allow a ranger to take spontaneous 
  eldritch magic, or spontaneous ranger magic. A 
  ranger cannot have both prepared and spontaneous 
  versions of the same edges or talents. If the GM 
  allows spontaneous versions of these edges, use 
  the bloodrager’s spells per day and spells known 
  to determine the ranger’s spells known and spell/
  day. A spontaneous ranger’s bonus spells, spell 
  DCs, and maximum spell level may be based on 
  Charisma, rather than Wisdom, at the option of the 
  GM. If the ranger gains 0-level spells (from taking 
  the spontaneous eldritch spells, or spontaneous 
  ranger spells and druid spells) he gains the same 
  number of 0-level spells known as a bloodrager of 
  the same level gains 1st-level spells known.
  
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  He gains a +2 favored enemy bonus on Bluff, 
  Knowledge, Perception, Sense Motive, and Survival 
  checks against creatures of his selected type. 
  Likewise, he gets a +2 favored enemy bonus on 
  weapon attack and damage rolls against them. A 
  ranger may make Knowledge skill checks untrained 
  when attempting to identify these creatures. 
  Favored Terrain (Ex): The ranger selects a type 
  of terrain from Ranger Favored Terrains table. The 
  ranger gains a +2 bonus on initiative checks, and 
  Perception, Stealth, and Survival skill checks when 
  he is in this terrain. He also gains a +2 bonus to 
  Knowledge (dungeoneering, geography, and nature) 
  checks regarding his favored terrain. A ranger 
  traveling through his favored terrain normally leaves 
  no trail and cannot be tracked (though he may leave 
  a trail if he so chooses).
  Favored Weapon (Ex): The ranger can form a 
  bond with his weapons. The ranger selects a specific 
  weapon of a type he is proficient. He gains a +1 
  bonus to all attack rolls made with this weapon, 
  and to his CMD against maneuvers related to this 
  weapon (such as disarm, steal, and sunder). If his 
  favored weapon is lost or destroyed, he may select 
  a new specific weapon as his favored weapon after 
  using and training with it for 30 days. The new 
  weapon benefits from all the talents the original 
  favored weapon benefited from.
  Focused Fury (Ex): [Freebooter] The ranger can, 
  as a move action, indicate an enemy in combat and 
  rally his allies to focus on that target. The ranger and 
  his allies gain a +1 favored enemy bonus on weapon 
  attack and damage rolls against the target. This 
  ability applies only to allies who can see or hear the 
  ranger and who are within 30 feet of the ranger at the 
  ranger favored enemies
  Type (Subtype)
  Type (Subtype)
  Aberration
  Humanoid (other subtype)
  Animal
  Magical beast
  Construct
  Monstrous humanoid
  Dragon
  Ooze
  Fey
  Outsider (air)
  Humanoid (aquatic)
  Outsider (chaotic)
  Humanoid (dwarf)
  Outsider (earth)
  Humanoid (elf)
  Outsider (evil)
  Humanoid (giant)
  Outsider (fire)
  Humanoid (goblinoid) Outsider (good)
  Humanoid (gnoll)
  Outsider (lawful)
  Humanoid (gnome)
  Outsider (native)
  Humanoid (halfling)
  Outsider (water)
  Humanoid (human)
  Plant
  Humanoid (orc)
  Undead
  Humanoid (reptilian)
  Vermin
  Favored eneMy Bonus?
  Many ranger archetypes replace favored enemy 
  with a thematically-similar ability that gives 
  the ranger some other way to designate a foe he 
  gains bonuses against. Since these are designed 
  to replace favored enemy, it doesn’t matter in the 
  original rules if those bonuses stack with favored 
  enemy bonuses or not. When turning those abilities 
  into edges and talents, it becomes possible for a 
  player who wants lots of circumstances in which 
  he gains favored bonuses to pick all of these 
  abilities, so it’s important to make sure they don’t 
  all stack to grant an inappropriately huge bonus. 
  As a result these abilities all note that they grant 
  “favored enemy” bonuses, so it’s clear when the 
  ranger can and can’t stack bonuses gained from 
  various abilities.
  favored Terrains
  Cold (ice, glaciers, snow, and tundra)
  Community (The ranger selects a specific 
  community as favored terrain. For the purposes 
  of this ability, a community is any settlement 
  consisting of 100 or more individuals. The 
  community may be larger than this minimum. 
  Outlying farms, fields, and houses are not 
  considered part of a community. If the ranger takes 
  the improved favored terrain talent, he may select 
  a new community as his new terrain.)
  Desert (sand and wastelands)
  Forest (coniferous and deciduous)
  Jungle
  Mountain (including hills)
  Plains
  Planes (pick one, other than Material Plane)
  Swamp
  Underground (caves and dungeons)
  Urban (buildings, streets, and sewers)
  Water (above and below the surface)
  
  9
  time he activates this ability. The focused fury lasts 
  until the target dies or the ranger selects a new target.
  A ranger must be 4th level to select this edge.
  Herbal Extracts: The ranger can use rare herbs and 
  natural materials to create extracts, as an alchemist 
  does, drawn from the alchemist extract list. He can 
  learn and prepare 1st-level extracts. To prepare an 
  extract, 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 extract is 10 + 
  the spell level + the ranger’s Wisdom modifier. The 
  ranger’s caster level is equal to his ranger level –3. 
  The ranger can cast only create a certain number of 
  extracts of each level each day. The ranger’s base 
  daily spell allotment of 1st-level extracts is equal to 
  the 1st-level spells given on Table 2: Ranger Spells. 
  He receives extracts for a high Wisdom modifier. The 
  ranger begins play with an extract book containing 
  four 1st-level alchemist formulas. At each new 
  ranger level, he gains one new extract known of any 
  extract level he can create from his formula book. 
  The ranger can also add extracts found in formula 
  books or spellbooks to his own, using the same rules 
  for alchemist’s formula books
  A ranger may know any number of extracts. He 
  must choose and prepare his extracts ahead of time 
  by getting 8 hours of sleep and spending 1 hour 
  studying his formula book. While studying, the 
  ranger decides which extracts to prepare.
  A ranger must be at least 4th level and have the 
  favored terrain edge and mystic herbalism talent 
  to select this edge. A ranger may select this edge 
  a second time if he is 7th level, a third time if he 
  is 10th level, and a fourth time if he is 13th level. 
  Each time, he gains access to alchemist extracts 
  of one higher level (2nd-level extracts if taken 
  twice, 3rd-level extracts if taken three times, and 
  so on), and adds one extract of that level to his 
  formula book. The ranger’s extracts per day for 
  those levels of extracts to which he has access are 
  always determined by Table 2: Ranger Spells. 
  A ranger with this edge may take the alchemist 
  “infusion” discovery as a ranger talent.
  Hunter’s Bond: Animal Companions (Ex): The 
  ranger forms a bond with an animal companion. A 
  ranger who selects an animal companion can choose 
  from the following list: badger, bird, camel, cat (small), 
  dire rat, dog, horse, pony, snake (viper or constrictor), 
  
  10
  or wolf. If the campaign takes place wholly or partly 
  in an aquatic environment, the ranger may choose 
  a shark instead. This animal is a loyal companion 
  that accompanies the ranger on his adventures as 
  appropriate for its kind. A ranger’s animal companion 
  shares his favored enemy and favored terrain bonuses.
  This ability functions like the druid animal 
  companion ability (which is part of the Nature Bond 
  class feature), except that the ranger’s effective druid 
  level is equal to his ranger level –3.
  A ranger must be at least 4th level to select this edge. 
  Special: A ranger may take this edge at 1st level, 
  but if he does so he may only select a small animal 
  companion, and it has half its normal hit points.
  Hunter’s Bond: Divine Warden: The ranger may 
  select one of the following inquisitions; Anger, 
  Illumination, Persistence, Tactics, Valor, or Zeal. See 
  the Pathfinder Roleplaying Game: Ultimate Magic 
  on more information on inquisitions.
  Hunter’s Bond: Hunter’s Aim (Ex): [Trophy Hunter] 
  The ranger gains a specific understanding of the 
  weaknesses and vulnerabilities of his favored enemies, 
  and his careful study of these enemies reveals the best 
  way to hurt them. When the ranger makes a firearm 
  attack against a favored enemy, he can target touch 
  AC in the first two range increments of his firearm. 
  This ability stacks with other effects that increase 
  the range increments a firearm can target touch AC, 
  adding one range increment to the effect.
  A ranger must be 4th level, proficient with firearms, 
  and have the favored enemy edge to select this edge.
  Hunter’s Bond: Hunting Companions (Ex): The 
  ranger forms a bond with his hunting companions. 
  This bond allows him to spend a move action to 
  grant half his favored enemy bonus against a single 
  target of the appropriate type to all allies within 30 
  feet who can see or hear him. This bonus lasts for 
  a number of rounds equal to the ranger’s Wisdom 
  modifier (minimum 1). 
  A ranger must be at least 4th level and have the 
  favored enemy edge to select this edge.
  Hunter’s Bond: Pack Prowess: [Freebooter] The 
  ranger forms a bond that allows him to direct his allies 
  as an alpha wolf directs his pack. This allows the ranger 
  to spend a move action to grant his allies extra combat 
  prowess when they work as a team. All allies within 30 
  feet who can see or hear the ranger gain an additional 
  +2 bonus on attack rolls when flanking with the ranger 
  or with another ally affected by this ability.
  A ranger must be 4th level to select this edge.
  Hunter’s Bond: Shadow Bond (Su): [Dusk Stalker] 
  The ranger creates a mystical bond with shadows. 
  The shadows around the ranger weave and swirl, 
  confusing enemies. When the ranger is fighting in 
  dim light or darkness (magical or otherwise), he 
  gains a +4 insight bonus on Acrobatics checks made 
  to move through an enemy’s threatened area or 
  through its space. Furthermore, a number of times 
  per day equal to his Wisdom modifier, the ranger 
  can manipulate shadows in a 5-foot square within 
  30 feet. That square must be in an area of dim light 
  or darkness (magical or otherwise). Enemies with an 
  Intelligence score take a –2 penalty to AC and on 
  Reflex saving throws if they are within or adjacent 
  to that 5-foot square. The harassing shadows last for 
  1 round. This is a mind-affecting fear effect.
  A ranger must be 4th level to select this edge.
  
  11
  Hunter’s Bond: Spirit Bond (Ex): [Spirit Ranger] 
  The ranger forms a bond with the spirits of nature 
  themselves. Once each day, as long as he is within 
  one of his favored terrains, the ranger can cast augury 
  as a spell-like ability with a caster level equal to his 
  Ranger level. In addition, once per day when within 
  a favored terrain he can call upon these spirits to cast 
  any one spell he gained access to through a ranger’s 
  edge, without having to prepare the spell. At 8th 
  level, and every four levels thereafter, he can cast an 
  additional spell in this way. 
  A ranger must be 4th level and have the favored 
  terrain edge to select this edge.
  Hunter’s Bond: Terrain Bond (Ex): [Guide, 
  Warden] The ranger forms a bond with the land 
  itself, enabling him to direct others in such terrain. 
  When in his favored terrain, the ranger grants all 
  allies within line of sight and that can hear him a +2 
  bonus on initiative checks and Perception, Stealth, 
  and Survival skill checks. Also, as long as they travel 
  with him, the ranger’s allies leave no trail and can’t 
  be tracked. The ranger can choose for the group to 
  leave a trail, or even specific members of the group 
  to leave a trail if he so desires. 
  A ranger must be 
  4th level and have the 
  favored terrain edge to 
  select this edge.
  Hunter’s Bond: Witchguard 
  (Ex): [Witchguard] The ranger 
  forms a bond with the powers of 
  magic itself. Once per day, this bond 
  allows the ranger to spend a move action 
  to grant an adjacent spellcaster a +2 dodge 
  bonus to AC and a +2 circumstance bonus on 
  concentration checks. At 5th level and every 5 
  levels thereafter, these bonuses increase by +2. The 
  bonuses last for a number of rounds equal to the 
  ranger’s Wisdom modifier (minimum 1) plus 
  class level.
  At 7th level and every 3 levels thereafter, 
  the ranger can use this ability one additional 
  time per day.
  A ranger must be 4th level to select this edge.
  A GM may create similar edges that allow the ranger 
  to form defensive bonds with other classes or 
  creatures. Possible examples include members 
  of a given race, religion, or community or 
  creatures with access to a specific feat or class 
  feature. If this class of creatures is not able to cast 
  spells, the bonus to concentration checks should be 
  replaced with a bonus to saving throws.
  Hunter’s Focus (Ex): [Guide] Once per day, the ranger 
  can focus on a single enemy within line of sight as a 
  swift action. That creature remains the ranger’s focus 
  until it is reduced to 0 or fewer hit points or surrenders, 
  or until the ranger designates a new focus, whichever 
  occurs first. The ranger gains a +2 favored enemy 
  bonus on attack and damage rolls against the target of 
  his focus. At 4th level, and every 3 levels thereafter, the 
  ranger can use this ability one additional time per day.
  The edge counts as the favored enemy edge for 
  purposes of prerequisites.
  Hunter’s Tricks: [Skirmisher] The ranger learns 
  the use of hunter’s tricks, which typically grant a 
  boon or bonus to the ranger or a nearby ally. The 
  
  12
  Bolster Companion (Ex): The ranger can use 
  this trick as an immediate action when his animal 
  companion is hit with an attack or a combat maneuver. 
  The companion’s AC and combat maneuver defense 
  increase by +4 for the purposes of that attack. If the 
  attack still hits, the animal companion only takes 
  half damage (if any). The animal companion must 
  be able to see and hear the ranger to benefit from 
  this trick.
  A ranger must have the hunter’s bond: animal 
  companion edge to select this trick.
  Catfall (Ex): The ranger can use this trick as an 
  immediate action when he falls 20 or more feet, 
  ignoring the first 20 feet of the fall when calculating 
  the falling damage. If the ranger takes no damage 
  from the fall, he does not fall prone.
  Chameleon Step (Ex): The ranger can move up 
  to twice his speed as a move action. The ranger does 
  not take any penalty on Stealth checks for movement 
  during this move. This move provokes attacks of 
  opportunity as normal.
  Cunning Pantomime (Ex): As a standard action, 
  the ranger can communicate with a single creature as 
  if using the tongues spell for 10 minutes. Because the 
  communication is slow and lacks subtlety, the ranger 
  suffers a –4 penalty on all Bluff and Diplomacy 
  checks relating to the creature he is communicating 
  with when using this trick.
  Defensive Bow Stance (Ex): The ranger can use this 
  trick as a swift action. Until the start of his next turn, his 
  ranged attacks do not provoke attacks of opportunity.
  Deft Stand (Ex): The ranger can spend a move action 
  to stand up without provoking attacks of opportunity.
  Distracting Attack (Ex): The ranger can use this 
  trick as a free action before he makes an attack. If the 
  attack hits, the target takes a –2 penalty on all attack 
  rolls for 1 round.
  Hateful Attack (Ex): The ranger can use this trick 
  as a free action when he makes an attack on which 
  he gains a favored enemy bonus. The ranger doubles 
  the threat range of his weapon for this attack. This 
  does not stack with other abilities that increase a 
  weapon’s threat range.
  Heel (Ex): The ranger can use this trick as an 
  immediate action when his animal companion 
  moves. When the companion moves, the square 
  it starts out in is not considered threatened by any 
  opponent it can see, and therefore visible enemies 
  do not get attacks of opportunity against it when it 
  moves from that square. The companion must end 
  ranger learns one trick when this edge is selected, 
  and a second edge two levels later (e.g. if a ranger 
  selects hunter’s tricks at 5th level he gains one trick 
  at 5th, and a second at 7th). A ranger can use these 
  tricks a total number of times per day equal to 1/2 his 
  ranger level + his Wisdom modifier.
  Tricks are usually swift actions, but sometimes are 
  move or free actions that modify a standard action, 
  usually an attack action. Once a trick is chosen, 
  it can’t be retrained. A ranger cannot select an 
  individual trick more than once.  
  Aiding Attack (Ex): The ranger can use this trick 
  as a free action when he hits a creature with an attack. 
  The next ally who makes an attack against the target 
  creature before the start of the ranger’s next turn 
  gains a +2 circumstance bonus on that attack roll.
  
  13
  this movement in a square adjacent to the ranger. 
  The animal companion must be able to see and hear 
  the ranger to take this movement.
  A ranger must have the hunter’s bond: animal 
  companion edge to select this trick.
  Hobbling Attack (Ex): The ranger can use this 
  trick as a free action when he hits with an attack. 
  The target of the attack’s land speed is reduced by 
  1/2 for 1d4 rounds.
  Quick Climb (Ex): The ranger can climb at his 
  full speed as a move action without penalty.
  Quick Healing (Ex): As a swift action, the ranger 
  can make a Heal check to administer first aid on an 
  adjacent dying character. Alternatively, the ranger 
  can administer a potion to an unconscious character 
  as a move action.
  Quick Swim (Ex): The ranger can swim at his full 
  speed as a move action without penalty.
  Ranger’s Counsel (Ex): As a swift action, the 
  ranger can grant all allies within 30 feet that are 
  within line of sight and can hear him a +2 bonus on 
  skill checks with a single skill of his choice. The 
  ranger must have at least one rank in the chosen 
  skill. This bonus lasts for 1 round.
  Rattling Strike (Ex): The ranger can use this trick 
  as a free action before he makes a melee attack. If the 
  attack hits, the target is shaken for 1d4 rounds.
  Second Chance Strike (Ex): When the 
  ranger misses with a melee attack, as an 
  immediate action he may use this trick to reroll 
  his attack at a –5 penalty. 
  Sic ‘Em (Ex): The ranger can use this trick as a 
  swift action. His animal companion makes one 
  melee attack against an adjacent creature. The 
  animal companion must be able to see and hear 
  the ranger to make this attack.
  A ranger must have the hunter’s bond: animal 
  companion edge to select this trick.
  Skill Sage (Ex): As a free action, the ranger can 
  roll twice on any one skill check and take the 
  better result. He must have at least 1 rank 
  in that skill to use this ability.
  Stag’s Leap (Ex): As a free 
  action, the ranger can attempt a 
  running jump without moving 
  10 feet before the jump.
  Surprise Shift (Ex): 
  The ranger can move 5 feet as a swift action. This 
  movement does not provoke attacks of opportunity 
  and does not count as a 5-foot step.
  Tangling Attack (Ex): The ranger can use this 
  attack as a free action when he makes an attack. If 
  the attack hits, the target is entangled for 1 round.
  Trick Shot (Ex): As a standard action, the ranger can 
  make a ranged attack that ignores concealment (but not 
  total concealment), soft cover, and partial cover.
  Uncanny Senses (Ex): As an immediate action, 
  the ranger gains a +10 insight bonus on Perception 
  checks for 1 round.
  Upending Strike (Ex): The ranger can use this 
  trick as a free action just before he makes a melee 
  attack. If the attack hits, he may make a free trip 
  combat maneuver against the target.
  Vengeance Strike (Ex): The ranger can use this 
  trick as an immediate action when an enemy adjacent 
  to him hits one of the ranger’s allies with a melee or 
  ranged attack. The ranger can make a single melee 
  attack using his highest base attack bonus against the 
  creature who attacked his ally.
  A ranger must be 4th level to select this edge. This 
  edge may be selected more than once, but not more 
  than once at each level. Each time it is selected it 
  gives the ranger an additional hunter trick, and yet 
  another hunter trick 2 levels later.
  
  14
  Live in Comfort (Ex): [Warden] The ranger is truly 
  at home within his favored terrains. He knows all the 
  signs of the wilderness. He rarely gets lost. He can 
  easily live off the land in comfort, and can provide for 
  companions. The ranger can take 10 on any Survival 
  check involving any of his favored terrains, even when 
  in immediate danger and distracted. If the ranger is 
  not in immediate danger and distracted, he can take 20 
  even if the check has a penalty for failure. 
  A ranger must have a favored terrain to select this edge.
  Patron (Su): [Witchguard] The ranger’s bond to 
  spells attracts a supernatural patron (as the witch class 
  feature). The ranger selects one witch patron—once 
  this choice is made it cannot be changed. At any spell 
  level for which the ranger can cast spells as a result 
  of a ranger edge, he adds the patron spell of the same 
  level to his class spell list. The ranger cannot cast 
  patron spells of a level he is unable to cast.
  A ranger must be 4th level, have the hunter’s 
  bond: witchguard edge and an edge that grants him 
  spellcasting ability to select this talent.
  Ranger’s Luck (Ex): [Guide] Once per day, the 
  ranger can either reroll one of his attack rolls or force 
  an enemy who just hit him with an attack to reroll 
  the attack roll. The ranger may make this decision 
  after seeing if the attack hits, but before damage is 
  rolled. These modifiers do not apply to attack rolls 
  made to confirm a critical threat. The ranger must 
  take the result of the second roll even if it is worse. 
  The ranger may use this one additional time per day 
  beginning at 14th and 19th levels.
  A ranger must be 9th level to select this edge.
  Ranger Spells: The ranger gains the ability to cast 
  a small number divine spells drawn from the ranger 
  spell list. He knows all 1st-level ranger spells, and is 
  considered to have these spells on his spell list (for 
  purposes of things such as spell-completion magic 
  items). 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 of 1st-level spells is given 
  on Table 2: Ranger Spells. In addition, he receives 
  bonus spells per day if he has a high Wisdom score 
  (see the core rules for more information on bonus 
  spells). When Table 2: Ranger Spells indicates that 
  the ranger gets 0 1st-level spells per day, he gains 
  only the bonus spells he would be entitled to based 
  on his Wisdom score.
  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. The ranger’s 
  caster level is equal to his ranger level –3. 
  A ranger must be at least 4th level to select this edge. 
  A ranger may select this edge a second time if he is 
  7th level, a third time if he is 10th level, and a fourth 
  time if he is 13th level. Each time, he gains access to 
  ranger spells of one higher level (2nd-level spells if 
  taken twice, 3rd-level spells if taken three times, and 
  so on). The ranger’s spells per day for those levels of 
  spell he can cast are always determined by Table 2: 
  Ranger Spells.
  Table 2: ranger spells
  Level
  Spells per Day
  1st
  2nd
  3rd
  4th
  1st
  —
  —
  —
  —
  2nd
  —
  —
  —
  —
  3rd
  —
  —
  —
  —
  4th
  0
  —
  —
  —
  5th
  1
  —
  —
  —
  6th
  1
  —
  —
  —
  7th
  1
  0
  —
  —
  8th
  1
  1
  —
  —
  9th
  2
  1
  —
  —
  10th
  2
  1
  0
  —
  11th
  2
  1
  1
  —
  12th
  2
  2
  1
  —
  13th
  3
  2
  1
  0
  14th
  3
  2
  1
  1
  15th
  3
  2
  2
  1
  16th
  3
  3
  2
  1
  17th
  4
  3
  2
  1
  18th
  4
  3
  2
  2
  19th
  4
  3
  3
  2
  20th
  4
  4
  3
  3
  
  15
  Rage Powers: [Wild Stalker] The ranger gains a 
  single rage power, as the barbarian class feature. He 
  must meet all the rage power’s prerequisites, treating 
  his barbarian level as his ranger level –4. 
  A ranger must be 5th level and have the favored terrain, 
  rage of the wild, and uncanny dodge edges and have 
  Knowledge (nature) as a class skill to select this edge.
  Rage of the Wild (Ex): [Wild Stalker] The ranger 
  gains the rage ability as the barbarian class feature, 
  but his barbarian level is considered to be his ranger 
  level –3.
  A ranger must be 4th level and have the favored 
  terrain and uncanny dodge edges and have Knowledge 
  (nature) as a class skill to select this edge.
  Shifter’s Blessing (Su): [Shapeshifter] The ranger 
  can take on the aspects of a wild creature once per 
  day as a swift action. He can remain in this form for 
  a number of rounds equal to his ranger level + his 
  Wisdom modifier. While in one of his shifter’s blessing 
  forms, the ranger gains the shapeshifter subtype. The 
  ranger must choose one of the following forms. Once 
  this choice is made, it cannot be changed.
  This is not a polymorph ability; a ranger in one 
  of his shifted forms can be affected by a polymorph 
  ability and retain the bonuses and traits gained by 
  the class feature.
  Form of the Bear: The ranger’s muscles 
  enlarge and tighten, and his facial 
  features become more ursine. While 
  in this form, the Ranger gains a +4 
  enhancement bonus to Strength, but his 
  base speed becomes 20 feet.
  Form of the Cat: The ranger’s muscles become 
  lean and defined, his gait more deliberate and 
  graceful. While in this form, the ranger increases 
  his base speed by 10 feet and he gains a +4 bonus 
  on Acrobatics and Climb checks.
  Form of the Dragon: The ranger’s skin becomes 
  rough and scaly. While in this form, the Ranger gains 
  a +2 natural armor bonus to AC.
  Form of the Eagle: The ranger’s skin stretches, 
  his nose becomes hooked, and his eyes enlarge. 
  While in this form, the ranger gains a +10 bonus on 
  Perception checks.
  Form of the Jackal: The ranger becomes thin 
  and hyperactive, his movements taking on a nervous 
  spryness. While in this form, the ranger can spend 
  a move action to move up to 1/2 his speed without 
  provoking attacks of opportunity.
  Form of the Otter: The ranger’s hands and feet 
  grow webs, and his body grows an oily fur that is water 
  resistant. While in this form, the ranger gains a swim 
  speed of 30 feet and a +8 bonus on Swim checks.
  A ranger must be 3rd level and have selected the 
  combat style edge for natural weapons to select this edge.
  Strong Senses (Ex): [Wild Stalker] The ranger’s 
  life among the wild has sharpened his senses. He 
  gains low-light vision and a +1 bonus on Perception 
  checks. If he already has low-light vision, he gains a 
  +2 bonus on Perception checks instead. This bonus 
  increases by +1 for every four levels after 1st (to a 
  maximum of +6 at 20th level, or +7 if the character 
  did not gain low-light vision from this ability).
  A ranger must have Knowledge (nature) as a class 
  skill to select this edge.
  Talent: The ranger may select a ranger talent for 
  which he meets the prerequisites.
  
  16
  Trapper (Ex): [Trapper] The ranger adds 1/2 his 
  ranger level on Perception skill checks made to locate 
  traps and on Disable Device skill checks (minimum 
  +1). The ranger can use Disable Device to disarm 
  magic traps and is considered to have the trapfinding 
  rogue class feature.
  The ranger can also create ranger traps. The ranger 
  learns one trap when this edge is selected, and a 
  second edge two levels later (e.g. if a ranger selects 
  trapper at 5th level he gains one trap at 5th, and a 
  second at 7th). See Appendix 1: Ranger Traps for 
  sample traps the ranger can choose from. A ranger 
  can use these traps a total number of times per day 
  equal to 1/2 his ranger level + his Wisdom modifier. 
  Once a trap is learned, it can’t be unlearned and 
  replaced with a different type of trap. The ranger 
  cannot select an individual trap more than once.
  Setting a trap is a full-round action that provokes 
  attacks of opportunity. A trap fills a single 5-foot 
  square, and cannot be placed in the same area as 
  another ranger trap or a magical trap such as a glyph 
  of warding. The ranger only needs simple materials 
  to create the trap, such as a piece of cloth, a small 
  amount of metal (such as a dagger, iron spike, or a 
  few nails), a foot of rope or vine, and so on. The 
  DCs for Perception checks to notice the trap, Disable 
  Device checks to disable it, and for saving throws to 
  avoid it are equal to 10 + 1/2 the character’s level + 
  the character’s Wisdom bonus. All ranger traps are 
  Trigger: location, and Reset: none.
  Ranger traps are either extraordinary or 
  supernatural; extraordinary traps are Type: 
  mechanical, and supernatural traps are Type: 
  magic. Some of the traps listed in Appendix 1 
  may be set as extraordinary traps or as magical 
  (supernatural) traps; learning such a trap lets a 
  ranger set it either way. An extraordinary trap has 
  a –2 penalty to its DC.
  An extraordinary trap lasts 1 day per ranger level or 
  until it is triggered, whichever comes first. A magical 
  trap lasts only 1 hour per level or until triggered, 
  whichever comes first. A trap’s DC decreases by 1 
  for each full day (or hour, for a magical trap) that 
  passes after it is set. 
  A ranger must be 4th level and have Disable Device 
  as a class skill to select this edge. This edge may be 
  selected more than once, but not more than once at 
  each level. Each time it is selected it gives the ranger 
  an additional ranger trap, and yet another ranger trap 
  2 levels later.
  Warden Spells: The ranger gains the ability to 
  cast a small number divine spells drawn from the 
  inquisitor spell list. This functions as the ranger spells 
  edge, except it grants access to inquisitor spells. 
  A ranger must be at least 4th level to select this edge. 
  A ranger may select this edge a second time if he is 
  7th level, a third time if he is 10th level, and a fourth 
  time if he is 13th level. Each time, he gains access to 
  inquisitor spells of one higher level (2nd-level spells 
  if taken twice, 3rd-level spells if taken three times, 
  and so on). The ranger’s spells per day for those 
  levels of spell he can cast are always determined by 
  Table 2: Ranger Spells.
  Uncanny Dodge (Ex): [Wild Stalker] The ranger 
  gains uncanny dodge as the barbarian’s class feature.
  A ranger must have Knowledge (nature) to select 
  this edge.
  ranger talents
  As a talented ranger gains experience, he learns a 
  number of talents that deepen his understanding of the 
  powers he has bonded to, or represent knacks picked 
  up as a result of surviving the harsh life beyond 
  civilization. Starting at 1st level, a talented ranger 
  gains two ranger talents. He gains another talent at 
  3rd level, two at 4th, one each at 5th, 6th, 7th, and 8th 
  levels, two at 10th level, one each at 11th–17th levels, 
  two at 18th, and one each at 19th and 20th levels. A 
  ranger cannot select an individual talent more than 
  once unless the talent specifies otherwise.
  Some talents are taken from various ranger archetypes. 
  These talents include the name of their originating 
  archetype as a descriptor, to allow GMs to limit characters 
  to talents from a single archetype, if desired.
  Able Explorer (Ex): [Warden] When making an 
  Acrobatics, Climb, Fly, Ride, or Swim check in any 
  of his favored terrains, the ranger can make two skill 
  checks and take the higher result.
  A ranger must have a favored terrain to select this talent.
  Advantageous Terrain (Ex): [Battle Scout] When 
  the ranger is within one of his favorite terrains, he 
  can spend up to 3 consecutive rounds studying an 
  area of terrain to gain the benefits below. Each round 
  of studying terrain is a standard action. During the 
  first round of studying terrain, the ranger designates 
  a 60-foot-radius-burst area from a single square 
  within line of sight. Depending on how many rounds 
  the battle scout spends studying the area, he or his 
  
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  allies gain the following benefits for 10 minutes per 
  ranger level he possesses. (For example, if he spends 
  2 rounds, he or his allies gain the first two benefits.)
  1st Round: Allies within line of sight and that can 
  hear the ranger gain a +2 bonus on initiative checks 
  while within the advantageous terrain area. 
  2nd Round: Allies within line of sight and that 
  can hear the ranger gain a +2 on Perception, Stealth, 
  and Survival checks while within the advantageous 
  terrain area. 
  3rd Round: The ranger’s movement is not 
  hampered by difficult terrain while within the 
  advantageous terrain area. Furthermore, the ranger 
  can take 10 on Climb and Swim checks and 
  Acrobatics checks made to jump while within the 
  area, even when in immediate danger or distracted.
  A ranger must be 4th level and have the favored 
  terrain edge to select this talent.
  Attach (Ex): The ranger has learned to latch onto 
  creatures much larger than himself with the tenacity 
  of a weasel. He can make a CMB check with a +4 
  bonus against creatures at least 1 size larger himself. 
  The ranger is considered to be in a grapple, but 
  the target is not. The ranger must use one hand to 
  maintain the attach, and as long as it is maintained the 
  ranger remains adjacent to the target no matter where 
  it goes. The target can attack or grapple the ranger as 
  normal, or break the attach with a successful CMB 
  check with a –8 penalty or Escape Artist check. If the 
  target scores a critical hit against the ranger while 
  the ranger is attached, the target may make a CMB 
  check as a free action with no penalty to knock the 
  ranger lose.
  Beast Signals (Ex): The ranger has taught his 
  companion to respond to specific signals and calls. 
  For every 2 levels, the ranger chooses one trick (as 
  defined in the Handle Animal skill) which he can 
  instruct his animal companion to perform as a swift 
  action, as long as it can see and hear the ranger. This is 
  in addition to the companion’s normal tricks, and does 
  not count toward the companion’s maximum tricks 
  known. If the ranger has multiple animal companions, 
  this tricks selected for this talent apply to all of them. 
  The ranger must have an animal companion to select 
  this talent.
  Bodyguard (Ex): [Witchguard] The ranger gains 
  Bodyguard as a bonus feat, even if he doesn’t meet 
  the prerequisite.
  A ranger must be 3rd level to select this talent.
  Deep Knowledge (Ex): [Deep Walker] The ranger 
  selects one of his favored terrains. He gains an 
  additional +3 bonus to the skill and initiative bonuses 
  he gains for this favored terrain. 
  A ranger must be at least 4th level and have the 
  favored terrain edge to select this talent. This talent 
  may be selected more than once, but not more than 
  once per 4 ranger levels. The deep knowledge and 
  improved favored terrain talents are treated as the 
  same talent for purposes of how often the ranger 
  may take either.
  
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  Deep Sentinel (Ex): [Wave Warden] A wave warden 
  adds half his level (minimum +1) on Perception 
  checks made to notice creatures underwater.
  Devil Slayer (Ex): The ranger gains a favored 
  enemy bonus (as the favored enemy edge) against 
  all outsiders. This bonus is equal to half the largest 
  bonus he has for any specific outsider subtype.
  A ranger must have favored enemy for an outsider 
  subtype to select this talent.
  Disrupt Control (Su): [Corpse Hunter] The ranger 
  can infuse his attacks with divine power capable of 
  harming an undead creature as well as its controller. 
  As a standard action, the ranger can make a single 
  melee attack against an undead creature, or a single 
  ranged attack against an undead creature within 30 
  feet. If the attack is successful, he deals 1d4 points 
  of Charisma damage to the target undead creature 
  in addition to normal damage. If the target undead 
  creature is being controlled by another creature 
  within 120 feet, the controller takes 1d4 points of 
  Charisma damage as well; unlike the initial target, 
  the controller may attempt a Will save (DC = 10 
  + 1/2 the ranger’s level + his Wisdom modifier) to 
  halve the damage taken from this attack. A ranger 
  can use this ability once per day at 5th level, plus an 
  additional time per day at 10th level, 15th level, and 
  20th level. The amount of Charisma damage dealt 
  increases to 1d6 at 10th level, 1d8 at 15th level, and 
  2d4 at 20th level.
  A ranger must have the favored enemy edge and 
  exterminator talent with undead as a favored enemy 
  to select this edge. If he loses the exterminator talent, 
  this ability ceases to function.
  Divine Calling: The ranger adds Diplomacy, 
  Knowledge (religion), and Sense Motive to his list 
  of class skills.
  Ear to the Ground (Ex): If the ranger successfully 
  finds a creature’s tracks using Survival, he can 
  make a Perception check as a full-round action to 
  determine the approximate range and direction to 
  the creature’s current location (with a 10% margin 
  of error). The DC for this Perception check is 25, +1 
  for every 1,000 feet of distance between the ranger 
  and the creature tracked.
  Eldritch Calling: The ranger adds Knowledge 
  (arcane), Knowledge (planes), and Use Magic 
  Device to his list of class skills.
  Endurance: The ranger gains Endurance as a 
  bonus feat.
  Expert Trainer (Ex): [Falconer] The ranger can 
  teach his animal companion a bonus trick above 
  and beyond its normal maximum, with no required 
  training time. If the ranger later loses that animal 
  companion and gains a new one, it also gains one 
  bonus trick.
  The ranger also gains access to two new tricks, 
  which may be granted to an animal companion with 
  this talent, or taught to any animal using normal 
  animal training rules. 
  Roam (DC 15): The ranger can let his animal 
  companion loose to roam and forage. He must let 
  it roam for no more than a week. When the 
  ranger lets it roam, it agrees to return 
  to the place he let it loose within the 
  time period he designates.
  Distract 
  (DC 
  20): 
  The 
  animal 
  companion charges and fakes attacks around 
  any enemy it would normally attack with the 
  attack trick. It makes an attack roll against that 
  enemy. On a hit, the enemy is shaken for 1 round. 
  
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  Swooping Charge (DC 20): The ranger’s animal 
  companion flies up in the air and then swoops down 
  into a charge. To perform this trick, the companion 
  must be able to fly, and it must be outdoors or 
  someplace with enough room for the bird to fly 
  great distances (a grand cathedral may have enough 
  room, but dungeons usually do not). It spends a full-
  round action flying to a high vantage point, and on 
  the next round makes a charge attack upon an enemy 
  the falconer designates. If that charge attack hits, the 
  bird deals double damage with its charge (or a single 
  attack in its charge, if the animal companion can make 
  more than one attack at the end of a charge) and gains 
  a ×4 critical modifier when making the attack. If the 
  companion hits, the target is staggered for 1 round. A 
  ranger must be 6th level to teach this trick.
  A ranger must have the hunter’s bond: animal 
  companion edge to take this talent. This talent 
  can be taken more than once, granting the animal 
  companion a bonus trick each time it is taken.
  Expert Trapper (Ex): The ranger can add two trap 
  augmentations (traps marked with an *asterisk in 
  the list of ranger traps in Appendix One: Ranger 
  Traps) to a trap he creates. Each of these counts 
  as an additional use of his trapper ability. 
  A ranger must be 4th level and have the trapper 
  edge to select this talent.
  Explorer’s Lore (Ex): The ranger adds 1/2 his 
  level to Knowledge (dungeoneering) and Knowledge 
  (geography) checks (minimum +1).
  Exterminator (Ex): The ranger’s 
  favored enemy bonus for his 
  favored enemy edge increases 
  by +2. This bonus increases by 
  an additional +2 at 10th, 15th, and 
  20th level.
  A ranger must have the favored enemy edge 
  for one (and only one) type of favored enemy to 
  select this talent. If the ranger selects the improved 
  favored enemy talent, he loses this talent (and it 
  becomes another selection of improved favored 
  enemy, which counts against how often the ranger 
  may select that talent).
  Extra Hunter’s Tricks (Ex): The ranger may use 
  his hunter’s tricks an additional 3 times per day.
  A ranger must have the hunter’s trick edge to select 
  this talent.
  Extra Ranger Traps (Ex): The ranger may use 
  his ranger traps an additional 3 times per day. 
  A ranger must be 4th level and have the trapper edge 
  to select this talent.
  Favored Arcana (Ex): The ranger can draw on his 
  connections to primal powers to make his spells more 
  effective. He adds his favored terrain bonus for the 
  terrain he is in to his caster level when determining 
  the range, duration, area, and number of targets for 
  spells he casts, as well as to caster level checks. 
  A ranger must be able to cast spells gained from a 
  ranger edge and have the favored terrain edge to 
  select this talent.
  Graveyard Stride (Ex): [Corpse Hunter] The 
  ranger can move easily through difficult terrain in 
  areas where corpses are interred, such as graveyards, 
  
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  catacombs, crypts, or necropolises. When in such 
  an environment, he can move at his normal speed 
  without taking damage or suffering any impairment, 
  although any magical effects and enchantments that 
  impair movement still affect him.
  A ranger must have the favored enemy edge and 
  exterminator talent with undead as a favored enemy 
  to select this edge. If he loses the exterminator talent, 
  this ability ceases to function.
  Horse Whisperer (Su): [Groom] The ranger can 
  use speak with animals at will, but can use this power 
  only on horses, riding dogs, and other mounts of the 
  animal type.
  Alternate version of this talent may exist that only 
  function on pack animals, or herd animals, or birds, 
  at the GM’s discretion.
  Improved Adaptation (Ex): [Infiltrator] The ranger 
  chooses another of his favored enemy types and selects 
  one adaptation from that favored enemy’s adaptation 
  list. He also selects one additional adaptation from 
  any favored enemy he has selected with adaptation or 
  improved adaptation (including the one just chosen, if 
  desired). The ranger can only use one adaptation at a time.
  A ranger must be at least 4th level and have the 
  adaptation edge to take this talent. This talent may 
  be taken more than once, but not more than once per 
  four ranger levels.
  Improved Combat Style (Ex): The ranger gains 
  an additional bonus feat from a combat style he has 
  selected with the combat style edge, following all 
  the rules for gaining combat style feats.
  A ranger must be at least 6th level and have the 
  combat style edge to select this talent. This talent 
  may be selected more than once, but not more than 
  once for every four ranger levels.
  Improved Empathic Link (Su): [Beastmaster] The 
  ranger gains an empathic link with his animal companion 
  (or multiple companions, if he has the pack leader talent). 
  This functions like an empathic link with a familiar, 
  except the ranger can also see through a companion’s 
  eyes as a swift action, maintaining this connection as 
  long as he likes (as long as the companion is within one 
  mile) and ending it as a free action. The ranger can 
  only see through the eyes of one companion at a time, 
  and is blinded while maintaining this connection. 
  A ranger must be 6th level and have the hunter’s 
  bond: animal companion edge to select this talent.
  Improved Favored Enemy (Ex): The ranger 
  gains one new favored enemy and the bonus 
  against any one favored enemy he has 
  (including the one just selected, if so desired) 
  increases by +2.
  A ranger must be at least 4th level and have 
  favored enemy edge to select this talent. 
  The improved favored enemy talent may 
  be taken more than once, though not more 
  than once per four ranger levels.
  Improved Favored Terrain (Ex): 
  The ranger may select an additional 
  favored 
  terrain. 
  In 
  addition, 
  the skill bonus and initiative 
  bonus in any one favored 
  terrain (including the one 
  just selected, if desired), 
  increases by +2.
  
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  If a specific terrain falls into more than one category 
  of favored terrain, the ranger’s bonuses do not stack; 
  he simply uses whichever bonus is higher.
  A ranger must be at least 4th level and have the 
  favored terrain edge to select this talent. This talent 
  may be selected more than once, but not more than 
  once per four ranger levels.
  Improved Favored Weapon (Ex): The ranger gains 
  one new favored weapon and the bonus he gains 
  with any one favored weapon he has (including the 
  one just selected, if so desired) increases by +1.
  A ranger must be at least 4th level and have the 
  favored weapon edge to select this talent. The 
  improved favored weapon talent may be selected 
  more than once, though not more than once per four 
  ranger levels.
  Improved Focused Fury (Ex): The ranger’s focused 
  fury bonus increases by +1.
  A ranger must be 4th level and have the focused 
  fury edge to select this talent. This talent may be 
  selected more than once, but not more often than 
  once per five ranger levels.
  Improved Hunter’s Focus (Ex): [Guide] The 
  ranger’s favored enemy bonus for his hunter’s focus 
  edge increases by +2.
  A ranger must be 5th level and have the hunter’s 
  focus edge to select this talent. This talent may be 
  selected more than once, but not more often than 
  once per five ranger levels.
  Improved Shifter’s Blessing (Ex): The ranger 
  selects an additional form for his shifter’s blessing 
  and may use this ability one additional time per day. 
  A ranger must be at least 4th level and have the 
  shifter’s blessing edge and have selected the combat 
  style edge for natural weapons to select this talent. 
  This talent may be taken more than once, but not 
  more than once per four ranger levels.
  Improved Tracking (Ex): [Trophy Hunter] The 
  ranger gains a +2 bonus on Survival skill checks 
  when following or identifying tracks. When he 
  tracks, he can also attempt a Knowledge (nature) 
  check at DC 15. On a success, the ranger can discern 
  the type and condition of any animals or magical 
  beasts he is tracking. By studying their tracks, the 
  ranger is able to identify a rough approximation 
  of their health, maneuverability, and their general 
  behavior as compared to the norm.
  Manhunter (Ex): The ranger gains a favored 
  enemy bonus (as the favored enemy edge) against 
  all humanoids. This bonus is equal to half the largest 
  bonus he has for any specific humanoid subtype.
  A ranger must have favored enemy for a humanoid 
  subtype to select this talent.
  Master Swimmer (Ex): [Freebooter] With a 
  successful Swim check, the ranger can swim half his 
  speed as a move action or his normal speed as a full-
  round action. He gains a +2 bonus on Swim checks.
  Mystic Herbalism (Ex): The ranger can gather 
  herbs and other natural materials as he travels, and 
  use their mystic properties to aid him in healing 
  and understanding the mystic forces he encounters. 
  When in a favored terrain, he can add the appropriate 
  favored terrain bonus to Heal, Spellcraft, and Use 
  Magic Device checks.
  A ranger must have the favored terrain edge to 
  select this talent.
  Mystic Weapon (Ex): The ranger’s bond with his 
  weapons extends to the magical. When he is wielding 
  a favored weapon, he adds his favored weapon bonus 
  to concentration checks, caster level checks, and to 
  the save DC of spells gained from the ranger class. 
  The ranger must be able to cast spells gained by a 
  ranger edge and have the favored weapon edge to 
  select this talent.
  Pack Leader (Ex): [Beastmaster] The ranger’s 
  choice of animal companion is not limited to a subset 
  of all possible animal companion choices—he may 
  choose freely among all animal companion choices, 
  just as a druid can. The ranger may also have more 
  than one animal companion, but he must divide up 
  his effective druid level between his companions 
  to determine the abilities of each companion. For 
  example, a ranger with an effective druid level of 
  4 can have one 4th-level companion, two 2nd-level 
  companions, or one 1st-level and one 3rd-level 
  companion.
  Each time the ranger’s effective druid level 
  increases, he must decide how to allocate the 
  increase among his animal companions (including 
  the option of adding a new 1st-level companion). 
  Once an effective druid level is allocated to a 
  particular companion, it cannot be redistributed 
  while that companion is in the ranger’s service (he 
  must release a companion or wait until a companion 
  dies to allocate its levels to another companion). The 
  
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  share spells animal companion ability does not give 
  the ranger the ability to cast a single spell so that it 
  affects all of his animal companions.
  As a result of closer ties to more, smaller 
  companions, the ranger also adds Acrobatics and 
  Escape Artist to his list of class skills.
  A ranger must have the hunter’s bond: animal 
  companion edge to select this talent.
  Pallas Companion (Ex): The ranger’s animal 
  companion is a much, much more intelligent example 
  of its kind, and may have a unique appearance (such 
  as having unusual colored eyes, runes or sigils in in 
  its fur or hide, or a broader than normal head). The 
  companion has an Int of 10, but is still treated as an 
  animal for all purposes other than cognition and Int-
  based checks and skills.
  If the ranger has more than one animal companion, 
  the ranger may grant individual bonuses to 
  Intelligence to multiple companions, not to exceed a 
  total of +8 divided among all companions (thus two 
  companions with Int 6, or two with Int 5 and one 
  with Int 4, and so on).
  A ranger must have the hunter’s bond: animal 
  companion edge to take this talent.
  Plant Empathy (Ex): The ranger can improve the 
  initial attitude of a creature of the plant type. This 
  
  23
  talent 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. 
  Creatures of the plant type with no natural attacks 
  typically have a beginning attitude of indifferent, 
  while those with natural attacks typically have a 
  starting attitude of unfriendly.
  To use plant empathy the ranger and the plant must 
  be within 30 feet of one another under normal visibility 
  conditions. Generally, influencing a plant in this way 
  takes one minute, but, as with influencing people, it 
  might take more or less time. This talent has no impact 
  on mundane plants with no intelligence or animation.
  Push Through (Ex): [Urban Ranger] The ranger is never 
  slowed by difficult terrain in his favored communities. 
  In addition, he can move through the space occupied by 
  local citizens as if they were allies. This does not apply 
  to creatures intent on harming the ranger. Areas that are 
  enchanted or magically manipulated to impede motion, 
  however, still affect him. 
  A ranger must have urban as a favored terrain to 
  select this talent.
  Quick Tracking (Ex): The ranger can move at his 
  normal speed while using Survival to follow tracks 
  without taking any penalty. The ranger takes only a 
  -10 penalty when moving at up to twice his normal 
  speed while tracking. Additionally, the ranger may 
  move at full speed when making Survival checks for 
  hunting and foraging. If the ranger has 10 or more 
  ranks of Survival, he takes no penalty to Survival 
  checks made to follow tracks, even when moving 
  up to twice his normal speed. (Normally characters 
  making a Survival check to follow tracks take a –5 
  penalty if moving at their normal speed, and a –20 
  penalty if moving at up to double their speed, and 
  must move at half speed when making a Survival 
  check for hunting and foraging.)
  Ranger Sigils (Ex): The ranger knows how to 
  read marks left in natural terrain, either by other 
  rangers or by the forces of nature itself. The ranger 
  may leave sigils to warn other travelers in an area 
  of some specific danger or to leave them a message. 
  This works as making a Bluff check to pass secret 
  messages, but may only be done in a natural setting. 
  The ranger makes a DC 20 Survival check rather than 
  a Bluff check, and the message is received by any 
  ranger who has selected the area as a favored terrain 
  or also has the ranger sigils talent. Other creatures 
  may attempt to recognize and read the message with 
  a DC 20 Survival check. The message lasts for one 
  week, plus one week for every point by which the 
  ranger’s skill check exceeds 20.
  The ranger may also use commune with nature as an 
  extraordinary ability once per day, but his caster level 
  is 1st, and he learns only one fact about the area.
  A ranger must have the favored terrain edge to 
  select this talent.
  Read Tracks (Ex): If the ranger successfully finds a 
  creature’s tracks using Survival, he may immediately 
  make an appropriate Knowledge check as a free 
  action to identify and learn about the creature (as 
  the monster lore use of the Knowledge skill) as if he 
  were observing the creature directly. The ranger may 
  make this check untrained if in a favored terrain, or 
  if the tracks belong to a favored enemy.
  Rock Hopper (Ex): [Deep Walker] The ranger 
  instinctively grasps for the most stable surfaces and 
  holds on tighter while moving over underground rock 
  and stone. He gains a +5 bonus on all Acrobatics and 
  Climb checks made to traverse underground terrain. 
  Furthermore, the ranger ignores difficult terrain 
  created by underground terrain and subterranean flora.
  A ranger must be 5th level and have mountains or 
  underground as a favored terrain to select this talent.
  Seaborn (Ex): [Wave Warden] The ranger may move 
  through any sort of aquatic growth (such as coral or 
  seaweed) or across a wet surface at his normal speed 
  and without taking damage or suffering any other 
  impairment. Obstacles that are enchanted or magically 
  manipulated to impede motion still affect him.
  A ranger must have water as a favorite terrain to 
  select this talent.
  Sovereign Beast Companion (Ex): The ranger’s 
  animal companion is a superior example of its kind, 
  and may have a unique appearance (such as having 
  unusual coloration, particularly lean lines, a broader 
  than normal head, or unusually long tail, horns, 
  claws, or teeth). The companion gains any one of 
  the following benefits (once this choice is made, it 
  cannot be changed): +4 to Str, Dex, or Con, a 1-point 
  evolution (as an eidolon), or one bonus feat (the 
  companion must meet all the feat’s prerequisites).
  If the ranger’s sovereign beast companion 
  dies or is released from the ranger’s service, the 
  ranger cannot perform the ceremony to call a new 
  companion for 30 days. When the ranger does 
  receive a new companion, he may choose a new 
  
  24
  bonus from this talent to apply to it. Once made, 
  choices cannot be changed until and unless the 
  ranger gains a new sovereign beast companion. 
  If the ranger has more than one animal companion, 
  the bonus from this talent applies to only one, which 
  cannot be changed.
  A ranger must have an animal companion to select 
  this talent. A ranger may select this talent at second 
  time at 6th level, and one additional time every 5 
  levels thereafter. Each time it is selected, the ranger 
  may grant a new bonus from this talent to his animal 
  companion or (if he has multiple animal companions) 
  add a bonus to a new companion.
  Spearhead (Ex): The ranger can brief allies on 
  the dangers and secrets of an area he understands 
  well. This allows the ranger to take one hour to 
  grant half his favored terrain bonus for a single 
  terrain to all allies within 30 feet who can see or 
  hear him. This bonus lasts for a number of hours 
  equal to the ranger’s level. This bonus does not 
  stack with any other favored terrain bonus possessed 
  by his allies; they use whichever bonus is higher. 
  A ranger must have the favored terrain edge to select 
  this talent.
  Squeeze (Ex): The ranger has learned to compress 
  and contort his body as a cat does, to fit into spaces 
  clearly too small for him. The ranger can move through 
  an area as small as one‑quarter his space without 
  squeezing, or one‑eighth his space when squeezing.
  Summons (Sp): [Wave Warden] The ranger can 
  summon allies once per day as a full-round action. 
  This functions as summon nature’s ally III, except 
  it can only be used to summon creatures with the 
  aquatic or water subtypes. At 11th level, this ability 
  improves to summon nature’s ally IV, with this 
  progression continuing every three levels thereafter. 
  The ranger’s caster level is equal to his class level.
  A ranger must be 8th level have water as 
  a favored terrain and have the deep sentinel 
  and seaborn talents to select this talent. 
  A GM may decide to make similar talents 
  available to summon allies in different favored 
  terrains. Such a talent should always have a 
  similar number of prerequisites.
  Sword Sworn (Ex): The ranger makes one of 
  his favored weapons an extension of himself. 
  He selects one favored weapon. This weapon’s 
  base damage dice are equal to the unarmed 
  strike of a monk of the ranger’s class level 
  and size. If the weapon’s base damage 
  dice are already greater than this, it 
  may do its own base damage instead. 
  A ranger must have the favored weapon 
  edge to select this talent. A ranger may 
  select this talent more than once. Each time, 
  it applies to a different favored weapon.
  Sworn Defender (Ex): [Witchguard] 
  The ranger gains In Harm’s Way as a 
  bonus feat.
  A ranger must be 7th level and have 
  the Bodyguard talent to select this talent.
  Terrain Mastery (Ex): The ranger 
  selects a terrain to master. When 
  within this terrain the ranger may, 
  as a move action, grant a +2 bonus 
  on Climb, Stealth, Perception and 
  Survival checks made by all allies 
  
  25
  within 30 feet who can see and hear him. This bonus 
  lasts for a number of rounds equal to the ranger’s 
  Wisdom modifier (minimum 1). Mastery of each 
  terrain has additional benefits, outlined below; these 
  benefits apply to the ranger at all times whether or 
  not he is in the relevant terrain.
  Astral Plane: The ranger’s fly speed increases by 
  +30 feet on planes with no gravity or subjective gravity.
  Cold: The ranger gains cold resistance 10.
  Desert: The ranger gains immunity to exhaustion; 
  anything that would cause him to become exhausted 
  makes him fatigued instead.
  Ethereal Plane: The ranger ignores the 20% 
  concealment miss chance from fog and mist, and treats 
  total concealment from these sources as concealment.
  Forest: The ranger gains a +4 competence bonus 
  on Stealth checks.
  Jungle: The ranger gains a +4 competence bonus 
  on Escape Artist checks and increases his CMD 
  against grapple maneuvers by +4.
  Mountain: The ranger gains a +4 competence 
  bonus on Climb checks and does not lose his 
  Dexterity modifier to AC while climbing.
  Plains: The ranger’s movement is not reduced by 
  wearing medium armor or carrying a medium load.
  Plane of Air: The ranger gains a +4 competence bonus 
  on Fly checks and +1 competence bonus on all attack 
  and damage rolls against flying creatures. He gains the 
  ability to breathe air if he cannot already do so.
  Plane of Earth: The ranger gains DR 1/adamantine.
  Plane of Fire: The ranger gains fire resistance 10.
  Plane of Water: The ranger gains a +4 competence 
  bonus on Swim checks and a +1 competence bonus 
  on all attack and damage rolls against swimming 
  creatures. He gains the ability to breathe water if he 
  cannot already do so.
  Plane, aligned: If the ranger selects a plane with 
  an alignment trait, he can choose to detect as that 
  alignment (fooling all forms of magic divination) 
  as an immediate action; this benefit lasts until he 
  dismisses it (a free action).
  Swamp: The ranger gains a +4 competence bonus 
  on Perception checks.
  Underground: The ranger gains Blind-Fight as a 
  bonus feat. 
  Urban: The ranger gains a +4 competence bonus 
  on Diplomacy checks.
  Water: The ranger gains a +4 competence bonus 
  on Swim checks and +1 competence bonus on all 
  attack and damage rolls against swimming creatures.
  A ranger must be 5th level to select this talent. If a 
  terrain mastery is also one of the options for favored 
  terrain, the ranger must have that as a favored terrain 
  to select it. This talent may be selected more than 
  once. Each time it grants a different terrain mastery.
  Track (Ex): The ranger adds half his level 
  (minimum 1) to Survival skill checks made to follow 
  tracks. Beginning at 8th level, the ranger can move 
  at his normal speed while using Survival to follow 
  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.
  Trailblazer (Ex): The ranger is a master guide, able 
  to lead groups through the wilderness with increased 
  speed. When calculating the overland travel rate of 
  a group he is trailblazing for, the ranger increases 
  the rate by a number of miles per day equal to his 
  Wisdom bonus (minimum +1). Additionally, when 
  trailblazing for a group through favored terrain, the 
  ranger treats a x1/4 terrain modifier as x1/2, a x1/2 
  terrain modifier as x3/4, and a x 3/4 terrain modifier 
  as x1. The ranger can trailblaze for a number of 
  creatures equal to his Wisdom score plus his ranger 
  level. The ranger may choose to increase the DC to 
  track a group he is trailblazing for by +5.
  Vermin Empathy (Ex): The ranger can improve 
  the initial attitude of a creature of the vermin type. 
  This talent functions just like a Diplomacy check to 
  improve the attitude of a person, despite the vermin 
  not truly having intellect or starting attitudes. The 
  ranger rolls 1d20 and adds his ranger level and his 
  Charisma bonus to determine the vermin empathy 
  check result. Normal vermin typically act as have 
  a beginning attitude of indifferent, while monstrous 
  and giant vermin typically act as have a starting 
  attitude of unfriendly.
  To use vermin empathy the ranger and the vermin 
  must be within 30 feet of one another under normal 
  visibility conditions. Generally, influencing a vermin 
  in this way takes one minute, but, as with influencing 
  people, it might take more or less time. The ranger 
  may attempt to use this ability on vermin swarms, 
  but takes a –4 penalty when doing so.
  Warden Orisons: The ranger gains access to 0-level 
  inquisitor spells, and treats all such spells as being 
  on his spell list (for purposes of things such as spell-
  completion items). He may prepare as many 0-level 
  inquisitor spells as he is granted 1st-level spells by 
  Table 2: Ranger Spells.
  
  26
  A ranger must be 4th level and have the warden 
  spells edge to select this talent.
  Unfettered Step (Ex): [Wild Shadow] The 
  ranger’s graveyard stride, rockhopper, seaborn, or 
  woodland stride talents function in any difficult 
  terrain within any of his favored terrains, even in 
  areas that are enchanted or magically manipulated 
  to impede motion.
  Urbanite (Ex): The ranger forges a special bond 
  with one specific community, linking himself to the 
  spirit of that place. All creatures that mean harm 
  to that place as a whole, or to at least 25% of its 
  total population, count as favored enemies and 
  the ranger gains his highest favored enemy bonus 
  against them. Each time the ranger increases his 
  favored terrain bonus for urban terrain, he may 
  select one additional community within which this 
  talent functions.
  When within this community the ranger does not 
  take penalties to Perception checks when asleep, and 
  needs fewer hours of sleep each day (reducing the 
  needed 8 hours of sleep by a number of hours equal 
  to his favored terrain bonus for urban terrains, to a 
  minimum of 0 hours of sleep).
  Additionally at the end of each day spent in the 
  city, the ranger may make a special level check 
  (d20 + ranger level + wisdom bonus) to gather 
  information about the most significant threat to the 
  community he is not yet aware of. The GM makes 
  this check in secret. Like the gather information 
  function of the Diplomacy skill, information is 
  generally in the form of vague rumors, and the GM 
  may decide some threats are totally unknown to the 
  general populace.
  A ranger must have urban as a favored terrain and 
  the favored enemy edge to select this talent.
  Well-Traveled: The ranger adds three skills as class 
  skills. These skills must come from the ranger’s list 
  of secondary skills.
  Wild Empathy (Ex): The ranger can improve the 
  initial attitude of an animal. This talent 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 starting attitude of indifferent, while wild 
  animals are usually unfriendly.
  To use wild empathy, the ranger and the animal 
  must be within 30 feet of one another under normal 
  visibility conditions. Generally, influencing an 
  animal in this way takes one 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.
  Wild Talents (Ex): [Wild Stalker] The ranger either 
  gains a rage power (as the rage power edge), or gains 
  a +2 insight bonus into any one of the following 
  skills: Acrobatics, Climb, Perception, Stealth, 
  Survival, or Swim. Once this choice is made, it 
  cannot be changed.
  A ranger must be 6th level and have the favored 
  terrain, rage powers, rage of the wild, and uncanny 
  dodge edges and have Knowledge (nature) as a class 
  skill to select this edge. This talent may be selected 
  more than once, but not more often than once every 
  two levels beyond 4th.
  Woodland Stride (Ex): The 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. Thorns, 
  briars, and overgrown areas that are enchanted 
  or magically manipulated to impede motion, 
  however, still affect him.
  Yokai Hunter (Su): [Yokai Hunter] When the ranger 
  sees a favored enemy that is disguised, polymorphed, 
  or has an alternate form (such as a lycanthrope), he 
  gains an automatic check to identify the creature as 
  such. To make this check, the ranger rolls 1d20 + 
  level + Charisma modifier against DC 10 + 1/2 the 
  enemy’s Hit Dice + the enemy’s Charisma modifier). 
  A successful check means that the ranger identifies 
  the creature as one of his favored enemy types 
  (though he does not automatically learn which type) 
  disguising its true nature. Once the ranger fails to 
  identify such a foe with this ability, he does not get 
  another check to identify the foe when seen again 
  until 24 hours pass.
  At 7th level, the ranger can sense an enemy he has 
  identified with his yokai hunter ability as though he 
  had blindsense out to a range of 60 feet.
  A ranger must have the favored enemy edge to 
  select this talent.
  
  27
  
  28
  advanCed 
  talents
  Beginning at 10th level, whenever the ranger gains 
  a talent, he may instead select an advanced talent. 
  Advanced talents otherwise follow the rules for 
  talents. A ranger should not automatically expect to 
  take advanced talents— many effective ranger builds 
  will simply select additional talents even at 10th 
  level and higher. Advanced talents represent a higher 
  degree of specialization, as opposed to options that 
  are expected of higher-level rangers.
  Blend-In (Ex): [Urban Ranger] The ranger can use 
  his Stealth bonus in place of a Disguise skill check 
  in any of his favored communities. This disguise 
  does not take an action to don. He must make a 
  check whenever someone attempts to pick him out 
  from the local citizens. If his check is successful, he 
  blends into the crowd. While not invisible, enemies 
  do not notice his presence and take no actions against 
  him unless they are taking actions against the local 
  citizens in general. 
  A ranger must have urban as a favored terrain to 
  select this advanced talent.
  Camouflage (Ex): The ranger can use the Stealth 
  skill to hide in any of his favored terrains, even if the 
  terrain doesn’t grant cover or concealment.
  A ranger must have the favored terrain edge to 
  select this advanced talent.
  Dark Sight (Su): [Dusk Stalker] The ranger gains 
  darkvision with a range of 60 feet. If he already has 
  darkvision, he instead gains the see in darkness ability.
  A ranger must have the hunter’s bond: shadow 
  bond edge to select this advanced talent.
  Dual-Form Shifter (Ex): [Shapeshifter] When the 
  ranger takes on a shifter’s blessing form, he can take 
  on a hybrid of two of his forms. He gains the bonuses 
  for both forms. 
  A ranger must have the shifter’s blessing edge 
  and have selected the combat style edge for natural 
  weapons and have the improved shifter’s blessing 
  talent to select this advanced talent.
  Elemental Resilience (Su): [Dragon Hunter] The 
  ranger gains energy resistance 30 against a single 
  energy type for 1 hour. The energy types he may 
  choose are acid, cold, electricity, and fire. He may 
  use this ability once per day.
  A ranger must be 15th level and have the favored 
  enemy edge and exterminator talent for dragons 
  to select this advanced talent. If he loses the 
  exterminator talent, this talent ceases to function.
  Essential Foe (Su): [Yokai Hunter] When the 
  ranger makes a Knowledge check to successfully 
  identify a creature that is a favored enemy, the 
  ranger may choose to become that enemy’s natural 
  foe. This causes the ranger’s natural, unarmed, 
  and weapon attacks bypass that foe’s DR, and for 
  the ranger to be able to strike at the foe normally 
  (dealing full damage) even if it is a swarm or 
  incorporeal. This effect remains in place for 24 
  hours, or the ranger chooses to use essential foe 
  ability against another target.
  A ranger must have the favored enemy edge and 
  yokai hunter talent to select this advanced talent.
  Fiendish Quarry (Ex): The ranger can, as a standard 
  action, denote one target within his line of sight as 
  his fiendish quarry. He may treat his weapon as if it 
  had the holy weapon special ability while attacking 
  his fiendish quarry.
  A ranger must have the favored enemy edge and 
  exterminator talent for evil outsiders to select this 
  talent. If he loses the exterminator talent, this talent 
  functions as the quarry advanced talent.
  Harrying Attack (Ex): [Wild Shadow] The ranger 
  can use his knowledge of terrain to make shrewd 
  attacks in combat. Such attacks can make foes 
  fumble or cause them to become entangled. As a 
  standard action, the ranger denotes one target that is 
  a favored enemy within line of sight and within one 
  of the ranger’s favored terrains as his harried prey. 
  Once the foe is so designated, every time the ranger 
  hits this harried prey with an attack, that creature is 
  entangled for 1 round. The ranger can have no more 
  than one harried prey at a time. He can dismiss this 
  effect at any time as a free action, be he cannot select 
  a new harried prey for 24 hours. If the ranger sees 
  proof that his harried prey is dead, he can select a 
  new harried prey after waiting one hour.
  A ranger must have the favored enemy and favored 
  terrain edges to select this advanced talent.
  Hide in Plain Sight (Ex): While in any of his 
  favored terrains, the ranger can use the Stealth skill 
  even while being observed.
  A ranger must be 15th level and have the favored 
  terrain edge and camouflage advanced talent to select 
  this advanced talent.
  
  29
  Improved Camouflage (Ex): The ranger can apply 
  greater camouflage to himself or another creature, to 
  match the natural coloration and visual appearance 
  of one of the ranger’s favored terrains. Applying 
  greater camouflage takes 10 minutes and access 
  to materials from the appropriate terrain. Greater 
  camouflage lasts for 10 minutes/level, though each 
  round of combat that the creature engages in reduces 
  the duration by 10 minutes.
  While wearing appropriate greater camouflage within 
  a favored terrain, a creature can use the Stealth skill to 
  hide even if in normal or brighter light, while lacking 
  cover, and while lacking concealment. However, such 
  Stealth checks only apply to creatures 10 or more feet 
  away—creatures less than 10 feet away are unaffected. 
  (Normally a character cannot make a Stealth check 
  without cover or concealment, and cannot make a 
  Stealth check in normal or bright light.)
  A ranger must have the favored terrain edge and the 
  camouflage advanced talent to select this advanced talent.
  Improved Evasion (Ex): This works like evasion, 
  except that while the ranger still takes no damage 
  on a successful Reflex saving throw against attacks, 
  he henceforth takes only half damage on a failed 
  save. A helpless ranger does not gain the benefit of 
  improved evasion. A ranger must have the evasion 
  edge to select this advanced talent.
  Improved Quarry (Ex): The ranger can now 
  select a quarry as a free action, and take 20 
  while using Survival to track his quarry, while 
  moving at normal speed without penalty. His 
  insight bonus to attack his quarry increases 
  to +4. If his quarry is killed or dismissed, 
  he can select a new one after 10 
  minutes have passed.
  A ranger must be 18th 
  level and have the 
  favored enemy edge 
  and quarry advanced 
  talent to select this 
  advanced talent.
  Improved Ranger’s Luck 
  (Ex): [Guide] The ranger now gains a +4 bonus on 
  his rerolls made with the ranger’s luck ability, or if 
  he forces an enemy to reroll an attack, that enemy 
  takes a –4 penalty on the roll. These modifiers also 
  now affect an attack roll made to confirm a critical 
  threat, if the rerolled attack threatens.
  A ranger must be 15th level and have the ranger’s 
  luck edge to select this advanced talent.
  Infiltration (Ex): [Battle Scout] Once per day the 
  ranger can choose a single terrain type that is not his 
  favored terrain. For the next hour per ranger level, 
  he treats that terrain as if it were one of his favored 
  terrains. 
  A ranger must have the favored terrain edge and 
  have selected the improved favored terrain talent at 
  least once to select this advanced talent.
  Inspired Moment (Ex): [Guide] The ranger can 
  have an inspired moment once per day as a free 
  action. The ranger gains the following benefits until 
  the end of his next turn. His speed increases by 10 
  feet. He can take an extra move or swift action on 
  his turn. He gains a +4 bonus to AC and on attack 
  rolls, skill checks, or ability checks. Finally, he 
  automatically confirms any critical threat he scores.
  A ranger must be 14th level to select this advanced 
  talent. He may select it a second time at 19th level, 
  allowing him to use it twice per day. 
  
  30
  Invisibility Trick (Sp): [Urban Ranger] As a swift 
  action, the ranger can cast greater invisibility on 
  himself as a wizard of his ranger level. He can use 
  this spell-like ability a number of times per day equal 
  to his Wisdom modifier (minimum 1). 
  A ranger must be 17th level to select this 
  advanced talent.
  Launch Trap: [Trapper] The ranger can affix a 
  magical ranger trap to a thrown weapons or a piece 
  of ammunition of a ranged weapon, allowing him 
  to set the trap remotely or use it as a direct attack. 
  Attaching the trap to the projectile is part of the full-
  round action of creating a new trap. The trapped 
  projectile is fired or thrown in the normal manner. 
  If fired at a square, the trap is treated as if the ranger 
  had set the trap in that square, except the DC is 5 
  lower than normal. If fired at a creature, the target 
  takes damage from the ranged weapon and is treated 
  as if it had triggered the trap (saving throw applies, 
  if any). The attack has a maximum range of 60 feet, 
  and range increments apply to the attack roll. The 
  duration of the trapped projectile starts from when it 
  is created, not from when it is used.
  A ranger must have the trapper edge to select this 
  advanced talent.
  Master of Terrain (Ex): [Wild Shadow] The ranger 
  can use his harrying attack against creatures other 
  than his favored enemy or he can spend a standard 
  action to designate up to two of his favored enemies 
  as his harried prey instead.
  A ranger must be 19th level and have favored 
  enemy and favored terrain edges and the harrying 
  attack advanced talent to select this advanced talent.
  Quarry (Ex): The ranger can, as a standard action, 
  denote one target within his line of sight as his quarry. 
  Whenever he is following the tracks of his quarry, 
  a ranger can take 10 on his Survival skill checks 
  while moving at normal speed, without penalty. In 
  addition, he receives a +2 insight bonus on attack 
  rolls made against his quarry, and all critical threats 
  are automatically confirmed. A ranger can have no 
  more than one quarry at a time and the creature’s 
  type must correspond to one of his favored enemy 
  types. He can dismiss this effect at any time as a 
  free action, but he cannot select a new quarry for 24 
  hours. If the ranger sees proof that his quarry is dead, 
  he can select a new quarry after waiting 1 hour.
  A ranger must have the favored enemy edge to 
  select this advanced talent.
  Resist Magic (Su): [Yokai Hunter] The ranger gains 
  a +4 insight bonus on saving throws to resist the 
  spells, spell-like abilities, and supernatural abilities 
  of favored enemies. In addition, once per day as a 
  standard action, the ranger can shed an effect placed 
  on him by a favored enemy as break enchantment, 
  using his ranger level as his caster level.
  A ranger must have the favored enemy edge and 
  yokai hunter talent to select this advanced talent.
  Soul Blade (Su): The ranger’s bond with his weapons 
  grows to the point that he grants them magic properties. 
  When he is wielding a favored weapon, it gains a +1 
  enhancement bonus. This bonus can be added to the 
  weapon, stacking with existing weapon enhancement 
  to a maximum of +5. If the ranger wields multiple 
  favored weapons, only one gains this bonus (unless he 
  takes the advanced talent multiple times, see below).
  Alternatively, the bonus can be used to add any of 
  the following weapon properties: bane (for a favored 
  enemy only), called, defending, distance, endless 
  ammunition, flaming, flaming burst, frost, huntsman, 
  icy burst, keen, quenching, returning, seeking, shock, 
  shocking burst, speed, spell storing, throwing, or 
  vorpal. Adding these properties consumes an amount 
  of bonus equal to the property’s base price modifier. 
  Properties may only be added to appropriate weapons 
  (you cannot make a mace keen). These properties are 
  added to any the weapon already has, but duplicates 
  do not stack. If the weapon is not magical, at least 
  a +1 enhancement bonus must be added before any 
  other properties can be added. Once this decision is 
  made, it cannot be changed until the ranger gains a 
  level. These bonuses do not function if the weapon is 
  wielded by anyone other than the ranger.
  If one of the ranger’s favored weapon is lost or 
  stolen, the ranger can cast find the path once per day 
  as a spell-like ability, using his class level as his caster 
  level, but rather than direct him to a location it directs 
  him to where his favored weapon is. Even if multiple 
  weapons are missing, the ranger may only use this 
  ability once per day, for a specific weapon each time.
  The ranger must have the favored weapon edge and 
  improved favored weapon talent to select this advanced 
  talent. This advanced talent may be taken more than 
  once. Each time it is taken, the ranger may either have 
  one favored weapon gain an increased enhancement 
  bonus, or have the enhancement bonus from this 
  advanced talent apply to an additional weapon. A 
  ranger may not select this advanced talent more often 
  than he selects the improved favored weapon talent.
  
  31
  Strong Bond (Ex): [Beastmaster, Horse Lord] 
  The ranger strengthens his bond with his animal 
  companion. The ranger’s effective druid level for his 
  animal companion is now equal to his ranger level. 
  If he has the pack leader talent, he may immediately 
  allocate these additional levels to his companions as 
  he sees fit. 
  A ranger must have the hunter’s bond: animal 
  companion edge to select this advanced talent.
  Spiritual Bond (Su): [Horse Lord] The 
  ranger can grant his animal companion 
  temporary hit points equal to his ranger 
  level once per day. While these temporary 
  hit points last, when his animal companion 
  is within 30 feet of him, he can choose to 
  share the damage taken by his companion as 
  if using shield other.
  A ranger must be 15th level and have the 
  hunter’s bond: animal companion edge to 
  select this advanced talent.
  Superior Tactics (Ex): [Battle Scout] Once 
  per day, after the ranger and his allies roll 
  initiative, the ranger can arrange his and his 
  willing allies’ initiative rolls any way he wishes 
  (assigning each initiative result to one ally, rather 
  than each ally sticking with the initiative result they 
  rolled). If he has already taken 3 rounds to scout 
  out the terrain with his advantageous terrain ability 
  and both he and his allies are within the effect area, 
  they gain a +2 bonus to initiative checks. Using this 
  ability is not an action. 
  A ranger must have the favored terrain edge 
  and advantageous terrain talent to select this 
  advanced talent.
  Terrain Dominance (Ex): The ranger learns 
  total dominance over one terrain he has already 
  selected for terrain mastery. When dealing with 
  creatures native to that terrain, the ranger treats 
  his favored terrain bonus for that terrain as a 
  favored enemy bonus (as the favored enemy 
  edge) against those creatures.
  Each terrain dominance grants additional abilities, 
  detailed below.
  Astral Plane: The ranger gains a +1 competence 
  bonus on attack and damage rolls against outsiders. 
  He gains dimension door as a spell-like ability a 
  number of times per day equal to 3 + the ranger’s 
  Wisdom modifier (caster level equal to ranger level).
  Cold: The ranger gains cold resistance 20 (this 
  replaces the ranger’s cold resistance from mastery 
  of the cold terrain) and a +1 competence bonus on 
  all attack and damage rolls against creatures of the 
  cold subtype.
  Desert: The ranger gains fire resistance 10 and 
  immunity to fatigue.
  
  32
  Ethereal Plane: The ranger gains ethereal jaunt as 
  a spell-like ability once per day (caster level equal to 
  ranger level). The ranger must be at least 12th level 
  before selecting this advanced talent.
  Forest: The ranger gains hallucinatory terrain as a 
  spell-like ability a number of times per day equal to 
  3 + the ranger’s Wisdom modifier (caster level equal 
  to ranger level). The ranger can only use this ability 
  to create illusory forests.
  Jungle: The ranger gains charm monster as a 
  spell-like ability a number of times per day equal 
  to 3 + the ranger’s Wisdom modifier (caster level 
  equal to the ranger level). This charm only affects 
  animals, magical beasts, and creatures primarily 
  found in the jungle.
  Mountain: The ranger gains DR 2/adamantine.
  Plains: The ranger’s base speed increases by 
  +10 feet.
  Plane of Air: The ranger gains fly as a spell-like 
  ability a number of times per day equal to 3 + the 
  ranger’s Wisdom modifier (caster level equal to 
  ranger level).
  Plane of Earth: The ranger gains tremorsense 
  with a range of 30 feet. He must be at least 12th level 
  before using this advanced talent to select this plane.
  Plane of Fire: The ranger gains fire resistance 20 
  (this replaces the ranger’s fire resistance from mastery 
  of the Plane of Fire terrain) and a +1 competence 
  bonus on all attack and damage rolls again creatures 
  of the fire subtype.
  Plane of Water: The ranger’s movements 
  and actions are not hampered when underwater. 
  This allows him to speak, make attacks, and cast 
  spells normally underwater (as if using freedom 
  of movement).
  Plane, aligned: For the purpose of bypassing 
  damage reduction, the ranger’s manufactured and 
  natural weapons count as the opposite alignment of 
  his chosen plane of dominance. If his chosen plane 
  has more than one alignment type, he must choose 
  one of those types for this ability. For example, if he 
  selects “Hell” (an evil, lawful plane) for his terrain 
  dominance ability, he may choose “evil” or “lawful,” 
  which means his attacks bypass good or chaotic 
  damage reduction, respectively. Alternatively, if 
  native creatures of his chosen plane are vulnerable 
  to a particular special material (such as cold iron or 
  silver), he may choose to have his weapons bypass 
  damage reduction as if they were made of that special 
  material. If he selects this plane more than once for 
  his terrain dominance ability, his attacks count as 
  an additional alignment or special material (such as 
  “good and silver” or “chaotic and good”).
  Swamp: The ranger gains tremorsense with a 30-
  foot range. He must be at least 12th level before 
  selecting this power.
  Underground: The ranger gains darkvision with 
  a range of 60 feet. If he already has darkvision, its 
  range extends by 60 feet. 
  Urban: The ranger gains charm person as a spell-
  like ability a number of times per day equal to 3 + 
  the ranger’s Wisdom modifier (caster level equal to 
  ranger level).
  Water: The ranger gains a swim speed of 20 feet. 
  If he already has a natural swim speed, his swim 
  speed increases by +20 feet.
  A ranger must have the terrain mastery talent to 
  select this advanced talent. The ranger must have 
  the appropriate terrain mastery to select a terrain 
  dominance. This advanced talent may be selected 
  more than once. Each time it grants a different terrain 
  dominance.
  Undaunted (Ex): [Dragon Hunter] The ranger 
  gains a +4 bonus on Will saves made to resist mind-
  affecting fear effects, Reflex saves made to avoid 
  damage from breath weapons, Reflex saves made to 
  avoid crush attacks, and Reflex saves made to avoid 
  damage from tail sweep attacks.
  A ranger must have the favored enemy edge 
  and exterminator talent for dragons to select this 
  advanced talent. If he loses the exterminator talent, 
  this talent ceases to function.
  Wilderness Whispers (Su): [Warden] The ranger 
  cannot be surprised and always acts as if he had 
  rolled a natural 20 on any initiative check while 
  within any of his favored terrains. 
  A ranger must be 13th level and have a favored 
  terrain to select this advanced talent.
  Wisdom of the Spirits (Sp): [Spirit Ranger] The 
  ranger can use his augury spell-like ability from the 
  hunter’s bond: spirt bond edge even when he is not 
  in one of his favored terrains. If he is within one of 
  his favored terrains, the ranger can cast divination 
  instead of augury.
  A ranger must have the favorite terrain and hunter’s 
  bond: spirit bond edges to select this advanced talent.
  
  33
  grand talents
  At 20th level, a ranger can choose one of the 
  following grand talents in place of a ranger talent.
  Master of All Lands (Su): The ranger becomes 
  familiar with and comfortable in all possible terrains. 
  His terrain bonus in all favored terrains increases by 
  +2, and he treats all other terrains as if they were 
  favored terrains (+2 bonus). If a naturally occurring 
  condition of temperature or weather requires a 
  check or saving throw, he automatically succeeds. 
  All allies within 60 feet of him gain a +2 bonus on 
  these checks and saves; if the ranger is in a mastered 
  terrain, this bonus increases to +4.
  A ranger must have the favored terrain edge, terrain 
  mastery talent, and terrain dominance advanced 
  talent to select this talent.
  Master of the Arcane: The ranger gains the ability 
  to cast 3rd-level sorcerer/wizard spells, and considers 
  these spells to be part of his spell list (for purposes 
  such as spell-completion items). His base number 
  of 3rd-level spells slots is determined by Table 2: 
  Ranger Spells.
  A ranger must have selected the eldritch spells 
  edge three times, and have the eldritch calling talent, 
  to select this grant talent.
  Master of Bonds: The ranger can forge 
  temporary bonds. He may access one edge 
  he gains the benefits of without selecting 
  it as an edge. He may change which edge 
  he gains with one hour of meditation. If 
  the ranger has spellcasting abilities, he 
  may combine his hour of preparation or 
  meditation to gain spells with the hour to 
  select an edge. Once accessed, he retains 
  the benefit of this edge until he takes an 
  hour of meditation to change which edge 
  he is accessing.
  Master of the Green: The ranger gains 
  the ability to cast 5th-level druid spells, and 
  considers these spells to be part of his spell 
  list (for purposes such as spell-completion 
  items). He gains as many base 5th-level 
  spells slots as he does 4th level spell slots 
  from Table 2: Ranger Spells.
  A ranger must have the druid spells edge, 
  and have selected the ranger spells edge 
  four times, to select this grant talent.
  Master Hunter (Ex): The ranger can always move 
  at full speed while using Survival to follow tracks 
  without penalty. He can, as a standard action, make 
  a single attack against a favored enemy at his full 
  attack bonus. If the attack hits, the target takes 
  damage normally and must make a Fortitude save 
  or die. The DC of this save is equal to 10 + 1/2 
  the ranger’s level + the ranger’s Wisdom modifier. 
  A ranger can choose instead to deal an amount of 
  nonlethal damage equal to the creature’s current hit 
  points. A successful save negates this damage. A 
  ranger can use this ability once per day against each 
  favored enemy type he possesses, but not against the 
  same creature more than once in a 24-hour period.
  A ranger must have the favored enemy edge to 
  select this grand talent.
  Master Shifter (Su): [Shapeshifter] The ranger’s 
  shifter’s blessing forms improve, and he can take 
  on true forms of beasts. If the ranger has dual form 
  shifter, he can use it with this ability, although he 
  cannot use more than one polymorph effect at any 
  one time. The Ranger’s forms from shifter’s blessing 
  improve to the following: 
  
  34
  Form of the Bear: The ranger’s muscles enlarge 
  and tighten, and his facial features become more 
  ursine. While in this form, the ranger gains a +8 
  enhancement bonus to Strength and he does not 
  suffer any reduction of speed. Alternatively, the 
  ranger can polymorph into the form of a bear as if 
  the caster of beast shape IV.
  Form of the Cat: The ranger’s muscles become 
  lean and defined, and his gait more deliberate and 
  graceful. While in this form, the ranger increases 
  his base speed by 20 feet and he gains a +10 bonus 
  on Acrobatics and Climb checks. Alternatively, the 
  ranger can polymorph into the form of a cat of any 
  size as if the caster of beast shape IV.
  Form of the Dragon: The ranger’s skin becomes 
  rough and scaly. While in this form, the ranger gains 
  a +4 natural armor bonus to AC and a fly speed of 30 
  feet with average maneuverability. Alternately, the 
  ranger can polymorph into the form of a dragon as if 
  the caster of form of the dragon I.
  Form of the Eagle: The ranger’s skin stretches, 
  his nose becomes hooked, and his eyes enlarge. 
  While in this form, the ranger gains a +10 bonus on 
  Perception checks and a fly speed of 40 feet with 
  good maneuverability.
  Alternatively, the ranger can polymorph into the 
  form of an eagle or similar raptor as if the caster of 
  beast shape IV.
  Form of the Jackal: The ranger becomes thin 
  and hyperactive, his movements taking on a nervous 
  spryness. While in this form, the ranger does not 
  provoke attacks of opportunity due to movement. 
  Alternatively, the ranger can polymorph into the 
  form of a jackal or other canine creature as if the 
  caster of beast shape IV.
  Form of the Otter: The ranger’s hands and feet 
  grow webs, and his body grows an oily fur that is 
  water resistant. While in this form, the ranger gains 
  a swim speed of 60 feet and a +5 bonus on Swim 
  checks. Alternatively, the ranger can polymorph into 
  the form of an otter or similar river mammal as if the 
  caster of beast shape IV.
  A ranger must have the shifter’s blessing edge 
  and have selected the combat style edge for natural 
  weapons and have the improved shifter’s blessing 
  talent to select this grand talent.
  Master of Spirits (Sp): Once per day when within 
  his favored terrain, the ranger can cast summon 
  nature’s ally IX as a swift action.
  A ranger must have the hunter’s bond: spirit bond 
  edge and wisdom of the spirits advanced talent to 
  select this grand talent.
  Master of the Ward: The ranger gains the ability to 
  cast 5th-level inquisitor spells, and considers these 
  spells to be part of his spell list (for purposes such as 
  spell-completion items). He gains as many base 5th-
  level spells slots as he does 4th level spell slots from 
  Table 2: Ranger Spells.
  A ranger must have selected the warden spells 
  edge four times, and have the divine calling talent, 
  to select this grand talent.
  Master of Weapons (Ex): As a full-round action, 
  the ranger can bond to a weapon, making it a favored 
  weapon and ending his bond to a previous favored 
  weapon. The new favored weapon gains the benefit 
  of all talents the previous weapon benefited from.
  A ranger must have the favored weapon edge to 
  select this grant talent.
  Perfect Advantage (Ex): [Battle Scout] When 
  using his advantageous terrain ability, the ranger 
  needs only to study the terrain as a standard action 
  to gain all of the benefits. Furthermore, the area of 
  his advantageous terrain increases to a 1-mile-radius 
  spread from the single square within line of sight. 
  A ranger must have the favored terrain edge and the 
  advantageous terrain talent to select this grand talent.
  Second Companion (Ex): The ranger gains a second 
  animal companion. If he has the pack leader talent, he 
  doubles his effective druid level to be divided among 
  his companions, but no companion can be assigned 
  an effective druid level greater than the ranger’s class 
  level. A ranger must have the hunter’s bond: animal 
  companion edge to select this grand talent.
  
  35
  appendix 
  one: ranger 
  traps
  The following traps can be selected by a ranger with 
  the trapper edge. Traps marked with an asterisk (*) 
  add to or modify the effects of another trap; a ranger 
  can add one of these trap types to any standard ranger 
  trap (this costs 1 additional use of the trap ability).
  acid Trap*(ex or su)
  EFFECTS
  The target is splattered with acid, taking a number of 
  points of acid damage equal to 1d6 + 1/2 the ranger’s 
  level (Reflex save negates). If it is an extraordinary 
  trap, the ranger must supply a dose of acid when 
  setting the trap.
  alarm Trap* (ex or su)
  EFFECTS
  When the trap is triggered, it also creates a momentary 
  loud noise equivalent to the audible alarm version of 
  alarm.
  burning Trap* (ex or su)
  EFFECTS
  A ranger can only add this to a fire trap. If the 
  triggering creature fails its Reflex save, it catches 
  on fire, taking 1d6 points of fire damage at the start 
  of its turn for 1d4 rounds. The burning creature can 
  attempt a new save as a full-round action. Dropping 
  and rolling on the ground grants a +4 bonus on this 
  save.
  disTracTion Trap* (ex or su)
  EFFECTS
  The target is affected by irritation that detracts from 
  its alertness. It takes a –2 penalty on Perception 
  checks, initiative checks, and Reflex saves for 10 
  minutes per ranger level. If this is a supernatural 
  trap, this is a mind-affecting effect. If this is an 
  extraordinary trap, the ranger must supply a dose of 
  itching powder or another alchemical irritant. 
  exploding Trap* (ex or su)
  EFFECTS
  A ranger can only add this to a fire trap. The trap 
  explodes in fire, filling all squares adjacent to the 
  trap and dealing a number of points of fire damage 
  equal to 1d6 + 1/2 the ranger’s level (Reflex negates) 
  to everything in the area. If it is an extraordinary 
  trap, the ranger must use an explosive material such 
  as alchemist’s fire when setting the trap. 
  fire Trap (ex or su)
  EFFECTS
  The trap explodes in flames, dealing a number of 
  points of fire damage equal to 1d6 + 1/2 the ranger’s 
  level to the triggering creature (Reflex negates). If 
  it is an extraordinary trap, the ranger must use an 
  explosive material such as alchemist’s fire when 
  setting the trap.
  freezing Trap (su)
  EFFECTS
  The trap creates a burst of ice that damages and 
  encases the triggering creature. The creature takes 
  1d3 points of cold damage + 1/4 the ranger’s level 
  and is entangled and stuck to the ground, similar to 
  the effect of a tanglefoot bag. A successful Reflex 
  save halves the damage and means the creature is 
  not stuck to the floor by the ice. The ice is 1 inch 
  thick per two Hit Dice of the ranger (minimum 1), 
  has hardness 0 and 3 hit points per inch of thickness, 
  and melts in 2d4 rounds.
  marking Trap* (ex or su)
  EFFECTS
  If the triggering creature fails its save against the trap, 
  it is marked with a dye and/or scent of the ranger’s 
  choosing. A scent mark decreases the DC of tracking 
  the marked creature by scent by –4. The mark can be 
  washed off with vigorous scrubbing, but fades on its 
  own over several days. (The reduction to DC fades by 
  one point every two days since the trap was triggered.)
  oversized barbs* (ex or su)
  EFFECTS
  The target is speared with barbs that penetrate and 
  protrude from its body, making squeezing, climbing, 
  and swimming challenging. The trap implants 1d4+1 
  barbs, each dealing 1 point of damage. A successful 
  Reflex save halves the number of barbs. The target takes 
  
  36
  a penalty on Climb checks and Swim checks equal to 
  the number of barbs attached, and is considered one 
  size category larger for the purposes of determining 
  what size of opening or passageway it must squeeze 
  through as long as at least one barb remains attached. 
  Each barb can be removed with a full minute of work 
  and a Heal check that equals or exceeds the trap’s DC. 
  If this check fails, the barb is still removed but the 
  target takes 1d4 points of damage.
  The barbs shake loose harmlessly after 10 minutes 
  per ranger level.
  peneTraTing Trap* (ex or su)
  EFFECTS
  A ranger can only add this to a wounding trap. The 
  damage die of a penetrating trap increases to 1d8. 
  Choose either adamantine, cold iron, or silver. 
  The trap counts as that material for the purposes 
  of overcoming damage reduction. If this is an 
  extraordinary trap, the ranger must provide 1 pound 
  of the chosen material during the trap’s construction.
  piT Trap* (ex or su)
  EFFECTS
  This simple pit is covered over with leaves or 
  appropriate materials for the area. It’s 5 feet deep 
  plus 5 feet for every 4 ranger levels. A victim that 
  succeeds at a Reflex save doesn’t fall into the pit. If 
  it is an extraordinary trap, the ranger can set this trap 
  only in terrain with soft ground.
  poison Trap (ex or su)
  EFFECTS
  The trap poisons the creature that triggers it. If it is a 
  supernatural trap, the poison deals 1d2 Con damage 
  per round for 6 rounds. If it is an extraordinary trap, 
  the ranger must provide 1 dose of contact, inhaled, 
  or injury poison when setting the trap, and the trap 
  uses that poison’s effects and DC. 
  Quicksand Trap (ex or su)
  EFFECTS
  The trap and all adjacent squares become quicksand 
  as long as they contain loose sand or soil. The Swim 
  DC to move in this quicksand is equal to the trap’s 
  save DC, and the Swim DC to tread in the quicksand 
  is equal to the trap’s DC – 5. The quicksand lasts for 
  a number of rounds equal to the ranger’s level. When 
  the effect ends, any creature still in the quicksand is 
  returned to the surface prone.
  rusT monsTer Trap (ex or su)
  EFFECTS
  The trap throws up a cloud of dust made of ground up 
  antennae of a rust monster, dealing 1d4 points of damage 
  to the target’s metal armor and weapons. A ranger may 
  increase the damage by 1 point for each additional daily 
  use of his trap ability he spends when creating this trap.
  A successful Reflex save negates this damage. If 
  this is an extraordinary trap, the ranger must supply 
  a set of rust monster antennae.
  selecTive Trigger* (ex or su)
  EFFECTS
  The ranger adds a race, type, alignment, or minimum 
  weight restriction to the trap’s trigger. If this is an 
  extraordinary trap, the ranger only has the choice of 
  minimum weight restriction.
  sleeT Trap (su)
  EFFECTS
  The detonating trap creates a 20-foot-radius burst of 
  sleet with the effects of a sleet storm. The driving 
  sleet lasts for 1 round, but the icy ground persists for 
  1 round per ranger level.
  snare Trap (ex or su)
  EFFECTS
  The trap constricts around a limb or other part of 
  the triggering creature’s body (Reflex avoids). The 
  creature cannot move from the location of the trap, 
  unless the ranger included a “leash” when setting the 
  trap, in which case the creature is limited to the length 
  of the leash. The trapped creature can escape with an 
  Escape Artist check (DC equal to the trap’s DC) as a 
  full-round action. The trap or its leash has a number 
  of hit points equal to 1/2 the ranger’s level, or can be 
  burst as a full-round action with a DC 25 Strength 
  check. The trap can hold up to a Medium creature; 
  each extra daily use of the ranger’s trap ability spent 
  when the trap is set increases the maximum size of 
  creature the trap can hold by one size category. At the 
  ranger’s option, if there is a tall object or structure 
  nearby, she can have the trap lift the creature.
  spell-sTealing Trap (su)
  EFFECTS
  The target is struck by a burst of abjuration that steals 
  its magical ability. The target loses 1d4+1 levels 
  of spells (of its choice). A ranger may increase the 
  
  37
  number of spell levels lost by 1d4 for each additional 
  daily use of his trap ability he spends when creating 
  this trap. The target may reduce this to 1 spell 
  level, +1 level per additional use expended, with a 
  successful Will save.
  spell-sToring Trap (su)
  EFFECTS
  This trap works like a greater glyph of warding, 
  except the maximum level spell it can hold is 1. A 
  ranger may increase the maximum level by 1 for 
  each daily use of his trap ability spent when creating 
  this trap. The spell contained must be supplied by 
  either the ranger or another creature within 1 round 
  of the trap being laid. The duration of this trap is 
  dependent on the ranger’s level. A target receives 
  only one save, that of the spell contained.
  sWarm Trap (ex or su)
  EFFECTS
  The trap releases a bat swarm, rat swarm, or spider 
  swarm that attacks all creatures in the area. The 
  swarm remains in the general area for no longer than 1 
  round per ranger level, after which it disperses. If the 
  trap is an extraordinary trap, the ranger must provide 
  the creatures of the swarm (typically in a small box, 
  cage, or crate); these creatures may die of starvation 
  before the trap is triggered (an extraordinary trap 
  lasts 1 day per level).
  Tar Trap (ex or su)
  EFFECTS
  The target is coated in a thin layer of sticky tar 
  unless it succeeds at a Reflex save. It is entangled, 
  and becomes susceptible to catching fire from any 
  source of flame. If lit on fire, the tar burns intensely 
  for 1 round; it deals 2d6 points of fire damage and is 
  destroyed in the process.
  Unless burned away, the tar remains for 1 round 
  per ranger level. If this is an extraordinary trap, the 
  ranger must supply a dose of tar.
  Transdimensional Trap* (su)
  EFFECTS
  This augmentation allows a trap to affect an 
  incorporeal or ethereal creature as if it were corporeal 
  or existed on the Material Plane.
  TripWire (ex or su)
  EFFECTS
  A taut wire stretched between two vertical surfaces 
  knocks the target prone unless it succeeds at a Reflex 
  save. A running or charging creature takes a –6 
  penalty on its save.
  Wounding Trap (ex or su)
  EFFECTS
  This trap makes a melee attack against the target 
  using the ranger’s base attack bonus + his Wisdom 
  modifier for the attack roll. It deals an amount of 
  damage equal to 1d6 + 1/2 the ranger’s level. The 
  ranger chooses whether this damage is bludgeoning, 
  piercing, or slashing. If this is a supernatural trap, 
  the attack counts as magical for the purposes of 
  overcoming damage reduction.
  
  38
  Because it includes more than 20,000 words of edges, 
  talents, advanced talents, grand talents, and traps, getting 
  through the talented ranger’s options can be daunting. 
  Once a character’s written up it’s easy to look up any 
  selected edges and talents if presented alphabetically, 
  but when thinking about what talent to take next, the 
  abilities can form a nigh-impenetrable “wall of text.”
  To help with this issue we’ve categorized all the 
  edges and talents into the following themes and 
  animals, planTs, and vermin
  Beast signals (talent)
  Dual-Form Shifter
  Expert trainer (talent)
  Horse whisperer (talent)
  Hunter’s bond: animal companion (edge)
  Improved empathic link (talent)
  Improved shifter’s blessing (talent)
  Master shifter (grand talent)
  Plant empathy (talent)
  Second companion (grand talent)
  Shifter’s blessing (edge)
  Sovereign beast companion (talent)
  Strong bond (advanced talent)
  Spiritual bond (advanced talent)
  Summons (talent)
  Vermin empathy (talent)
  Wild empathy
  favored allies
  Advantageous terrain (talent)
  Bodyguard (talent)
  Hunter’s bond: hunting companions (edge)
  Hunter’s bond: terrain bond (edge)
  Hunter’s bond: witchguard (edge)
  Pack leader (talent)
  Pallas companion (talent)
  Superior tactics (advanced talent)
  Trailblazer (talent)
  favored enemies
  Adaptation (edge)
  Devil slayer (talent)
  Disrupt control (talent)
  Elemental resistance (advanced talent)
  Essential foe (advanced talent)
  Exterminator (talent)
  Favored attack (edge)
  sub-themes, based on common ranger character 
  concepts: animals, plants, and vermin; favored allies; 
  favored enemies; favored terrain; fighting prowess; 
  spellcasting and supernatural powers; skills, knacks, 
  and movement; stealth; tracks, traps, and tricks.
  Each option lists if it is an edge, advanced talent, or 
  grand talent. Anyone looking for new options can see 
  which abilities most likely match his desired character 
  concept without reading through all the options.
  Favored enemy (edge)
  Fiendish quarry (advanced talent)
  Focused fury (edge)
  Hunter’s bond: hunter’s aim (edge)
  Hunter’s bond: hunting companions (edge)
  Hunter’s focus (edge)
  Improved adaptation (talent)
  Improved favored enemy (talent)
  Improved focused fury (talent)
  Improved hunter’s focus (talent)
  Manhunter (talent)
  Resist magic (advanced talent)
  Undaunted (advanced talent)
  Yokai hunter (talent)
  favored Terrain
  Able explorer (talent)
  Advantageous terrain (talent)
  Deep knowledge (talent)
  Deep sentinel (talent)
  Favored attack (edge)
  Favored terrain (edge)
  Hunter’s bond: spirit bond (edge)
  Hunter’s bond: terrain bond (edge)
  Improved favored terrain (talent)
  Infiltration (advanced talent)
  Live in comfort (edge)
  Master of all terrains (grand talent)
  Master of spirits (grand talent)
  Mystic herbalism (talent)
  Perfect advantage (grand talent)
  Ranger sigils (talent)
  Spearhead (talent)
  Terrain dominance (advanced talent)
  Terrain mastery (talent)
  Urbanite (talent)
  Wilderness whispers (advanced talent)
  appendix two: save vs. wall oF text
  
  39
  fighTing proWess
  Attach (talent)
  Combat style (edge)
  Evasion (edge)
  Favored weapon (edge)
  Harrying attack (advanced talent)
  Hunter’s bond: pack prowess (edge)
  Improved combat style (talent)
  Improved evasion (advanced talent)
  Improved favored weapon
  Improved quarry (advanced talent)
  Inspired moment (advanced talent)
  Master of terrain (advanced talent)
  Master of weapons (grand talent)
  Mystic weapon (talent)
  Quarry (advanced talent)
  Rage powers (edge)
  Rage of the wild (edge)
  Soul blade (advanced talent)
  Sword sworn (talent)
  Uncanny dodge (edge)
  Wild talents (talent)
  spellcasTing and supernaTural poWers
  Dark sight (advanced talent)
  Druid spells (edge)
  Eldritch spells (edge)
  Herbal extracts (edge)
  Favored arcana (talent)
  Hunter’s bond: divine warden (edge)
  Hunter’s bond: shadow bond (edge)
  Hunter’s bond: spirit bond (edge)
  Improved ranger’s luck (advanced talent)
  Master of the arcane (grand talent)
  Master of the green (grand talent)
  Master of the ward (grand talent)
  Patron (edge)
  Ranger’s luck (edge)
  Ranger spells (edge)
  Warden orisons (talent)
  Warden spells (edge)
  Wild talents (talent)
  Wisdom of the spirits (advanced talent)
  skills, knacks, and movemenT
  Able explorer (talent)
  Divine calling (talent)
  Eldritch calling (talent)
  Explorer’s lore (talent)
  Graveyard stride (talent)
  Improved tracking (talent)
  Master of bonds (grand talent)
  Master swimmer (talent)
  Push through (talent)
  Rock hopper (talent)
  Seaborn (talent)
  Squeeze (talent)
  Strong senses (edge)
  Talent (edge)
  Unfettered step (talent)
  Well-traveled (talent)
  Woodland stride (talent)
  sTealTh
  Blend-in (advanced talent)
  Camouflage (advanced talent)
  Hide-in-plain-sight (advanced talent)
  Improved camouflage (advanced talent)
  Invisibility trick (advanced talent)
  Tracks, Traps, and Tricks
  Ear to the ground (talent)
  Expert trapper (talent)
  Explorer’s lore (talent)
  Extra hunter’s tricks (talent)
  Extra hunter’s traps (talent)
  Hunter’s tricks (edge)
  Launch trap (advanced talent)
  Master hunter (grand talent)
  Quick tracking (talent)
  Read tracks (talent)
  Track (talent)
  Trapper (edge)
  
  40
  Credits
  Designer: Owen K.C. Stephens
  Cover Illustration: Jacob E. Blackmon
  Interior Illustrations: Gary Dupuis, Ryan Rhodes, 
  Michael Scotta and Tamas Baryana, 
  courtesy of Purple Duck Games;
  Storn Cook, Juan Diego, and Jack Holliday
  courtesy of LPJ Design Image Portfolio;
  Shaman Stock Art
  Editor: Stan!
  Publisher: Owen K.C. Stephens
  Graphic Design and Typesetting: Lj Stephens
  Produced by: Rogue Genius Games
  Project Manager: Lj Stephens
  Consigliere: Stan!
  Contents Copyright 2014 Rogue Genius Games
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  using designs by Claudio Pozas. Used with 
  permission.
  Trade Dress created by Lj Stephens, derived from 
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  Stockart - Blood Throne (Page Backgrounds). 
  Fonts used in trade dress: Crom - created by 
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  All rights reserved
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, 
  Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires 
  the Pathfinder Roleplaying Game from Paizo Publishing, Inc. 
  See http://paizo.com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Publishing, Inc. does 
  not guarantee compatibility, and does not endorse this product.
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  archetypes, feats, skills, spells, magic items, monsters, rituals, 
  artifacts AND OR the names of abilities presented within this 
  book are Open Game Content as described in Section 1(d) of 
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  Product Code: RGG0131
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  9. Updating the License: Wizards or its designated Agents may publish 
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  14 Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc.
  System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson
  Pathfinder Roleplaying Game Core Rulebook, © 2011, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  The Book of Experimental Might, © 2008, Monte J. Cook. All rights 
  reserved
  Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; 
  Based on original content from TSR
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the 
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  41
  Author: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, 
  Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, 
  Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin 
  McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K 
  Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, 
  Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Lawrence Schick.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Simon Muth.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Ear Seeker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Philip Masters.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Ian Livingstone and Mark 
  Barnes.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Clark Peterson, based on original material by Gary 
  Gygax.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Neville White.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Tome of Horrors III, copyright 2005 Necromancer Games, Inc.; Author: 
  Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance 
  Hawvermale, Travis Hawvermale, Ian S. Johnston, Patrick Lawringer, 
  Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; 
  Authors Wolfgang
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua 
  J. Frost, Tim
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, 
  Martin Mason, Rob
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. 
  Wesley Schneider,
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, 
  based on material
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, 
  Erik Mona,
  Chris Pramas, Robert J. Schwalb.
  Amphisbaena from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Authors
  Scott Peterson and Clark Peterson, based on original material by Gary 
  Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Brownie from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Dermot Jackson.
  Crypt Thing from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Roger Musson.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, 
  Revised, © 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Ian McDowall.
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Jean Wells.
  Dragon Horse from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Dust Digger from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Ian Livingstone.
  Giant, Wood from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Lawrence Schick.
  Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Magma ooze from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene.
  Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Mongrelman from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Pech from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott
  Greene, based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Skulk from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott
  Greene, based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene and Erica Balsley, based on original material by Roger Moore 
  and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Mike Roberts.
  Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Troll, Ice from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene.
  Zombie, Juju from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; 
  Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael 
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James 
  L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams. 
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.
  com; Authors John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John 
  Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and 
  Stan! 
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene and Clark Peterson, based on original material by Guy 
  Shearer. 
  Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene, based on original material by Albie Fiore. 
  Caryatid Column from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Jean Wells. 
  Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Demodand, Slimy from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Demodand, Tarry from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Dire Corby from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Jeff Wyndham. 
  Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Roger Musson. 
  Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger 
  and Gary Gygax. 
  Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Simon Tilbrook. 
  Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Ian McDowell and 
  Douglas Naismith. 
  Foo Creature from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Underworld Oracle. 
  Jackalwere from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Nick Louth. 
  Kech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax. 
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Pathfinder Roleplaying Game Advanced Player’s Guide. copyright 2010, 
  Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo 
  Publishing, LLC; Authors:
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. 
  Cortijo, Jim Groves,
  Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom 
  Phillips, Patrick
  Renie, Sean K Reynolds, and Russ Taylor.
  Anger of Angels. © 2003, Sean K Reynolds
  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, 
  Erik Mona, Chris Pramas, Robert J. Schwalb
  The Book of Hallowed Might. © 2002, Monte J. Cook
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike 
  McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim 
  Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal 
  MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Demodad, Slime from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Ian Liveingstone. 
  Hangman Tree from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Gary Gygax. 
  Pathfinder Roleplaying Game Mythic Adventures. © 2013, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, 
  Sean K Reynolds, Denis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim 
  Hitchcock, Tracey Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan 
  Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and 
  Ray Vallese.
  Pathfinder Campaign Setting: Inner Sea Magic. © 2011, Paizo Publishing, 
  LLC; Authors: Jesse Benner, Jason Nelson, Sean K Reynolds, Owen K.C. 
  Stephens, Russ Taylor.
  Pathfinder Player Companion: Champions of Balance © 2014, Paizo 
  Publishing, LLC; Authors: Matt Goodall, Ron Lundeen, Philip Minchin, 
  Patrick Renie, Jason Ridler, and David Schwartz.
  Pathfinder Player Companion: Dragon Empires Primer © 2011, Paizo 
  Publishing, LLC; Authors: Tim Hitchcock and Colin McComb.
  Pathfinder Player Companion: Dragonslayer’s Handbook © 2013, 
  Paizo Publishing, LLC; Authors: Shaun Hocking, Marie Small, and Jerome 
  Virnich.
  Pathfinder Player Companion: Dungeoneer’s Handbook © 2013, Paizo 
  Publishing, LLC; Authors: Amanda Hamon, Gareth Hanrahan, David Ross, 
  and Jerome Virnich.
  Pathfinder Player Companion: Kobolds of Golarion. © 2013 Paizo 
  Publishing, LLC; Authors: Tork Shaw, Mat Smith, and Jerome Virnich.
  Pathfinder Player Companion: Magical Marketplace © 2013, Paizo 
  Publishing, LLC; Authors: John Ling, Ron Lundeen, Patrick Renie, David 
  Schwartz, and Jerome Virnich.
  Pathfinder Player Companion: People of the North © 2013, Paizo 
  Publishing, LLC; Authors: Matthew Goodall, Shaun Hocking, Rob 
  McCreary, Philip Minchin, and William Thrasher.
  Pathfinder Player Companion: Pirates of the Inner Sea © 2012, Paizo 
  Publishing, LLC; Author: Amber E. Scott. 
  Pathfinder Player Companion: Undead Slayer’s Handbook © 2014, 
  Paizo Publishing, LLC; Authors: Dennis Baker, Jay Loomis, Alex Putnam, 
  Adam Roy, Tork Shaw, and Larry Wilhelm.
  Genius Guide to the Talented Ranger. ©2014, Rogue Genius Games. 
  Author: Owen K.C. Stephens.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Classes/The Genius Guide to The Talented Ranger.pdf