TEXT: #4
  ArcAnger (rAnger Archetype)
  
  B
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  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
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  based on original material by E. 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.
  Marid from the Tome of Horrors III. ©2005, 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 E. Gary Gygax.
  Nabasu Demon from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott 
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  Player Paraphernalia #4 Arcanger (Ranger Archetype). ©2014, The Knotty-Works; Author John 
  Buckley
  d20pfsrd.com. © 2010, John Reyst.
  Artwork by John Buckley, all rights reserved ©2014
  Some artwork copyright by Matt Morrow used with permission.
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  1
  Player ParaPhernalia #4
  By the Knotty-Works
  Welcome to the fourth issue of Player 
  Paraphernalia, a hodge podge of character ideas 
  and alternate rules that may be used with the 
  Pathfinder Roleplaying Game (Paizo, Inc©).  In 
  this issue a new Ranger Archetype is introduced. 
  Arcanger (Ranger Archetype)
  While most rangers learn their skills from 
  studying their surroundings and nature, a few 
  choose to follow a more academic path.  These 
  rangers find the arcane arts almost as interesting 
  as their nature lore and spend time studying 
  from different schools of arcane knowledge.  As a 
  result many of their abilities come from the realm 
  of arcane rather than the druidic domains.  The 
  Arcanger fills just as comfortable slinging magic 
  missiles or fireballs as firing a bow or swinging 
  swords.
  Arcangers continue with many of their woodland 
  abilities including favored enemies and tracking, 
  but they cast arcane spells from studying their 
  spellbook.  This ranger can still fulfill the role of 
  a martial skirmisher, but he may also fill in as 
  an adventuring group’s arcane power house as 
  needed.
  Schooled Arcana (Ex):  The arcanger gains 
  Knowledge (arcana) as a class skill which replaces 
  Knowledge (dungeoneering).
  Favored School (Ex):  The arcanger selects an 
  arcane school at 3rd level and gains a +2 bonus to 
  any saving throws against spells of that type and 
  a +2 bonus to any caster checks when casting 
  spells of that type.  The arcanger may choose 
  another school at 8th level, 13th level, and 18th 
  level.  When he gains another school he adds 
  another +2 bonus to his saving throws and caster 
  checks for previously selected Favored Schools.
  This ability replaces Favored Terrain.
  School Mastery (Sp):  The arcanger’s effective 
  spell caster level is effectively the same as his 
  ranger level when casting spells from his favored 
  schools.  In addition the bonus gained from the 
  schools selected is applied to the DC of spells cast 
  by the arcanger.
  This ability replaces Wild Empathy and 
  Endurance.
  Spells (Sp):  The arcanger gains spells from 
  the Sorcerer/Wizard list rather than the ranger 
  list.  The arcanger must have an Intelligence of 
  at least 10 + the spell level in order to learn and 
  cast the spell.  The arcanger must prepare his 
  spells ahead of time from studying spells from his 
  spellbook.  The arcanger may add three first level 
  spells at 4th level and an additional spell is gained 
  at every level through 15th level and is limited to 
  spells he may be able to cast based on class and 
  spell level.  The arcanger does gain bonus spells 
  based on his Intelligence score.
  The arcanger does ignore the armor check penalty 
  when casting spells with a somatic component 
  if wearing light or no armor and the arcane spell 
  chance failure is reduced by 5% when wearing 
  medium armor (minimum of 0%).
  Cantrips (Sp):  The ranger gains the ability to 
  cast 2 different cantrips at 3rd level, and the 
  ability to cast a third one at 5th level and a fourth 
  one at 7th level.  He receives his first spellbook 
  at 3rd level and begins with six cantrips of his 
  choosing.  The ranger may decide to select two 
  new cantrips rather than a normal spell at any 
  level he gains a new spell (other than 4th when he 
  receives three 1st level spells).
  Spells and Cantrips that require a touch attack 
  and cause damage gain the favored enemy 
  bonuses granted to hit and damage.  When the 
  ranger is the object of a spell cast by a caster that 
  is on his favored enemy list, he gains a +2 bonus 
  to any allowed saving throws.
  Spells and Cantrips alters the ranger’s Spell 
  ability gained at 4th level.  In addition, the ranger’s 
  favored enemy ability and armor proficiency is 
  altered as described.
  Arcane Bond (Ex or Su):  The arcanger may 
  choose to bond with his favored weapon or with 
  
  2
  an animal companion (use the list given for the 
  normal ranger ability).  
  If the weapon is chosen, the arcanger must have 
  the weapon in his possession to cast arcane spells 
  and it must be of at least masterwork quality.  If 
  the spell has a somatic component the weapon 
  must be in his hand.  If the arcanger does not 
  have the weapon in his possession or in his hand, 
  he must make a concentration check (DC 20 + 
  spell’s level) or lose the spell.  The arcanger may 
  cast any one spell that the arcanger has in his 
  spellbook (even if he doesn’t have it prepared) 
  once per day through his weapon.  This may be 
  used in conjunction with an attack (similar to 
  the Magus Spellstrike ability) though it may still 
  provoke attacks of opportunity if he does not cast 
  defensively.
  If the animal companion is chosen, the ranger 
  must choose an animal from the list granted 
  for familiars and conforms to the abilities of a 
  familiar equal to the arcanger’s level -3.  The 
  animal’s initial hit dice, hit points, and attacks 
  may be that of a normal member of its species or 
  based on the familiar statistics gaining half the 
  hit points of the ranger, effective hit dice equal 
  to the ranger’s class level, and the ranger’s base 
  attack bonus; use whichever values are better.  
  The same is true for the animal’s saving throws, 
  CMB, and CMD.  The animal gains the same 
  bonuses for the ranger’s favored enemies and 
  favored school.
  This ability replaces the Hunter’s Bond ability.
  
  3
  Other KnOtty WOrKs 
  Pathfinder cOmPatible PrOducts
  If you enjoyed this product, please check out these other 
  Pathfinder supplements produced by the Knotty Works.  
  Each of the Spell Works Compendiums offer over fifty 
  new and unique spells.  Advancing with Class supple-
  ments offer new abilities for existing classes 
  or introduce a new class with unique me-
  chanics for the Pathfinder game.
  
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