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Ranger

Image used by permission of Yama Orce.

For those who relish the thrill of 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. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game—even fugitives among their own people.

Role: Ranger are deft skirmishers, either in melee or at range, capable of skillfully dancing in and out of battle. Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable against all manner of enemies.

Alignment: Any

Hit Die: d10

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Table: Ranger
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th
1st +1 +2 +2 +0 1st favored enemy, track, wild empathy
2nd +2 +3 +3 +0 Combat style feat
3rd +3 +3 +3 +1 Endurance, 1st favored terrain
4th +4 +4 +4 +1 Hunter's bond 0
5th +5 +4 +4 +1 2nd favored enemy 1
6th +6/+1 +5 +5 +2 Combat style feat 1
7th +7/+2 +5 +5 +2 Woodland stride 1 0
8th +8/+3 +6 +6 +2 Swift tracker, 2nd favored terrain 1 1
9th +9/+4 +6 +6 +3 Evasion 2 1
10th +10/+5 +7 +7 +3 3rd favored enemy, combat style feat 2 1 0
11th +11/+6/+1 +7 +7 +3 Quarry 2 1 1
12th +12/+7/+2 +8 +8 +4 Camouflage 2 2 1
13th +13/+8/+3 +8 +8 +4 3rd favored terrain 3 2 1 0
14th +14/+9/+4 +9 +9 +4 Combat style feat 3 2 1 1
15th +15/+10/+5 +9 +9 +5 4th favored enemy 3 2 2 1
16th +16/+11/+6/+1 +10 +10 +5 Improved evasion 3 3 2 1
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight 4 3 2 1
18th +18/+13/+8/+3 +11 +11 +6 4th favored terrain, combat style feat 4 3 2 2
19th +19/+14/+9/+4 +11 +11 +6 Improved quarry 4 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 5th favored enemy, master hunter 4 4 3 3
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Class Features

Table: Ranger Favored Enemies
Type (Subtype)
Aberration
Animal
Construct
Dragon
Fey
Humanoid (aquatic)
Humanoid (dwarf)
Humanoid (elf)
Humanoid (giant)
Humanoid (goblinoid)
Humanoid (gnoll)
Humanoid (gnome)
Humanoid (halfling)
Humanoid (human)
Humanoid (orc)
Humanoid (reptilian)
Humanoid (other subtype)
Magical beast
Monstrous humanoid
Ooze
Outsider (air)
Outsider (chaotic)
Outsider (earth)
Outsider (evil)
Outsider (fire)
Outsider (good)
Outsider (lawful)
Outsider (native)
Outsider (water)
Plant
Undead
Vermin
Faithful Combat

Source: Pathfinder Campaign Setting: Inner Sea Combat

Rangers often take combat styles that let them walk the paths their gods have laid out for them. The following combat styles adhere to specific gods and portfolios of a campaign setting by Paizo Publishing but you could re-purpose these feats to match gods and faiths in your own campaign setting.

Consult your GM to ensure these options are available in his or her campaign.

Combat Reflexes, Exotic Weapon Proficiency (whip), Weapon Finesse, and Whip Mastery. At 6th level, he adds Improved Trip and Improved Whip Mastery to the list. At 10th level, he adds Greater Trip and Greater Whip Mastery to the list.

Catch Off-Guard, Combat Expertise, Combat Reflexes, and Weapon Finesse. At 6th level, he adds Improved Disarm and Lunge to the list. At 10th level, he adds Disarming Strike and Improved Critical (rapier) to the list.

Quick Draw, Point-Blank Shot, Rapid Shot, and Weapon Finesse. At 6th level, he adds Distance Thrower and Opening Volley to the list. At 10th level, he adds Close-Quarters Thrower and Shot on the Run to the list.

Deadly Aim, Far Shot, Point-Blank Shot, and Precise Shot. At 6th level, he adds Clustered Shots and Snap Shot to the list. At 10th level, he adds Improved Snap Shot and Pinpoint Targeting to the list.

Cleave, Improved Bull Rush, Power Attack, and Shield of Swings. At 6th level, he adds Cleaving Finish and Vital Strike to the list. At 10th level, he adds Death or Glory and Improved Vital Strike to the list.

Deadly Aim, Distance Thrower, Point-Blank Shot, and Two-Handed Thrower. At 6th level, he adds Lunge and Precise Shot to the list. At 10th level, he adds Impaling Critical (trident) and Strike Back to the list.

Bodyguard, Improved Shield Bash, Step Up, and Two-Weapon Fighting. At 6th level, he adds In Harm's Way and Shield Slam to the list. At 10th level, he adds Bashing Finish and Shield Master to the list.

Improved Grapple, Improved Unarmed Strike, Monastic Legacy, and Two-Weapon Fighting. At 6th level, he adds Improved Trip and Spring Attack to the list. At 10th level, he adds Ki Throw and Stunning Fist to the list.

Cleave, Furious Focus, Power Attack, and Pushing Assault. At 6th level, he adds Bloody Assault and Vital Strike to the list. At 10th level, he adds Dreadful Carnage and Improved Vital Strike to the list.

Blind-Fight, Quick Draw, Wave Strike, and Weapon Finesse. At 6th level, he adds Improved Critical (short sword) and Improved Feint to the list. At 10th level, he adds Deadly Finish and Greater Blind-Fight to the list.

Improved Initiative, Mobility, Nimble Moves, and Sidestep. At 6th level, he adds Whirlwind Attack and Wind Stance to the list. At 10th level, he adds Lightning Stance and Spring Attack to the list.

Bludgeoner, Improved Sunder, Power Attack, and Shield Focus. At 6th level, he adds Felling Smash and Greater Sunder to the list. At 10th level, he adds Greater Shield Focus and Sundering Strike to the list.

Agile Maneuvers, Disruptive, Exotic Weapon Proficiency (spiked chain), and Weapon Finesse. At 6th level, he adds Bloody Assault and Improved Trip to the list. At 10th level, he adds Bleeding Critical and Pin Down to the list.

Double Slice, Exotic Weapon Proficiency (sawtooth sabre), Two-Weapon Feint and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Feint and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.

Agile Maneuvers, Improved Dirty Trick, Improved Feint, and Weapon Finesse. At 6th level, he adds Greater Feint and Quick Dirty Trick to the list. At 10th level, he adds Critical Focus and Disengaging Flourish to the list.

Charging Hurler, Deadly Aim, Improved Grapple, and Opening Volley. At 6th level, he adds Improved Charging Hurler and Greater Grapple to the list. At 10th level, he adds Pinning Knockout and Shot on the Run to the list.

Table: Ranger Favored Terrains
Favored Terrains
Cold (ice, glaciers, snow, and tundra)
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)

All of the following are class features of the 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).

Favored Enemy (Ex)

At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

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.

Track (Ex)

A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex)

A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). 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 1 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.

Combat Style Feat (Ex)

At 2nd level, a ranger must select one combat style to pursue. The choices depend on if the APG is being used.

  • Core Rules only: archery or two-weapon combat.
  • Core Rules + APG: crossbow, mounted combat, natural weapon, two-handed weapon, and weapon and shield).

The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Combat Style Options

Archery

The character can choose from the following list whenever he gains a combat style feat:

Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot.

Crossbow

The character can choose from the following list whenever he gains a combat style feat:

Deadly Aim, Focused Shot, Precise Shot, and Rapid Reload.

Deceptive

Source PRG:UI

The character can choose from the following list whenever he gains a combat style feat:

Disengaging Feint, Improved Feint, Ranged Feint, and Two-Weapon Feint.

Menacing

Source PRG:UI

The character can choose from the following list whenever he gains a combat style feat:

Dazzling Display, Enforcer, Gory Finish, and Intimidating Prowess.

Mounted Combat

The character can choose from the following list whenever he gains a combat style feat:

Mounted Combat, Mounted Archery, Ride-By Attack, and Trick Riding.

Natural Weapon

The character can choose from the following list whenever he gains a combat style feat:

Aspect of the Beast, Improved Natural Attack, Rending Claws, and Weapon Focus.

Thrown Weapon

Source PRG:ACG

The character can choose from the following list whenever he gains a combat style feat:

Distance Thrower, Precise Shot, Quick Draw, Two-Weapon Fighting.

Two-Handed Weapon

The character can choose from the following list whenever he gains a combat style feat:

Cleave, Power Attack, Pushing Assault, and Shield of Swings.

Two-Weapon Combat

The character can choose from the following list whenever he gains a combat style feat:

Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting.

Underhanded

Source PRG:UI

The character can choose from the following list whenever he gains a combat style feat. If he chooses Combat Expertise, he counts as having 13 Intelligence for the purpose of selecting that feat and others that have Combat Expertise as a prerequisite:

Combat Expertise, Dodge, Improved Dirty Trick, and Improved Steal.

Weapon and Shield

The character can choose from the following list whenever he gains a combat style feat:

Improved Shield Bash, Shield Focus, Shield Slam and Two-Weapon Fighting.

Endurance

A ranger gains Endurance as a bonus feat at 3rd level.

Favored Terrain (Ex)

At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this 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).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

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.

Animal Feats

FYI There are feats just for animals. Here are a few:

Hunter's Bond (Ex)

At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his 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). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

The second option is to form a close 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), 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.

Spells

Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance.

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.

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

A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.

Woodland Stride (Ex)

Starting at 7th level, a 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.

Swift Tracker (Ex)

Beginning at 8th level, a 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.

Evasion (Ex)

When he reaches 9th level, a ranger can avoid even 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.

Quarry (Ex)

At 11th level, a 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.

Camouflage (Ex)

A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.

Improved Evasion (Ex)

At 16th level, a ranger's evasion improves. This ability 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.

Hide in Plain Sight (Ex)

While in any of his favored terrains, a ranger of 17th level or higher can use the Stealth skill even while being observed.

Improved Quarry (Ex)

At 19th level, the ranger's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now 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.

Master Hunter (Ex)

A ranger of 20th level becomes a master hunter. He 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.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have fighters as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

Table: Alternate Favored Class Bonuses
Race Bonus Source
Paizo
Dwarf Add a +½ bonus on wild empathy checks to influence animals and magical beasts that live underground. APG
Elf Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with “elven” in its name. Add a +½ circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus. APG
Gnome Add DR 1/magic to the ranger's animal companion. Each time the ranger selects this benefit, the DR/magic increases by +½ (maximum DR 10/magic). If the gnome ever replaces his animal companion, the new companion gains this DR. APG
Half-Elf Add +1 skill rank to the ranger's animal companion. If the half-elf ever replaces his companion, the new companion gains these bonus skill ranks. APG
Halfling Add +¼ dodge bonus to armor Class against the halfling's favored enemies. APG
Half-Orc Add +1 hit point to the ranger's animal companion. If the half-orc ever replaces his animal companion, the new animal companion gains these bonus hit points. APG
Human Add +1 hit point or +1 skill rank to the ranger's animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks. APG
Other Races
Catfolk Choose a weapon from the following list: claws, kukri, longbow, longsword, short spear, or shortbow. Add +½ on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus. ARG
Fetchling Add a +½ bonus on Perception and Survival checks made on the Plane of Shadow. ARG
Goblin Gain a +½ bonus on damage dealt to dogs (and dog-like creatures) and horses (and horse-like creatures). ARG
Grippli Add a +1 racial bonus on Swim skill checks. When this bonus reaches +8, the ranger gains a swim speed of 15 feet (this does not grant the ranger another +8 racial bonus on Swim checks). ARG
Hobgoblin Add +¼ to a single existing favored enemy bonus (maximum bonus +1 per favored enemy). ARG
Kobold Add +¼ to the number of opponents the ranger may select when using hunter's bond to grant a bonus to allies. All selected creatures must be of the same type. ARG
Merfolk Add +1 hit point to the ranger’s animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points. ARG
Orc Add +1 hit point to the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points. ARG
Oread Add +¼ to the natural armor bonus of the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains this bonus. ARG
Ratfolk Add +1 to an animal companion's CMD when adjacent to the ranger. If the ranger ever replaces his animal companion, the new animal companion gains this bonus. ARG
Strix Add +½ round to the duration of the bonus granted to the companions of the ranger using his hunter’s bond ability. ARG
Suli Add +1 to acid resistance, cold resistance, electricity resistance, or fire resistance. ARG
Svirfneblin Add DR 1/magic to the ranger’s animal companion. Each additional time the ranger selects this benefit, the DR/magic increases +½ (maximum DR 10/magic). If the ranger ever replaces his animal companion, the new companion gains this DR. ARG
Vanara Add +¼ dodge bonus to Armor Class against the ranger’s favored enemies. ARG
3rd Party Publishers
Jon Brazer Enterprises
Android Add +1/4 bonus to the ranger’s nanite surge against the ranger’s favored enemy. JBE:BoHR:AFCO
Changeling The ranger reduces secondary natural weapon attack penalties by 1/4. JBE:BoHR:AFCO
Dhampir Add +¼ to the damage of one of the animal companion's natural weapon attacks. JBE:BoHRC
Drow Add +¼ to a single existing favored terrain bonus (maximum increase of +1 per favored terrain). The ranger must be 3rd level before selecting this ability. JBE:BoHRC
Duergar Choose one ranged weapon. Add +1 foot to the range increment of that weapon. This option has no effect unless the ranger has selected it 5 times (or another increment of 5); a range increment of 24 feet is effectively the same as a range increment of 20 feet, for example. JBE:BoHRC
Fetchling Add a +1 bonus on Perception and Survival checks made in dim light and darkness. JBE:BoHRC
Hobgoblin Add +¼ to a single existing favored enemy bonus (maximum bonus +1 per favored enemy). JBE:BoHRC
Orc Add +1 hit point to the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points. JBE:BoHRC
Ratfolk Add +1 to an animal companion's CMD when adjacent to the ranger. If the ranger ever replaces his animal companion, the new animal companion gains this bonus. JBE:BoHRC
Tiefling Add +¼ to a single existing outsider favored enemy bonus (maximum bonus +1 per favored enemy). JBE:BoHRC
Wayang Add 5 feet to the ranger's animal companion's darkvision (to a maximum of 30 feet). If the animal companion does not have darkvision, the animal companion gains darkvision 5 feet. If the ranger ever replaces his animal companion, the new animal companion gains this bonus to its darkvision distance. JBE:BoHRC
Rogue Genius Games
Asterion Choose one favored enemy. +½ circumstance bonus to attack rolls to confirm critical hits against those enemies (maximum +4). (+1 to rolls to confirm criticals for every two times you select this option.) Does not stack with Critical Focus. RGG:HHO
Lapith Add +¼ an additional favored terrain selection. (+1 favored terrain for every 4 times you select this option.) RGG:HHO
Piper Add one type of humanoid to your humanoid favored enemy. (Must have humanoid favored enemy to select this option.) RGG:HHO

Archetypes & Alternate Class Features

When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.

Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.

Table: Archetypes / Alternate Class Features
Archetype / Alternate Class Features Class Features Changed or Replaced
Class Skills Skill Ranks per Level Weapon & Armor Favored Enemy Track Wild Empathy Combat Style Feat Endurance Favored Terrain Hunter's Bond Spells Woodland Stride Swift Tracker Evasion Quarry Camouflage Improved Evasion Hide in Plain Sight Improved Quarry Master Hunter
1 5 10 15 20 2 6 10 14 18 3 8 13 18
Paizo
Battle Scout



X X X












C








X
Beastmaster X









X







X




X



Cinderwalker








X






X



X

X








Corpse Hunter






























Deep Walker















X X X X

X


X
X

Demonslayer






























Divine Marksman








X
C
C
C
C
C






X

X

X



X

Divine Tracker








X









X









Dragon Hunter






























Dungeon Rover






























Falconer








X
X







C









Freebooter


X X X X X











X
X







Galvanic Saboteur






























Groom






























Guide


X X X X X











X


X X
X
X
Hooded Champion


X




X




X







X

X


Horse Lord









C








X




X
X

Infiltrator















X X X X










Shapeshifter









C




X X X X





X


X
Skirmisher




















X








Sky Stalker















X


X









Spirit Ranger



















X




X



Toxophilite









X C



X








X


X
Trapper C



















X








Trophy Hunter








X X X X X X




X









Urban Ranger C













X X X X X

X


X
X

Warden


X X X X X

X X X X X




X









Wild Hunter


X X X X X













X X






Wild Stalker


X X X X X

X X X X X




X









Witchguard X













X



X
X







Woodland Skirmisher

X X X X X X
X










C








Yokai Hunter


X
X X X X













X



X




Racial Archetypes - The following class archetypes are available to members of the listed race.
Bow Nomad (Kasatha)






























Dusk Stalker (Fetchling) C














X X X X X




X



Wave Warden (Merfolk)







X
C C C C C
C C C C

X X






Wild Shadow (Half-elf)







X X





X X X X X
X

X X

X
3rd-Party Publishers
4 Winds Fantasy Gaming
Orisons















X X X X










Adamant Entertainment
Musketeer Combat Style









X X X X X















Ascension Games, LLC
Entrapper
C








X











X



X



X

Firearms Combat Style










X
X
X
X
X
















Polearm Combat Style










X
X
X
X
X
















Quarterstaff Combat Style










X
X
X
X
X
















Spear Combat Style










X
X
X
X
X
















Unarmed Combat Style










X
X
X
X
X
















Flaming Crab Games
Divinely Bound Ranger



















X
C









Grasslands Prowler C














X
C
C
C
C

C
X




X



Frog God Games
Commando C

C
X
X
X
X
X

X










X




X



X

Yuam C

C
X
X
X
X
X

X
C
C
C
C
C





X



X


X



ICOSA Entertainment, LLC
Blockade Runner






























The Knotty-Works
Unearthed Ranger


X
X
X
X
X

X
X
X
X
X
X
X
X
X
X
X

C
X

X

X
X



Necromancers of the Northwest
Dragon Hunter


X X X X X X





















Radiance House
Foe Reaper


X X X X X






X X X X X
X








Rite Publishing
Pack Hunter


X X X X X


X







X


X X*
X

X*
Yojimbo C C C




X X C C C C C X X X X X X X X X

X
X

Racial Archetypes - The following class archetypes are available to members of the listed race.
Henge Matagi (Hengeyokai)
















X X X X X









Rogue Genius Games
Blacksnake C2 C2
X1 X1 X1 X1 X1
X2 X1 X1 X1 X1 X1
X1 X1 X1 X1 X1 X2








Cloakfighter C2 C2
X1 X1 X1 X1 X1
X2 X1 X1 X1 X1 X1
X1 X1 X1 X1 X1 X2








Golem Slayer






























Harrier C2 C2
X1 X1 X1 X1 X1
X2 X1 X1 X1 X1 X1
X1 X1 X1 X1 X1 X2








Physical Exemplar C2 C2
X1 X1 X1 X1 X1
X2 X1 X1 X1 X1 X1
X1 X1 X1 X1 X1 X2








Spellhammer C2 C2
X1 X1 X1 X1 X1
X2 X1 X1 X1 X1 X1
X1 X1 X1 X1 X1 X2








Weapon Champion C2 C2
X1 X1 X1 X1 X1
X2 X1 X1 X1 X1 X1
X1 X1 X1 X1 X1 X2








Youxia C2 C2
X1 X1 X1 X1 X1
X2 X1 X1 X1 X1 X1
X1 X1 X1 X1 X1 X2








Ironskinned Animal Companion






























Racial Archetypes - The following class archetypes are available to members of the listed race.
Pack-Bonded Hunter
(Gnoll)































X=replaced, (X)=optional replacement, C=changed, 1=archetype package 1, 2=archetype package 2
* = The ability this replaces counts as the unmodified original ability for the purpose of stacking with other archetypes.

Archetypes & Other Class Options