Unearthed Ranger

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In days long past, rangers hunted goblins and giants that threatened their realms, learning to cut down the most fearsome with just a single blow. These men were cut with a different cloth, seemingly to vanish from view with little more than a thought yet able to see the slightest breeze in the air. The unearthed ranger was more than a simple wilderness fighter, he was a protector of the woodlands and defender of the innocent, scourging goblins and other vile creatures from the land.

Alignment: The unearthed ranger must be good in alignment.

Giant Hunters (Ex)

Starting at 1st level an unearthed ranger adds his class level to the damage caused from melee attacks against humanoids with the (giant) or (goblinoid) subtypes.

This ability replaces the favored enemy gained at 1st, 5th, 10th, 15th and 20th level. For other class abilities that refer to the ranger's favored enemy class ability, humanoids with the (giant) or (goblinoid) subtypes are treated as the ranger's favored enemies.

Hyper Vigilant (Ex)

The unearthed ranger gains a +2 circumstance bonus to both Perception and Stealth checks and +1 to initiative checks at 1st level. This bonus increases by +2 for Perception and Stealth and +1 for initiative every four levels beyond 1st level.

At 7th level the unearthed ranger may still take either a move or standard action during a surprise round even if he fails his Perception check.

At 12th level the unearthed ranger may move up to his normal movement rate in a single round while using Stealth with no penalties.

This ability replaces wild empathy, woodland stride, and camouflage.

Two Weapon Mastery (Ex)

The unearthed ranger gains Two-Weapon Fighting at 2nd level, Improved Two-Weapon Fighting at 6th level, and Greater Two-Weapon Fighting at 10th level. The unearthed ranger does not need to meet the prerequisites for these feats. In addition, he may choose from the following feats at 8th, 12th, and 16th level but must meet any listed prerequisites for them: Bashing Finish, Break Guard, Combat Reflexes, Double Slice, Improved Off-Handed Opportunity, Improved Shield Bash, Off-Handed Opportunity, Shield Master, Shield Slam, Two-Weapon Defense, Two-Weapon Feint, and Two-Weapon Rend.

This ability replaces the ranger's combat style feat class ability gained at 2nd level and every 4 levels thereafter.

Durable (Ex)

The unearthed ranger gains Toughness as a bonus feat at 3rd level.

This ability replaces the Endurance feat gained at 3rd level.

Track Identification (Ex)

Beginning at 3rd level the unearthed ranger may make Knowledge skill checks while untrained when trying to determine a creature based on any visible tracks.

First the unearthed ranger must identify the creature type (and subtype as applicable) using the DC to identify the tracks based on the same DC calculation for tracking based on the ground conditions, number of creatures, size of creatures, etc. The target creature's CR is added to the tracking DC and if multiple creature types are in the general vicinity the DC in increased by +2 per additional creature type that co-mingles within the original tracks. The unearthed ranger may either use his Survival Skill or any pertinent Knowledge skills that may apply to identify the creature type. The unearthed ranger does not add 1/2 his class level to the check to determine the creature type. If the unearthed ranger fails the skill check by 5 or less, he misidentifies the creature type and will come to the wrong conclusion as to the target creature's identity.

Once the unearthed ranger identifies the type of creature he may attempt to make a monster lore check, though the base DC is increased by 5, even if he has no ranks in the relevant knowledge skill. If successful the unearthed ranger correctly identifies the creature and if he has 1 or more ranks in the Knowledge skill used for the monster lore he may gain more information based upon how well he rolled above the DC.

At 8th level and every five levels thereafter the unearthed ranger adds +1 competence to both the roll to identify the creature type by tracks and then identifying the creature itself.

This ability replaces favored terrain options gained at 3rd, 8th, 13th, and 18th level.

Spell Casting

The unearthed ranger may choose spells from the druid or the sorcerer/wizard spell lists.

The unearthed ranger uses Wisdom as his primary ability in regards to additional spells gained and the ability modifier used when calculating the DC of his spells regardless of the type of spell cast.

The unearthed ranger gains two 1st level wizard spells and his own spell book at 4th level. He gains one additional wizard spell every other level thereafter in addition to any spells he finds or purchases to transcribe in his spell book. The spell book is the standard wizard spell book and all normal rules apply including the size and number of spells the unearthed ranger's book may hold.

The unearthed ranger may prepare either druid or wizard spells—or a combination of both—as part of his daily hour of preparation. Druid spells may be chosen from the druid list and he does not need to record them in a spell book as he does for the wizard spells. The unearthed ranger's effective caster level is equal to his class level -3.

This ability modifies spell casting.

Divine Attunement (Su)

At 9th level the unearthed ranger may attempt to use magic items involving divination magic (including scrolls, wands, and staves) as if he possessed the Use Magic Device skill. The unearthed ranger's effective rank is equal to his class level plus his Charisma modifier.

At 16th level the unearthed ranger may use detect scrying at will though the range of detection around the unearthed ranger is only 10 feet and is a standard action to actively detect any active magical sensors. If the unearthed ranger detects the scrying attempt, his opposed roll is equal to 1d20 + 1/2 his class level to gain a sense of the individual attempting to scry within the area of effect.

This ability replaces evasion and improved evasion class abilities.