other alignment, but every alignment and philosophy is
Religion: Scouts have varied and individual takes on (excerpt from Complete Adventurer, page 10)
religion, and no single religion stands out as typical of the
Any force on the move, whether it’s an army or an
class. Scouts occasionally pay homage to deities of nature,
adventuring group, needs information about what’s ahead
but these devotions are more a personal choice on the part of
and what’s behind and, more important, time to prepare for
an individual than any outgrowth of their training. Scouts
battle. A scout can navigate difficult terrain at good speed,
don’t see nature as a force in its own right, and this belief is
and she specializes in seeing her foe before the opponent
one of the most profound differences between the scout and
ever detects her presence. In a dungeon or in the wild, a
the ranger classes. Where the ranger sees nature as
scout is seen only when she wants to be.
something to be revered and protected, the scout sees it as
Adventures: Scouts adventure for numerous reasons.
the terrain over which she must do her job. Although a scout
Many have a role in a military organization. Whether serving
might love nature for its beauty or for the solitude she can
as outriders for a large army or as foresters for a small
find within it, she’ll never draw power from nature the way a
border fort, these scouts venture into the wilderness under
orders. Although more common than other scouts, those
Background: Many scouts receive military training and
attached to the military are unlikely to have the time or
serve for a time as outriders for an army. They perfect their
permission necessary to undertake regular adventures.
techniques while trying to spot and hide from large groups of
Instead, adventuring scouts come from rural villages, having
foes. The crucible of military service turns out tough,
honed their skills over a lifetime of wandering the woods.
independent scouts accustomed to working on their own or
Others have left their military service behind and find
in small groups. Such steady individuals make great
themselves attracted to the adventuring lifestyle. Many
additions to adventuring parties, and their expertise is often
adventuring scouts begin their careers as guides hired to
lead other adventurers through the wilderness. Those who find the excitement and challenge of adventuring to their
Other scouts come from a wide variety of backgrounds.
taste then seek out a group of their own.
Some train with foresters and rangers serving a rural lord, and others simply grow up among the common folk of the
Characteristics: A scout has some training in weapons
countryside, spending month after month exploring the wild
and a unique combat style that favors fast movement and
in their leisure time. Scouts from such diverse backgrounds
devastating attacks. She excels in performing during running
often take up adventuring to leave their home communities
battles, which allow her to maximize her special fighting
behind. Having exhausted the potential for exploration in
techniques and high movement rate. Although a scout can
their home region, they seek a wider variety of experience
hold her own in a fight, she’s at her best before combat
and wish to see a broader portion of the world.
begins, when she can use her powers of stealth and observation to find an enemy and give her companions
Races: Humans make excellent scouts. Their adaptable
accurate information about what they face. The scout is a
nature allows them to perfect a wider variety of skills than
backcountry expert, exceeding even the ranger’s ability to
most other races, and they make good use of the scout’s
navigate rough terrain and lead a group of companions
many abilities. Elves and halflings are the most naturally
gifted scouts; both races have produced nimble scouts with amazing abilities of stealth and observation. While halflings
The scout also excels in a dungeon environment, and she
have more innate talent for sneaking than elves do, the
can find and disable traps as well as any rogue. As a scout
greater speed of elf scouts gives them advantages of their
advances in level, her senses become amazingly acute, and
she can eventually operate normally even in total darkness.
Dwarves and gnomes make respectable underground
Alignment: Scouts can be of any alignment, and a scout’s
scouts, and the scout’s bonuses to speed offset one of these
alignment is often shaped more by her personal background
races’ greatest weaknesses. Combined with the dwarf’s
than from any training. The notable exceptions to this are the
knack for operating in areas of earth and stone, scout
many scouts who receive their training in a military
training can turn dwarves into impressive underground
organization—such scouts are carefully and rigorously
explorers—although most dwarves prefer a more
taught, and are almost always lawful in alignment. Outside of
straightforward approach to combat and dislike the skirmish
military organizations, more scouts are neutral than any
TABLE 1–2: THE SCOUT Fort Ref Will Attack Bonus Save Save Save Special
+1 Fast movement +10 ft., skirmish (+1d6, +1 AC), trackless step
+3 Battle fortitude +2, fast movement +20 ft., skirmish (+3d6, +3 AC)
+6 Battle fortitude +3, blindsight 30 ft., bonus feat
Other Classes: Scouts work well with members of almost
plants, incorporeal creatures, and creatures immune to extra
any other class. Skilled and adaptable, they thrive when they
damage from critical hits are not vulnerable to this
can complement a slower and louder group of adventurers or
additional damage. The scout must be able to see the target
soldiers. Scouts move ahead of such a group for brief
well enough to pick out a vital spot and must be able to reach
periods, stealthily checking the next room or forest clearing
such a spot. Scouts can apply this extra damage to ranged
for foes, and then circling back again to ensure that enemies
attacks made while skirmishing, but only if the target is
are not sneaking up on the group from behind. When combat
is joined, however, the group remains as a stable base to
At 3rd level, a scout gains a +1 competence bonus to
which a scout can fall back when pressed. Clerics, wizards,
Armor Class during any round in which she moves at least 10
and others willing to cast spells that enhance a scout’s
feet. The bonus applies as soon as the scout has moved 10
mobility or stealth make her job easier, and are welcome
feet, and lasts until the start of her next turn. This bonus
improves by 1 for every four levels gained above 3rd (+2 at
Conversely, a scout also welcomes a group made up
7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
entirely of stealthy characters such as rogues, rangers,
A scout loses this ability when wearing medium or heavy
ninjas, and fellow scouts. This group moves much more
armor or when carrying a medium or heavy load. If she gains
quietly than a normal adventuring party, and it is seldom
the skirmish ability from another class, the bonuses stack. Trapfinding (Ex): A scout can use the Search skill to Role: A scout plays several roles in most adventuring
locate traps with a DC higher than 20, and she can use
groups. First and foremost, a scout excels at detecting an
Disable Device to bypass a trap or disarm magic traps. See
enemy or creature before being detected herself. Whether
the rogue class feature, page 50 of the Player’s Handbook.
moving well ahead of the group or guarding the rear, a scout
Battle Fortitude (Ex): At 2nd level, a scout gains a +1
is the character most likely to discover a potential threat and
competence bonus on Fortitude saves and initiative checks.
be ready to act in combat. Serving as a backup melee
This bonus increases to +2 at 11th level and +3 at 20th level.
combatant or ranged expert in battle, she provides support
A scout loses this bonus when wearing medium or heavy
for the more straightforward fighters in the group and
armor or when carrying a medium or heavy load.
confuses and distracts the enemy. A scout’s stealth and trapfinding ability make her the natural choice for entering
Uncanny Dodge (Ex): Starting at 2nd level, a scout
cannot be caught flat-footed and reacts to danger before her
senses would normally allow her to do so. See the barbarian
class feature, page 26 of the Player’s Handbook. Fast Movement (Ex): Starting at 3rd level, a scout’s
Scouts have the following game statistics.
gains a +10 foot enhancement bonus to her base land speed.
Abilities: Dexterity helps scouts become stealthy and
At 11th level, this bonus increases to +20 feet. See the monk
overcome their lack of access to heavy armor. Wisdom also is
class feature, page 41 of the Player’s Handbook.
important because it affects many skills, especially Spot and
A scout loses this benefit when wearing medium r heavy
Listen, that most scouts consider vital to their ability to
armor or when carrying a medium or heavy load.
survive in the wild and to detect enemies efficiently. Trackless Step (Ex): Beginning at 3rd level, a scout Alignment: Any. Scouts in military service are usually
cannot be tracked in natural surroundings. See the druid lass
feature, page 36 of the Player’s Handbook. Hit Die: d8. Bonus Feats: At 4th level and every four levels thereafter Starting Gold: 5d4×10 gp.
(8th, 12th, 16th, and 20th level), a scout gains a bonus feat, which must be selected from the following list: Acrobatic,
Agile, Alertness, Athletic, Blind-Fight, Brachiation†, Combat
A scout’s class skills (and the key ability for each skill) are
Expertise, Danger Sense†, Dodge, Endurance, Far Shot,
Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex),
Great Fortitude, Hear the Unseen†, Improved Initiative,
Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int),
Improved Swimming†, Iron Will, Lightning Reflexes, Mobility,
Knowledge (geography) (Int), Knowledge (nature) (Int),
Point Blank Shot, Precise Shot, Quick Draw, Quick
Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int),
Reconnoiter†, Rapid Reload, Shot on the Run, Skill Focus,
Sense Motive (Wis), Speak Language (n/a), Spot (Wis),
Spring Attack, Track. She must meet all the prerequisites for
Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope
Skill Points at 1st Level: (8 + Int modifier) × 4. Evasion (Ex): Beginning at 5th level, a scout can avoid Skill Points at Each Additional Level: 8 + Int modifier.
damage from certain attacks with a successful Reflex save. See the monk class feature, page 41 of the Player’s
All of the following are class features of the scout. Flawless Stride (Ex): Starting at 6th level, a scout can Weapon and Armor Proficiency: Scouts are proficient
move through any sort of terrain that slows movement (such
with all simple weapons, plus the handaxe, throwing axe,
as undergrowth, rubble, and similar terrain) at her normal
short sword, and shortbow. Scouts are proficient with light
speed and without taking damage or suffering any other
Skirmish (Ex): A scout relies on mobility to deal extra
This ability does not let her move more quickly through
damage and improve her defense. She deals an extra 1d6
terrain that requires a Climb or Swim check to navigate, nor
points of damage on all attacks she makes during any round
can she move more quickly through terrain or undergrowth
in which she moves at least 10 feet. The extra damage
that has been magically manipulated to impede motion.
applies only to attacks taken during the scout’s turn. This
A scout loses this benefit when wearing medium or heavy
extra damage increases by 1d6 for every four levels gained
armor or when carrying a medium or heavy load.
above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at
Camouflage (Ex): Beginning at 8th level, a scout can use
the Hide skill in any sort of natural terrain. See the ranger
The extra damage only applies against living creatures
class feature, page 48 of the Player’s Handbook. She loses
that have a discernible anatomy. Undead, constructs, oozes,
this benefit when wearing medium or heavy armor or when carrying a medium or heavy load. Blindsense (Ex): At 10th level, a scout gains the
blindsense ability out to 30 feet. This ability functions as described on page 306 of the Monster Manual. Hide in Plain Sight (Ex): Beginning at 14th level, a scout
can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player’s Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load. Free Movement (Ex): At 18th level and higher, a scout
can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active.
A scout loses this benefit when wearing medium or heavy
armor or when carrying a medium or heavy load. Blindsight (Ex): A 20th-level scout gains the blindsight
ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it. (excerpt from Pathfinder Alpha 3, page 9)
Since the dawn of history, the elves have looked upon the other races from their forest abodes, watching them grow and prosper, struggling through barbarism and war. The elves are eternal, or nearly so, having life spans that rival the mighty dragons. While most elves live in woodland settings, others dwell in towering elven cities, full of graceful spires that blend in with the surrounding trees. Some elves choose to leave their kin behind and mingle with the other races, dwelling alongside them but never quite belonging. Elves are patient craftsmen, spending years perfecting their art, be it sword smithing, armor crafting, poetry, or song. +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail. Medium: Elves are Medium creatures, and have no bonuses or penalties due to their size. Normal Speed: Elves have a base speed of 30 feet. Low- Light Vision: Elves can see twice as far as humans in conditions of poor illumination. Keen Senses: Elves receive a +2 bonus on sight- and sound-based Perception checks. They can make a Perception check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are actively looking. Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells or effects. Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Appraise skill checks made to identify the properties of magic items. Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose any of the following: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Favored Class: The favored class of elves is ranger or wizard. This choice must be made at 1st level and cannot be changed.
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. (excerpt from Pathfinder Alpha 3, page 35)Combat Style Feat (Ex): At 2nd level, a ranger must Alignment: Any.
select one of two combat styles to pursue: archery or two-
Hit Die: d10.
weapon combat. This choice affects the character’s class features but does not restrict his selection of feats gained
through normal advancement. He can choose these feats,
The ranger’s class skills are Climb (Str), Craft (Int), Handle
even if he does not have the normal prerequisites.
Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge
If the ranger selects archery, he can choose from the
(dungeoneering) (Int), Knowledge (geography) (Int),
following list whenever he gains a combat style feat: Careful
Knowledge (nature) (Int), Perception (Wis), Profession (Wis),
Targeting, Point Blank Shot, Precise Shot, and Rapid Shot. At
Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and
6th level, he adds the following feats to his list: Exact
Targeting and Many Shot. At 11th level, he adds the
Skill Ranks Per Level: 6 + Int modifier
following feats to his list: Pinpoint Targeting and Shot on the Run.
If the ranger selects two-weapon combat, he can choose
from the following list whenever he gains a combat style
All of the following are class features of the ranger.
feat: Deft Shield, Double Slice, Two-Weapon Defense, and
Weapon and Armor Proficiency: A ranger is proficient
Two-Weapon Fighting. At 6th level, he adds the following
with all simple and martial weapons and with light armor and
feats to his list: Improved Two-Weapon Fighting and Weapon
Swap. At 11th level, he adds the following feats to his list:
Favored Enemy (Ex): At 1st level, a ranger may select a
Greater Two-Weapon Fighting and Two-Weapon Rend.
type of creature from among those given on the Ranger
The benefits of the ranger’s chosen style feats apply only
Favored Enemies Table. The ranger gains a +2 bonus on
when he wears light or no armor. He loses all benefits of his
Bluff, Perception, Sense Motive, and Survival checks when
combat style feats when wearing medium or heavy armor.
using these skills against creatures of his selected type.
Endurance: A ranger gains Endurance as a bonus feat at
Likewise, he gets a +2 bonus on weapon attack and damage
Favored Terrain (Ex): At 3rd level, a ranger may select a
At 5th level and every five levels thereafter (10th, 15th,
type of terrain from among those given on the Favored
and 20th level), the ranger may select an additional favored
Terrain Table. The ranger gains a +2 bonus on Knowledge
enemy from those given on the table. In addition, at each
(geography), Perception, Stealth, and Survival skill checks
such interval, the bonus against any one favored enemy
when he is in this terrain. Likewise, he gets a +1 bonus on
(including the one just selected, if so desired) increases by
initiative checks when in this terrain.
At 8th level and every five levels thereafter (13th and 18th
If the ranger chooses humanoids or outsiders as a favored
level), the ranger may select an additional favored terrain
enemy, he must also choose an associated subtype, as
from those given on the table. In addition, at each such
indicated on the table. If a specific creature falls into more
interval, the skill bonus in any one favored terrain (including
than one category of favored enemy, the ranger’s bonuses do
the one just selected, if so desired) increase by +2, while the
not stack; he simply uses whichever bonus is higher. TABLE: RANGER FAVORED ENEMIES
If a specific terrain falls into more than one category of
Type (Subtype) Type (Subtype)
favored terrain, the ranger’s bonuses do not stack; he simply
TABLE: RANGER FAVORED TERRAINS Track (Ex): A ranger adds half his level to Survival skill Hunter’s Bond (Ex): At 4th level, a ranger forms a bond
checks made to follow or identify tracks.
with those he hunts with. This bond can take one of two
Wild Empathy (Ex): A ranger can improve the attitude of
forms. The first is a bond to his companions. This bond
an animal. This ability functions just like a Diplomacy check
allows him to spend a move action to grant half his favored
to improve the attitude of a person. The ranger rolls 1d20
enemy bonus against a single target to all allies within 30
and adds his ranger level and his Charisma bonus to
feet who can see or hear him. This bonus does not stack with
determine the wild empathy check result. The typical
any favored enemy bonuses possessed by his allies; they use
domestic animal has a starting attitude of indifferent, while
wild animals are usually unfriendly.
The second option is to form a close bond with an animal
To use wild empathy, the ranger and the animal must be
companion. A ranger who selects an animal companion can
able to study each other, which means that they must be
choose from the following list: badger, camel, dire rat, dog,
within 30 feet of one another under normal visibility
riding dog, eagle, hawk, horse (light or heavy), owl, pony,
conditions. Generally, influencing an animal in this way takes
snake (Small or Medium viper), or wolf. If the campaign
1 minute, but, as with influencing people, it might take more
takes place wholly or partly in an aquatic environment, the
following creatures may be added to the ranger’s list of
TABLE 4–10: RANGER Base Attack Fort Ref Will Spells per Day Save Save Save Special
+0 1st favored enemy, track, wild empathy
+6 4th favored terrain, combat style feat
options: porpoise, Medium shark, and squid. This animal is a
Evasion (Ex): At 9th level, a ranger can avoid even
loyal companion that accompanies the ranger on his
magical and unusual attacks with great agility. If he makes a
adventures as appropriate for its kind.
successful Ref lex saving throw against an attack that
This ability functions like the druid ability of the same
normally deals half damage on a successful save, he instead
name, except that the ranger’s effective druid level is onehalf
takes no damage. Evasion can be used only if the ranger is
his ranger level. A ranger may select from the alternative
wearing light armor or no armor. A helpless ranger does not
lists of animal companions just as a druid can, though again
his effective druid level is half his ranger level. Like a druid,
Quarry (Ex): At 11th level, a ranger can, as a standard
a ranger cannot select an alternative animal if the choice
action, denote one target within his line of sight as his
would reduce his effective druid level below 1st.
quarry. Whenever he is following the tracks of his quarry, a
Spells: Beginning at 4th level, a ranger gains the ability to
ranger can take 10 on his Survival skill checks while moving
cast a small number of divine spells, which are drawn from
at normal speed, without penalty. In addition, he receives a
the ranger spell list. A ranger must choose and prepare his
+2 insight bonus on attack rolls made against his quarry and
all critical threats are automatically confirmed. A ranger can
To prepare or cast a spell, a ranger must have a Wisdom
have no more than one quarry at a time and the creature’s
score equal to at least 10 + the spell level. The Difficulty
type must correspond to one of his favored enemy types. He
Class for a saving throw against a ranger’s spell is 10 + the
can end this effect at any time as a free action, but he cannot
spell level + the ranger’s Wisdom modifier.
select a new quarry for 24 hours. If his quarry is killed, he can select a new quarry after waiting 1 hour. This ability
Like other spellcasters, a ranger can cast only a certain
does not confer the ability to know whether or not the quarry
number of spells of each spell level per day. His base daily
is still alive. The ranger must see proof that his quarry has
spell allotment is given on Table 4–10. In addition, he
been killed to select another after 1 hour.
receives bonus spells per day if he has a high Wisdom score. When Table 4–10 indicates that the ranger gets 0 spells per
Camouflage (Ex): A ranger of 12th level or higher can
day of a given spell level, he gains only the bonus spells he
use the Stealth skill to hide in any sort of natural terrain,
would be entitled to based on his Wisdom score for that spell
even if the terrain doesn’t grant cover or concealment.
level. The ranger does not have access to any domain spells
Improved Evasion (Ex): At 16th level, a ranger’s evasion
or granted powers, as a cleric does.
improves. This ability works like evasion, except that while
A ranger prepares and casts spells the way a cleric does,
the ranger still takes no damage on a successful Reflex
though he cannot lose a prepared spell to cast a cure spell in
saving throw against attacks, he henceforth takes only half
its place. A ranger may prepare and cast any spell on the
damage on a failed save. A helpless ranger does not gain the
ranger spell list, provided that he can cast spells of that
level, but he must choose which spells to prepare during his
Hide in Plain Sight (Ex): While in any sort of natural
terrain, a ranger of 17th level or higher can use the Stealth
Through 3rd level, a ranger has no caster level. At 4th
level and higher, his caster level is one-half his ranger level. Improved Quarry (Ex): At 19th level, the ranger’s ability Woodland Stride (Ex): Starting at 7th level, a ranger
to hunt his quarry improves. He can now select a quarry as a
may move through any sort of undergrowth (such as natural
free action. He can now take 20 while using Survival to track
thorns, briars, overgrown areas, and similar terrain) at his
his quarry, while moving at normal speed without penalty.
normal speed and without taking damage or suffering any
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.
Thorns, briars, and overgrown areas that are enchanted or
magically manipulated to impede motion, however, still affect
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
Swift Tracker (Ex): Beginning at 8th level, a ranger can
standard action, make a single attack against a favored
move at his normal speed while using Survival to follow
enemy at his full attack bonus. If the attack hits, the target
tracks without taking the normal –5 penalty. He takes only a
takes damage normally and must make a Fortitude save or
–10 penalty (instead of the normal –20) when moving at up to
die. The DC of this save is equal to 20 plus 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. (excerpt from Complete Champion, page 50)
CHAMPION OF THE WILDBy surrendering your spellcasting ability, you focus your energies on becoming a weapon master. You gain access to bonus feats much as a fighter does, but focused on your mastery of your chosen combat style. Level: 1st. Replaces: To select this class feature, you must sacrifice Benefit: You no longer gain spells as a ranger, but you can
now select a bonus feat at 4th, 8th, 11th, and 14th levels. You can choose any feat from the following list for which you meet the prerequisites: Blind-Fight, Combat Expertise, Eyes in the Back of Your HeadCW, Improved Disarm, Improved Favored EnemyCW, Improved Feint, and Improved Trip, as well as from one of the following lists, depending on your combat style.
Archery: Far Shot, Improved Precise Shot, Improved Rapid
ShotCW, Manyshot, Point Blank Shot, Precise Shot, Ranged DisarmCW, Ranged PinCW, Ranged SunderCW, Sharp-ShootingCW and Shot on the Run.
Two-Weapon Combat: Greater Two-Weapon DefenseCW,
Greater Two-Weapon Fighting, Improved Two-Weapon DefenseCW, Improved Two-Weapon Fighting, Two-Weapon Defense, Weapon Finesse. Special: A ranger who selects this path can no longer use
scrolls, wands, or other magic items that require access to a spell list, unless he has another spellcasting class that grants access to the appropriate spells. Benefit: You gain a +4 dodge bonus to Armor Class
against attacks of opportunity provoked when you make a ranged attack. (Excerpt from the Player's Handbook, page 89)Special: A fighter may select Defensive Archery as one of his
You know how to fight in melee without being able to see
(Excerpt from Races of the Wild, page 150)Benefit: In melee, every time you miss because of
concealment, you can reroll your miss chance percentile roll
You’re good at avoiding attacks while moving quickly.
one time to see if you actually hit (see Concealment, page
Prerequisite: Dex 13. Benefit: When you move 40 feet or more in a single turn,
An invisible attacker gets no advantages related to hitting
you gain a +2 dodge bonus to your Armor Class until the
you in melee. That is, you don’t lose your Dexterity bonus to
Armor Class, and the attacker doesn’t get the usual +2
Special: Expeditious Dodge can be used in place of the
bonus for being invisible (see Table 8–5: Attack Roll
Dodge feat to qualify for a feat, prestige class, or other
Modifiers and Table 8–6: Armor Class Modifiers, page 151 of
the Player's Handbook). The invisible attacker’s bonuses do
A fighter may select Expeditious Dodge as one of his
still apply for ranged attacks, however.
You take only half the usual penalty to speed for being
unable to see. Darkness and poor visibility in general
(Excerpt from Libris Mortis, page 27)
reduces your speed to three-quarters normal, instead of one-
half (see Table 9–4: Hampered Movement, page 163 of the
You are adept at fighting incorporeal undead. Prerequisite: Knowledge (religion) 8 ranks Normal: Regular attack roll modifiers for invisible Benefit: You gain a +2 insight bonus on attack roles and
attackers trying to hit you (see Table 8–5: Attack Roll
weapon damage rolls against incorporeal undead. You also
Modifiers, page 151 of the Player's Handbook) apply, and you
gain a +2 bonus on all saving throws made to resist the
lose your Dexterity bonus to AC. The speed reduction for
spells or abilities of incorporeal undead.
darkness and poor visibility (see Table 9–4: Hampered Movement, page 163 of the Player's Handbook) also applies. (Excerpt from Expanded Psionics Handbook page 47)Special: The Blind-Fight feat is of no use against a
character who is the subject of a blink spell (see page 206 of
You are skilled at firing many arrows at once, even at
A fighter may select Blind-Fight as one of his fighter bonus
Prerequisites: Dex 17, Manyshot, Point Blank Shot, Rapid
feats (see page 38 of the Player's Handbook). (Excerpt from Heroes of Battle, page 96)Benefit: When you use the Manyshot feat, you can fire
each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each
You are extraordinarily talented at making ranged attacks
arrow, regardless of whether you fire them at separate
targets or the same target. Your precision-based damage
Prerequisite: Point Blank Shot, Precise Shot
applies to each arrow fired, and, if you score a critical hit
Benefit: When making a ranged attack against a foe who
with more than one of the arrows, each critical hit deals
has cover due to the position of your ally or allies, your
ranged attacks ignore the Armor Class bonus granted to the
Special: A fighter may select this feat as one of his fighter
target because of cover. Cover from other sources is
(Excerpt from Complete Warrior, page 101)Special: A fighter can select Coordinated Shot as one of
his fighter bonus feats (see page 38 of the Player's
You know how to hit your favored enemies where it hurts. (Excerpt from Pathfinder Alpha 3, page 66)Prerequisites: Favored enemy ability, base attack bonus Benefit: You deal an extra 3 points of damage to your
You can make exceptionally deadly ranged attacks by
favored enemies. This benefit stacks with any existing
pinpointing a target’s weak spot, at the expense of making
favored enemy bonus gained from another class. Prerequisite: Dex 13, base attack bonus +1. (Excerpt from Complete Warrior, page 101)Benefit: Add an amount equal to your Dexterity modifier
(or your base attack bonus, whichever is lower) to your
You are an expert at firing weapons with exceptional speed.
ranged damage rolls for one round (in addition to the normal
Prerequisites: Manyshot, Point Blank Shot, Rapid Shot.
damage modifier from a high Strength score, if applicable).
Benefit: When using the Rapid Shot feat, you may ignore
Subtract the same amount from your ranged attack rolls for
the –2 penalty on all your ranged attack rolls. Special: A fighter may select Improved Rapid Shot as one (Excerpt from Races of the Wild, page 150(Excerpt from Player's Handbook, page 97)
You can avoid attacks of opportunity when making ranged
You can fire multiple arrows simultaneously against a nearby
Prerequisite: Point Blank Shot. Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base Prerequisite: Point Blank Shot. Benefit: You can shoot or throw ranged weapons at an Benefit: As a standard action, you may fire two arrows at
opponent engaged in melee without taking the standard –4
a single opponent within 30 feet. Both arrows use the same
penalty on your attack roll (see Shooting or Throwing into a
attack roll (with a –4 penalty) to determine success and deal
Melee, page 140 of the Player's Handbook). Special: A fighter may select Precise Shot as one of his
For every five points of base attack bonus you have above
fighter bonus feats (see page 38 of the Player's Handbook ).
+6, you may add one additional arrow to this attack, to a
(Excerpt from Player's Handbook, page 99)
maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative –2
penalty on the attack roll (for a total penalty of –6 for three
You can use ranged weapons with exceptional speed. Prerequisites: Dex 13, Point Blank Shot.
Damage reduction and other resistances apply separately
Benefit: You can get one extra attack per round with a
ranged weapon. The attack is at your highest base attack
Special: Regardless of the number of arrows you fire, you
bonus, but each attack you make in that round (the extra one
apply precision-based damage (such as sneak attack damage)
and the normal ones) takes a –2 penalty. You must use the
only once. If you score a critical hit, only the first arrow fired
full attack action (see page 143 of the Player's Handbook) to
deals critical damage; all others deal regular damage.
A fighter may select Manyshot as one of his fighter bonus
Special: A fighter may select Rapid Shot as one of his
feats (see page 38 of the Player's Handbook).
fighter bonus feats (see page 38 of the Player's Handbook).
A 6th-level ranger who has chosen the archery combat
A 2nd-level ranger who has chosen the archery combat
style is treated as having Manyshot even if he does not have
style is treated as having Rapid Shot, even if he does not
the prerequisites for it, but only when he is wearing light or
have the prerequisites for it, but only when he is wearing
no armor (see page 48 of the Player's Handbook).
light or no armor (see page 48 of the Player's Handbook). (Excerpt from Player's Handbook II, page 81)(Excerpt from Player's Handbook, page 100)
You send a powerful shot cleaving through your enemies.
You are highly trained in skirmish ranged weapon tactics. Prerequisites: Str 15, Point Blank Shot, base attack Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, Benefit: When you make a ranged attack with a projectile Benefit: When using the attack action with a ranged
weapon (such as a bow, crossbow, or sling), you can instead
weapon, you can move both before and after the attack,
choose to unleash a single, mighty attack that blasts through
provided that your total distance moved is not greater than
multiple opponents. This attack requires a standard action,
and your shot takes the form of a 60-foot line. Make a
Special: A fighter may select Shot on the Run as one of
separate attack roll against each creature in the line. If
his fighter bonus feats (see page 38 of the Player's
struck, creatures along this line take damage from your shot,
though any extra damage (such as from a sneak attack or a flaming weapon) is applied only against the first creature
(Excerpt from Complete Scoundrel, page 81)Special: A fighter can select Penetrating Shot as one of
You have applied the hit-and-run tactics learned from
scouting to your strong hunting abilities. (Excerpt from Pathfinder Alpha 3, page 72)Prerequisite: Favored enemy, skirmish +1d6/+1 AC. Benefit: Your ranger and scout levels stack for the
purpose of determining the extra damage and bonus to
You can target the weak points in your opponent’s armor.
Armor Class granted when skirmishing. For example, a 4th-
Prerequisites: Careful Targeting, Exact Targeting, base
level scout/1st-level ranger would deal an extra 2d6 points of
damage and gain a +1 competence bonus to AC when
Benefit: As a full-round action, make a single attack. You
skirmishing, as if she were a 5th-level scout.
do not suffer any miss chance due to concealment and the
Your ranger and scout levels also stack for the purpose of
target gains no bonus to its armor class from cover. The
determining when you select additional favored enemies, as
target does not gain any armor, natural armor, or shield
well as the total bonus granted against your favored
bonuses to its armor class. You cannot select a target with
enemies. For example, a 4th-level scout/1st-level ranger
total cover or concealment. You do not gain the benefit of
would have two favored enemies and could allocate an extra
+2 bonus against one of those favored enemies, as if she
(Excerpt from Player's Handbook, page 98)
In addition, your skirmish extra damage applies against
any creature you have selected as a favored enemy, even if it
You are skilled at making well-placed shots with ranged
is normally immune to extra damage from critical hits or
Benefit: You get a +1 bonus on attack and damage rolls Special: A scout can select Swift Hunter as one of her
with ranged weapons at ranges of up to 30 feet.
scout bonus feats (see Complete Adventurer page 13). Special: A fighter may select Point Blank Shot as one of
his fighter bonus feats (see page 38 of the Player's
(Excerpt from Player's Handbook II, page 83)(Excerpt from Player's Handbook, page 98)
When you strike an opponent’s vital areas, you draw on your
ability to land crippling blows to make the most of your attack.
You are skilled at timing and aiming ranged attacks. Prerequisite: Skirmish or sneak attack ability. Benefit: When you score a critical hit against a target,
you deal your skirmish or sneak attack damage in addition to the damage from your critical hit. Your critical multiplier applies only to your normal damage, not your skirmish or sneak attack damage. This benefit affects both melee and ranged attacks. (Excerpt from Player's Handbook, page 102)
WEAPON FOCUS [GENERAL]Choose one type of weapon, such as greataxe. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat. You are especially good at using this weapon. (If you have chosen ray, you are especially good with rays, such as the one produced by the ray of frost spell.)
Prerequisites: Proficiency with selected weapon, base Benefit: You gain a +1 bonus on all attack rolls you make Special: You can gain this feat multiple times. Its effects
do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Focus as one of his fighter
bonus feats (see page 38 of the Player's Handbook). He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon. (Excerpt from Races of the Wild, page 154)
WOODLAND ARCHER [TACTICAL]You have honed your archery ability in the wilds of the forest. Prerequisites: Point Blank Shot, base attack bonus +6. Benefit: The Woodland Archer feat enables the use of
Adjust for Range: To use this maneuver, you must shoot a
projectile weapon against a foe and miss. Subsequent shots you take against that foe this round gain a +4 bonus, because you’re able to quickly adjust your aim to compensate.
Pierce the Foliage: To use this maneuver, you must hit a
foe with a ranged attack despite the miss chance caused by concealment. Shots you take against that foe in the next round don’t incur the miss chance because you’re able to exactly duplicate your draw and aim.
Moving Sniper: To use this maneuver, you must succeed on
a sniping attack (see the Hide skill description, page 76 of the Player’s Handbook), both hitting your intended target and successfully hiding thereafter. If no one sees you, you can make a sniping attack again in the following round, taking a single move after your attack and before you hide (characters without this feat can only shoot and hide, not move as well). As long as you continue to hit the target and avoid detection from an enemy, you can make a sniping attack on the move each round. Special: A fighter may select Woodland Archer as one of
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