Starfarer Ranger

The stars hum with life, powerful beasts to hunt, men both wicked and righteous to slay, and adversaries to defeat. These marks exist in different environments and go about their lives in different ways, but all are game to an experienced ranger willing to take them down.

Thus, all rangers are united by a single purpose; a drive to enter the wilds of the world, be they natural jungles or urban sprawls, and hunt down the most dangerous quarry and end them. You might be a wild soul defending the natural world from being despoiled by man, a ruthless assassin send to end a rival, or a scout hunting enemies and other dangers for your fighting force. Whatever your purpose, your greatest drive is the thrill of the hunt, the pulse of adrenaline pumping through your veins, and the satisfaction of knowing that yet another mark has fallen before your cunning and skill.

Role: You are a slayer of beasts and men, a warrior honed by adversary and instinct. Where soldiers rely on equipment and trained warrior instinct, yours is sheer instinct honed by a lifetime of fighting to survive. You likely adventure solely for the hunt, though your goal is likely your own. You might desire to prove your mettle against alien beasts, defend a natural ward from invaders, or slay your enemies or those of the highest bidder. Your skills are largely molded by your motivation and history, a product of your unique style at hunting and slaying your enemies. You might know a bit of magic, be quick on your feet, or simply be ace at killing. Whether your specialty, you are likely the best there is at what you do, and have the head count to prove it.

Key Ability Score: The abilities that you must home to be a successful ranger depend upon which style you employ, so your key ability score is determined by your ranger style (see below). Regardless of ranger style, a high Dexterity also makes your ranged attacks more accurate, while a high Strength makes your melee attacks more accurate.

The Ranger

Level BAB Fort Ref Will Class Features
1st +1 +2 +2 +0 Ranger style, studied target +1 (1 target), track
2nd +2 +3 +3 +0 Ranger methodology
3rd +3 +3 +3 +1 Practical lore, weapon specialization
4th +4 +4 +4 +1 Ranger methodology, style expertise
5th +5 +4 +4 +1 Ranger’s advance (half move), studied target +1 (2 targets)
6th +6 +5 +5 +2 Ranger methodology, studied target +2 (2 targets)
7th +7 +5 +5 +2 Swift study
8th +8 +6 +6 +2 Ranger methodology, swift tracker
9th +9 +6 +6 +3 Ranger’s advance (move), style expertise
10th +10 +7 +7 +3 Ranger methodology, studied target +2 (3 targets)
11th +11 +7 +7 +3 Studied target +3 (3 targets)
12th +12 +8 +8 +4 Ranger methodology
13th +13 +8 +8 +4 Ranger’s advance (double move)
14th +14 +9 +9 +4 Ranger methodology, style expertise
15th +15 +9 +9 +5 Studied target +3 (4 targets)
16th +16 +10 +10 +5 Ranger methodology, studied target +4 (4 targets)
17th +17 +10 +10 +5 Ranger’s advance (triple move)
18th +18 +11 +11 +6 Ranger methodology
19th +19 +11 +11 +6 Style expertise
20th +20 +12 +12 +6 Ranger methodology, studied target +4 (5 targets), style mastery

Stamina Points: 8 + Constitution modifier

Hit Points: 7

Class Skills

Skill Ranks per Level: 6 + Intelligence modifier.

Athletics (Str), Intimidate (Cha), Life Science (Int), Medicine (Int), Perception (Wis), Physical Science (Int), Profession (Cha, Int, or Wis), Sense Motive (Wis), Stealth (Dex), and Survival (Wis).

Armor Proficiency

Light armor

Weapon Proficiency

Basic melee weapons, advanced melee weapons, small arms, longarms, sniper rifles, grenades.

Ranger Style

Rangers come from all walks of life and possess a diverse skill set. You have a preferred style that represents the manner in which you hunt, track, and battle. You must pick one ranger style upon taking your first ranger level, and once made, this choice cannot be changed. Your ranger style determines your key ability score and adds one or two associated skills to your list of class skills. Descriptions of the ranger styles you can choose from appear below. The save DC for any ability granted by your ranger style is equal to 10 + half your ranger level + your key ability score modifier.

Style Expertise

At 1st level, 4th level, and every 5 levels thereafter, you gain a style expertise unique to your ranger style.

Style Mastery

At 20th level, you master your chosen ranger style. This grants you a style mastery ability unique to your ranger style.

Studied Target (Ex)

At 1st level, you can study one opponent within 30 feet that you can see and have line of effect to as a move action. Against studied targets, you gain a +1 bonus on opposed Bluff, Perception, and Sense Motive checks, as well as Survival checks to track the opponent and all skill checks made to identify the opponent. In addition, you gain a +1 bonus on weapon damage rolls against studied opponents, and the DCs of your ranger spells and class features increases by +1 against studied opponents. You can maintain these bonuses against only one opponent at a time, but the bonuses remain in effect until the studied target is dead, you study a new target as a move action, or you cease studying the target as a free action. At 6th level and every 5 levels thereafter, these bonuses increase by +1, to a maximum of +4 at 16th level.

Starting at 5th level and every 5 levels thereafter, you can maintain your studied target bonuses against an additional studied target at the same time. This doesn’t increase the number of targets that you study with a single action, however.

Swift Study (Ex)

At 7th level, you can use studied target to study an opponent as a move action.

Track (Ex)

You are skilled at tracking creatures. At 1st level, you gain a +1 insight bonus to Survival checks made to follow tracks. At 5th level, every 4 levels thereafter, and 20th level, this bonus increases by +1.

Swift Tracker (Ex)

Beginning at 8th level, you can move at your normal speed while following tracks without penalty, or at twice your speed with a –5 penalty on the check.

Ranger Methodology

As you gain experience, you learn ranger methodologies — special techniques and practices that allow you to specialize your training to help you combat specific foes, better stalk and track foes, and defense against your enemies’ attacks. You learn your first ranger methodology at 2nd level, and you learn an additional ranger methodology at 4th level and every 2 levels thereafter. If a ranger methodology allows a saving throw to resist its effects, the DC is equal to 10 + half your ranger level + your key ability modifier. Unless otherwise specified, you can’t take a single ranger methodology more than once. The list of ranger methodologies appears below.

Practical Lore (Ex)

You are able to instinctively identify the powers and abilities of your studied opponents. At 3rd level, you can make skill checks to identify any creature that you are actively studying using studied target untrained.

Weapon Specialization

At 3rd level, you gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.

Ranger’s Advance (Ex)

You can quickly advance across the battlefield, setting yourself up in the perfect location. At 5th level, you can spend 1 Resolve Point to move up to your speed as a swift action. At 9th level, you can spend 2 Resolve Points to move up to double speed as a swift action. At 13th level, you can spend 2 Resolve Points to move up to triple your speed as a move action. At 17th level, you can spend 2 Resolve Points to move up to four times your speed as a move action.

You cannot use this ability while wearing heavy armor or power armor, or while encumbered or overburdened.


List of Ranger Methodologies

You learn your first ranger methodology at 2nd level, and an additional methodology every 2 levels thereafter. Ranger methodologies require you to be a minimum level, and are organized accordingly. Some ranger methodologies require you to meet other prerequisites, such as having other methodologies. Ranger methodologies marked with an asterisk (*) modify your attacks. You can only apply one such methodology to a given attack at a time.

2nd Level

You must be 2nd level or higher to choose these ranger methodologies.

Animal Companion (Ex)

You gain the service of a loyal animal that accompanies you on adventures. This functions as an animal companion (see page 67), using your ranger level –2 as your effective master level (minimum 1st). You can select this ranger methodology twice. The second time you select it, your effective master level increases to use your full ranger level, rather than your ranger level –3.

Chameleon Step (Ex)

You can move at your full speed while using Stealth without taking any penalties on your Stealth check. By spending 1 Resolve Point, you can move up to twice your speed as a move action. If you use Stealth while moving in this manner, you don’t take any penalties on your Stealth check for this movement.

Counsel (Ex)

Whenever you use the aid another action to grant an ally a bonus on skill checks, you provide that bonus to all allies (except yourself) who can see and hear you. By spending 1 Resolve Point when you use the aid another action, allies can also use your skill check total in place of their total on the skill check you were attempting to aid.

Deft Stand (Ex)

You gain Kip Up as a bonus feat. If you are at least 3rd level, you can also move 5 feet as part of the swift action when you do so. This movement is not a guarded step.

Distracting Attack (Ex)*

Whenever you make an attack against a studied target and hit, you can cause the opponent to take a –2 penalty on all attack rolls for 1 round. Once you use this ability against an opponent, that opponent cannot be affected by it again for 24 hours.

Evasive Action (Ex)

Whenever you attack your studied target with a ranged weapon, you can spend a swift action to avoid provoking an attack of opportunity from the studied target for making a ranged attack.

Favored Enemy (Ex)

Choose one creature type from among those listed on Table: Ranger Favored Enemies to be your favored enemy. If you choose construct, humanoid, or outsider, you must also choose a subtype.

Alternatively, you may choose a specific organization (such as a corporation, empire, federation, kingdom, or republic). Whenever you study a creature that qualifies as your favored enemy using studied target, you you’re your studied target bonuses against all creatures that are the same type of favored enemy that you can see when you use this ability. This allows you to have multiple studied targets at once. If you study a new target, you lose all your previous studied target bonuses.

You can select this ranger methodology once, plus one additional time for every five ranger levels you possess. Each time you select it, choose a different creature type or subtype or organization that you have not already selected as a favored enemy. If a specific creature falls into more than one type of favored enemy, you multiply your bonuses only once.

Favored Terrain (Ex)

Choose one type of terrain from among those listed on Table: Ranger Favored Terrains. You gain a +2 circumstance bonus on initiative checks, Perception checks, Stealth checks, and Survival checks, as well as any skill check made to identify a native creature, while in your favored terrain. In addition, whenever you travel through your favored terrain, you leave no trail and cannot be tracked (though you may leave a trail if you so choose). You can select this ranger methodology multiple times. Each time you select it, choose a different terrain that you have not already selected as a favored terrain. If a specific terrain falls into more than one category of favored terrain, your bonuses do not stack.

Hobbling Attack (Ex)*

Whenever you make an attack against an opponent and hit, you can reduce that opponent’s movement speed by half for 1d4+1 rounds as a free action, even if it isn’t your turn. Once you use this ability against an opponent, that opponent cannot be affected by it again for 24 hours.

Quick Healing (Ex)

You can make a Medicine check to administer first aid on an adjacent dying creature as a swift action (or as a reaction, if an adjacent creature is dropped to 0 HP). Whenever an adjacent, dying creature would lose 1 Resolve Point, you can spend 1 Resolve Point to prevent that creature from losing its Resolve Point.

Ranger Combat Style

Choose one of the ranger combat styles listed below. You gain one bonus feat of your choice from your style’s 2nd-level list of bonus feats. You can select this ranger methodology once at 2nd level, plus one additional time for every 4 ranger levels beyond 2nd that you possess. Each time, you gain a bonus feat from among those listed by your chosen combat style.

List Of Ranger Combat Styles

Upon gaining the ranger combat style methodology, you must choose one of the following combat styles. Once chosen, this style cannot be changed. Whenever you gain this ranger methodology or the second combat style ranger methodology, you choose one of the feats listed for your style to gain as a bonus feat.

You must meet each feat’s prerequisites. Your ranger level determines which of your combat style’s feats are available to you. Feats marked with an asterisk (*) can be found in the feats section of this product.

Cunning: The cunning combat style focuses on deft maneuvers to secure an advantage over the enemy. If you choose this ranger combat style, you may select Antagonize, Fast Talk, Improved Combat Maneuver, or Improved Feint as a bonus feat. At 8th level, Greater Feint, Pull the Pin, and Unfriendly Fire are added to this list.

Hand-to-Hand: The hand-to-hand combat style focuses on enhancing one’s ability to fight in hand-to-hand combat with melee weapons. If you choose this ranger combat style, you may select Deadly Aim, Improved Unarmed Strike, Step Up, or Weapon Focus (melee weapons only). At 8th level, Lunge, Step Up and Strike, and Strike Back are added to this list.

Gunner: The gunner combat style focuses on optimizing one’s firing potential with ranged weapons, allowing for maximum damage. If you choose this ranger combat style, you may select Deadly Aim, Deflect Projectiles, Far Shot, and Weapon Focus (ranged weapons only). At 8th level, Improved Critical, Reflect Projectiles, and Shot on the Run are added to this list.

Harrier: The runner combat style focuses on optimizing one’s mobility, allowing unfettered access of the battlefield. If you choose this ranger combat style, you may select Fleet, Jet Dash, Nimble Moves, or Sidestep. At 8th level, Improved Sidestep, Shot on the Run, and Spring Attack are added to this list.

Tactical: The tactical combat style emphasizes creating opportunities for allies to excel and overcome enemies. If you choose this ranger combat style, you may select Bodyguard, Coordinated Shot, Diversion, or Suppressive Fire as a bonus feat. At 8th level, Bodyguard*, Combat Aid*, and In Harm’s Way are added to this list.

Skill Sage (Ex)

Once per day, whenever you make a skill check using a ranger class skill or one of your ranger style’s associated skills, you can roll the check twice and use the better result. You must use this ability before rolling your check, and you must have at least 1 rank in the skill to use this ability.

Stag’s Leap (Ex)

Whenever you attempt an Athletics check to jump, you are always considered to have a running start. Once per day, you can gain a fly speed equal to your base speed as a swift action. Your fly speed has good maneuverability. When flying in this manner, you must fly in a straight line. If you do not end your movement in a square capable of supporting your weight, you fall at the end of your turn.

Surprise Shift (Ex)

Once per day, you can make a guarded step as a swift action instead of a move action. This doesn’t count against the total movement that you can make during your turn, and you can use this ability and make a guarded step as a move action during the same turn.

Terrain Traversal (Ex)

You gain a climb speed and a swim speed equal to half your base speed.

Toughness

You gain Toughness as a bonus feat.

Tangling Attack (Ex)*

Whenever you make an attack against an opponent and hit, you can grant the weapon used the entangle special property (with a maximum duration of 1d4 rounds). Once you use this ability against an opponent, that opponent cannot be affected by it again for 24 hours.

Trick Strike (Ex)*

Whenever you make an attack against a studied target and hit, you can attempt a dirty trick combat maneuver against that opponent as a free action, even if it isn’t your turn. This combat maneuver attempt provokes an attack of opportunity normally unless you have Improved Maneuver (dirty trick). Once you use this ability against an opponent, that opponent cannot be affected by it again for 24 hours.

Upending Strike (Ex)*

Whenever you make an attack against a studied target and hit, you can attempt a trip combat maneuver against that opponent as a free action, even if it isn’t your turn. This combat maneuver attempt provokes an attack of opportunity normally unless you have Improved Maneuver (trip). Once you use this ability against an opponent, that opponent cannot be affected by it again for 24 hours.

Wild Empathy (Ex)

You gain improve the attitude of an animal or magical beast as if you were using the Diplomacy skill. You make a Diplomacy check and substitute your ranger level for your ranks in the Diplomacy skill. If Diplomacy is a class skill for you, you add your class skill bonus to this check as normal. If you use this ability to influence a magical beast, you take a –4 penalty on this check because of the creature’s magical nature and (often) inherent intelligence.

8th Level

You must be 8th level or higher to choose these ranger methodologies.

Bolster Ally (Ex)

Whenever an ally (excluding yourself) is hit by an attack, you can spend 1 Resolve Point as a reaction to grant your ally a +2 bonus to its KAC and EAC against the attack, as if you had successfully used the covering fire action to assist that ally. This ability can retroactively make the opponent’s attack miss your ally. If the attack still hits, reduce the damage dealt by the attack by an amount equal to your ranger level before applying damage reduction and resistances.

Enhanced Covering Fire (Ex)

Whenever you use the covering fire action to grant an ally a bonus to AC, if it moves before the end of its next turn, 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 ally must be able to see and hear you in order to benefit from this ability, and if you are unconscious or unable to communicate with your ally when it makes this movement, it does not gain this benefit.

Evasion (Ex)

You can avoid unusual attacks with great agility. If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you suffer no effect instead. You gain this benefit only when unencumbered and when wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.

Greater Combat Style (Ex)

You gain one bonus feat of your choice from your style’s 2nd- or 8th-level list of bonus feats. You must have the ranger combat style ranger methodology to learn this methodology. Selecting this ranger methodology counts as selecting the ranger combat style methodology for the purpose of determining the total number of times that you can select the ranger combat style methodology.

Greater Terrain Traversal (Ex)

The climb and swim speeds that you gain from the terrain traversal ranger methodology equal your full base speed instead of half your base speed. You must have the terrain traversal ranger methodology before selecting this methodology.

Harrying Attack (Ex)

Whenever you hit an opponent with an attack, you can spend 1 Resolve Point as a free action, even if it isn’t your turn, to grant the next ally that makes an attack against that opponent a +2 bonus on its attack roll, as if you had successfully used the harrying fire action to assist that ally.

Hateful Attack (Ex)

Whenever you attack a studied target that is your favored enemy, you can spend 1 Resolve Point to apply any critical effect your attack has to the target, even if the attack is not a critical hit. You do not also do double damage.

Hunter’s Bond (Ex)

As a standard action, you grant all allies within 30 feet your studied target bonus on damage rolls against one studied target within 30 feet. This doesn’t grant your allies the benefits of other ranger methodologies you possess, such as favored enemy. If you spend 1 Resolve Point when using this ability, the benefit instead lasts for a number of rounds equal to 1 + your key ability modifier (minimum 1).

Quarry (Ex)

By spending 1 Resolve Point, you can denote one target within your line of sight to be your quarry as a standard action. You can study your quarry with the studied target ability as a free action, and your quarry doesn’t count against the total number of creatures you can study simultaneously. You can follow your quarry’s tracks while moving at twice your speed without penalty, and whenever you confirm a critical hit against your quarry, you can forgo your weapon’s normal critical hit effect to hinder them, granting them the nauseated condition for 2d4 rounds. You can only have one quarry at a time. You can dismiss your quarry as a free action, but you cannot select a new quarry for 24 hours. If you see proof that your quarry is dead or helpless, you can select a new quarry after waiting 1 hour.

Ranger’s Resolve (Ex)

After using any ranger methodology that can only be used once per day, you can spend 1 Resolve Point in order to use that ranger methodology again without having to rest first.

Woodland Stride (Ex)

You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Terrain that is enchanted or magically manipulated to impede motion still affects you as normal.

14th Level

You must be 14th level or higher to choose these ranger methodologies.

Hide in Plain Sight (Ex)

While in any of your favored terrains, you can use the Stealth skill even while being observed. You must have the favored terrain ranger methodologies to learn this methodology.

Improved Evasion (Ex)

When you fail a Reflex save against an effect that has a partial effect on a successful save you take the partial effect instead of the full effect. You must have evasion ranger methodology to learn this methodology.

Improved Hunter’s Bond (Ex)

When you use your hunter’s bond ability, your allies gain your studied target bonus on damage rolls against all of your studied targets for the ability’s duration.

Improved Quarry (Ex)

Your ability to hunt your quarry improves. You can select a quarry as a swift action instead of a standard action, and you can take 20 to track your quarry while moving at your normal speed without penalty. If your quarry is dead, dismissed, or helpless, you can select a new quarry after waiting 10 minutes.

Mystic Stride (Su)

You can move at full speed even through thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, even if those areas confer the entangled condition.

Rapid Study (Ex)

Whenever you use study target to study an opponent, you can study up to two opponents with a single move action. You may maintain one more studied target than usual.

Second Chance (Ex)

Once per round when you roll an attack roll and miss, you can spend 1 Resolve Point to reroll the attack using the same attack bonus. Using this ability is a reaction.

Second Combat Style (Ex)

Choose a combat style other than the combat style that you chose with the ranger combat style ranger methodology. You gain a bonus feat from this second combat style’s list of bonus feats from either the 2nd level list or the 8th level list. Whenever you select the ranger combat style ranger methodology, you may choose your bonus feat from either combat style. You must have the greater combat style and ranger combat style ranger methodologies to learn this methodology.


List of Ranger Styles

The following represent the most common ranger styles.

Mystic Ranger

You possess an innate connection to the natural world, and possess the ability to draw forth magic from this connection. Where all rangers possess some amount of knowledge of the natural world, you are attuned to it in ways that others cannot understand.

Key Ability Score: Wisdom.

Associated Skills: Mysticism.

Style Expertise: You gain the following style expertise abilities at the indicated levels.

Spells: You cast spells drawn from the mystic spell list (see the spells section of the mystic class in Chapter 4 of Starfinder Core Rulebook). To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Wisdom modifier. You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table: Ranger Spells Per Day.

In addition, you receive bonus spells per day if you have a Wisdom modifier of +1 or higher, as shown on the Mystic Bonus Spells table (see the mystic section of Chapter 4 in Starfinder Core Rulebook)— note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.

Your selection of spells is limited. You begin play knowing four 0-level spells, and at 4th level you gain two 1st-level spells of your choice. At each new ranger level, you learn one or more new spells, as indicated on Table: Ranger Spells Known. Unlike spells per day, the number of spells you know isn’t affected by your Wisdom.

Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You can swap only a single spell at any given level, and you must choose whether or not to swap the spell at the same time you gain new spells known for the level.

You can cast any ranger spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a 2nd-level slot instead if you have one.

Casting 0-level spells using higher-level spell slots consumes those spell slots as normal. You can also decipher magical inscriptions that would otherwise be unintelligible, including identifying the spell inscribed on a magic scroll, which is a full action. This does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll.

This ability counts as your 4th-level style expertise ability, but you gain the ability to cast 0-level spells at 1st level.

Table: Ranger Spells Per Day

Level 1st 2nd 3rd 4th
1st
2nd
3rd
4th 1
5th 1
6th 1
7th 1 1
8th 1 1
9th 2 1
10th 2 1 1
11th 2 1 1
12th 2 2 1
13th 3 2 1 1
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 2

Table: Ranger Spells Known

Level 0 1st 2nd 3rd 4th
1st 2
2nd 3
3rd 4
4th 4 2
5th 5 3
6th 5 4
7th 6 4 2
8th 6 4 3
9th 6 5 4
10th 6 5 4 2
11th 6 5 4 3
12th 6 6 5 4
13th 6 6 5 4 2
14th 6 6 5 4 3
15th 6 6 6 5 4
16th 6 6 6 5 4
17th 6 6 6 5 4
18th 6 6 6 6 5
19th 6 6 6 6 5
20th 6 6 6 6 5

Natural Empathy (Sp): At 9th level, you can communicate empathically with any living creature, allowing you to share general emotions with those creatures and allowing you to understand those emotions in return. Creatures with an Intelligence of 3 or higher can use Bluff to fool your natural empathy, in which case the opponent’s Bluff check is opposed by your Sense Motive.

Nature’s Tongue (Su): At 14th level, you can communicate verbally with all animals, fey, magical beasts, outsiders with the elemental subtype, and vermin as if you possessed a shared language. This enables you to make Bluff, Diplomacy, and Intimidate checks against any living creature without taking any applicable penalties for using those skills against creatures of a different type or an Intelligence of 1 or 2. This ability doesn’t function against mind-affecting creatures, and it doesn’t circumvent any immunity to mind-affecting effects that a creature might possess in the case of Intimidate checks made to demoralize an opponent.

True Nature’s Tongue (Su): At 19th level, your nature’s tongue ability allows you to communicate with all living creatures as if you possessed a shared language, instead of just animals, magical beasts, outsiders with the elemental subtype, and vermin.

Style Mastery (Su): At 20th level, you become a living incarnation of the natural world. You no longer age, nor do you die of old age. Your gain DR 5/cold iron and magic and you count as both a native outsider and your original type for all effects. Animals, fey, magical beasts, outsiders with the elemental subtype, and vermin intrinsically see you as a friend and ally, and as a result the starting attitudes of these creatures towards you is always friendly unless provoked or ordered to attack by another creature. Finally, you gain one additional ranger spell per day for each spell level that you can cast.

Skirmisher

You are an expert at wilderness warfare, a warrior who knows exactly how to make the most of whatever natural terrain you find yourself in. You excel at mobile fighting, quickly moving from one location before slipping back

Key Ability Score: Strength or Dexterity (Choose one).

Associated Skills: Engineering

Style Expertise: You gain the following style expertise abilities at the indicated levels.

Guerilla Tactics: At 4th level, you can snipe using both melee and ranged attacks, provided you have cover or concealment with which to hide in (see the Stealth rules in Chapter 5 in Starfinder Core Rulebook). Whenever you make a sniping attack, you reduce the penalty on your Stealth check to hide again to –10.

Flanking Savant (Ex): At 9th level, whenever you use ranger’s advance, you can choose 1 square that you move through. You provide flanking from that square until the start of your next turn, even if you don’t end your movement in that square. You can effectively flank with yourself and with multiple allies when using this feat. You do not provide flanking in this manner if you are hit by an attack of opportunity at any point during your movement.

Guerilla Expertise (Ex): At 14th level, whenever you make a sniping attack, you take no penalty on Stealth checks to hide again. In addition, whenever you hit a flat-footed opponent with a sniping attack, you roll your weapon damage dice twice and use the higher result.

Mobile Flanking Mastery (Ex): At 19th level, whenever you use ranger’s advance, you provide flanking from all squares that you move through until the start of your next turn, even if you don’t end your movement in that square. You do not provide flanking in this manner if you are hit by an attack of opportunity at any point during your movement.

Style Mastery (Ex): At 20th level, you can make up to two attacks while sniping instead of just one, following the normal rules for a full-attack. In addition, whenever you hit an opponent with a sniping attack and confirm a critical hit, you can forgo your weapon’s normal critical effect to instead apply your attack’s damage to target’s stamina points and hit points simultaneously. If your target’s stamina is 0, you instead deal full damage to your target’s hit points. Finally, you reduce the Resolve Point cost to use your ranger’s advance ability by 1 point for each type of use (minimum 0).

Slayer

You are a master slayer, a bringer of death to those whom have earned your ire, or the ire of your employer. Whether men, monsters, or worse, you are a capable warrior who

Key Ability Score: Strength or Dexterity (Choose one).

Associated Skills: Acrobatics, Bluff.

Style Expertise: You gain the following style expertise abilities at the indicated levels.

Slaying Attack (Ex): You can analyze a foe’s mannerisms and abilities, and then take a shot when your opponent drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a basic melee weapon, an advanced melee weapon, a small arm, a longarm, or a sniper rifle against an opponent that you have studied using studied target. Just before making your attack, attempt a skill check with a DC equal to 25 + your target’s CR with any of the following skills: Bluff, Intimidate, Perception, Sense Motive, or Survival, or any skill that can be used to identify the target (such as Life Science for humans or Mysticism for undead).

If you are attacking with a melee weapon with the operative special feature or a small arm, reduce this DC by 5. If you succeed at the check, you deal an additional 1d8 damage to your studied target. This damage increases to +2d8 at 7th level and every to +3d8 at 14th level. You can’t use this ability with a weapon that has the unwieldy special feature or otherwise requires a full action to fire once. If you hit multiple targets, only the studied target takes this additional damage.

Stalker (Ex): At 9th level, you gain your studied target bonus on Acrobatics, Disguise, Intimidate, and Stealth checks against your studied opponent, and you can use any of those skills to make a slaying attack against your studied target.

Slayer’s Advance (Ex): At 14th level, whenever you make a slaying attack, you can spend 1 Resolve Points to move double your speed during the trick attack. At 20th level, you can spend 2 Resolve Points to move four times your speed during the trick attack.

Death Attack (Ex): At 19th level, whenever you critically hit during a slaying attack, you can forgo the extra damage and any critical effect your weapon normally possesses in order to attempt to slay your foe outright. You must make this decision before rolling damage. If you use this ability, the target must succeed on a Fortitude save or die. This is a death effect.

Style Mastery (Ex): At 20th level, you become a master at capturing or killing your studied targets. Before you make an attack against a foe using slaying attack, you can spend 1 Resolve Point to choose one of the following effects: kill, knock unconscious for 1d4 hours, or paralyze for 2d6 rounds. If you succeed on your skill check to deal additional damage to your studied target and your attack hits, the target takes damage normally and must succeed at a Fortitude save or suffer the additional effect. Whether or not the target succeeds, it cannot be targeted by this ability again for 24 hours. This is a death effect.


Archetypes

For any level at which an archetype provides an alternate class feature, a ranger who takes the archetype alters or replaces the listed class feature.

Multilevel 2nd, 4th, 6th, 12th, and 18th Levels: You don’t gain a ranger methodology.

9th Level: You don’t gain your ranger style’s 9th-level style expertise. Instead, you gain it at 10th level and you don’t gain the ranger methodology normally gained at 10th level.


The Starfarer's Companion from Rogue Genius Games
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