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17 Essential Ranger Spells Guide

The document presents '17 Ranger Spells,' a collection of spells designed to enhance the capabilities of Rangers in gameplay, addressing their historical limitations compared to Druids. It includes detailed descriptions of various spells, their effects, and components, along with options for game masters to modify their use. The book aims to provide Rangers with unique abilities and spells that reflect their connection to nature and combat prowess.
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© All Rights Reserved
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0% found this document useful (0 votes)
8 views27 pages

17 Essential Ranger Spells Guide

The document presents '17 Ranger Spells,' a collection of spells designed to enhance the capabilities of Rangers in gameplay, addressing their historical limitations compared to Druids. It includes detailed descriptions of various spells, their effects, and components, along with options for game masters to modify their use. The book aims to provide Rangers with unique abilities and spells that reflect their connection to nature and combat prowess.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

17 Ranger Spells

17 Ranger Spells
Authors: Tony DiGerolamo (spells), The Le (Baubles
& Urus)
Layout: The Le
Editor: Wayne Tonjes

Welcome to the 17 Ranger Spells, our latest book


in the 17 series from The Le Games.

For years the Ranger has been the poor man’s


Druid when it comes to spells and spellcasting. 17
Ranger Spells is here to correct this injustice.

THE LE GAMES YAHOO GROUP


Want to hear more about our books, and even get
some coupons and freebies? Come to our yahoo
SHAMELESS PLUGS
Group!
Coming soon from The Le Games: 17 Magic
[Link]
Helmets, 17 Magic Shields, 17 Magic Items, 17
es/
Magic Boots, 17 Magic Rings, 17 Magic Amulets, 17
We make all our announcements there first.
Sorcerer Spells, 17 Wizard Spells, 17 Bard Spells,17
Druid Spells, 17 Rogue Feats, 17 Doodads, 17
FREELANCERS
Kitchen Sinks, 17 Things I just Wanna Mummble
Our freelance author is Tony DiGerolamo, who can
About, Unorthodox Pirates, Unorthodox Sorcerers,
be contacted at
Unorthodox Wizards, Unorthodox Modern Mimes,
thefix@[Link]
Unorthodox Modern Lifeguards, Unorthodox Modern
Clowns, Unorthodox Modern Prostitutes, Unorthodox
Our freelance editor is Wayne Tonjes, who helps
Modern Bodyguards, Unorthodox Future Androids,
keep us in line. He can be contacted at
Starship Evolution, (Ex) Druids, (Ex) Monks, (Ex)
Tonjes_W@[Link]
Rangers, (Ex) Barbarians, (Ex) Bards, (Ex) Paladins,
(Ex) Rogues, and Vikings d20 (this is a huge book)!

The Le Games 1 Tony DiGerolamo


We Enhance Worlds Wayne Tonjes
17 Ranger Spells

Book of the
Woodsman
The Book of the Woodsman is a tome made from
deerskin, leaves, wood, and bark, and is normally
green or brown in color. It is enchanted to resist all
natural elements including fire, cold, water and
acid. If the book is without a master, woodland
creatures will hide it until a Ranger enters the
vicinity, at which time they will then lead the
Ranger to its hiding spot. The book itself appears to
blend in with the natural surroundings to anyone
other than a Ranger. It can never be found by a
non-Ranger, although if a druid asks nicely, the
woodland creatures may lead him to the spot if he
promises to find a Ranger.

• GM’s Option: Any Ranger that studies the tome


and spends a week fasting and communing with
nature immediately gains 10,000 experience
points. The Ranger can only gain the experience
from a tome of this type once.

• GM’s Option: If the Ranger is high enough level


to cast spells, he can cast an additional spell of
each level per day as long as he spends at least
ten minutes studying the tome.

• GM’s Option: Rangers that are normally unable


to cast spells can cast one 1st level spell per day
from the tome.

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17 Ranger Spells

* 1st Level Spells your primary hand lessens by 2 and the one for your off-
hand lessens by 6.

Ambidexterity Improved Two-Weapon Fighting: In addition to the


standard single extra attack you get with an off-hand
Transmutation
weapon, you get a second attack with it, albeit at a -5
Level: Ranger 1
penalty.
Components: V, S
Casting Time: 1 standard action Greater Two-Weapon Fighting: You get a third attack with
Range: Personal your off-hand weapon, albeit at a -10 penalty.
Target: You
Duration: 1 round per level
Saving Throw: None Eyes of the Eagle
Spell Resistance: No Transmutation
This spell temporarily gives the Ranger the feat Level: Ranger 1
Two-Weapon Fighting even if he does not have it. If Components: S, M
the Ranger already has the feat, it gives him the Casting Time: 1 standard action
Improved Two-Weapon Fighting feat instead. If he Range: Touch
already has that feat, the spell gives him the Target: One creature
Greater Two-Weapon Fighting feat instead. Duration: 1 hour per level
Saving Throw: None
If he already has all these feats, the spell gives him Spell Resistance: Yes (Harmless)
an additional +1 bonus to melee attack rolls in This spell temporarily increases the target’s seeing
either hand. While under the affects of this spell, ability. This increases the target’s ranged combat
the Ranger gains +4 to bonus to all Balance, abilities, allowing him to shoot 50% further than
Concentration, and Tumble checks. He may also normal. Additionally, the target gains +4 to Spot
opt to swing a weapon in one hand while checks for the duration of the spell.
simultaneously casting a spell with the other; to do
this, the Ranger can only cast spells that do not Material Component: A feather from an eagle or a
require material components, foci or divine foci . similar creature with excellent vision.

Two Weapon-Fighting: Your penalties on attack rolls for


fighting with two weapons are reduced. The penalty for

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17 Ranger Spells

Heal the Land


Conjuration (Healing)
Level: Ranger 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per level)
Target: All living things in range
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
This spells allows the Ranger to heal all normal
plants in the radius of the spell. All normal
creatures in the radius and those creatures
considered the Ranger’s ally gain 1 hit point and
regain consciousness if they are unconscious. By
using this spell, the Ranger channels the gods of
nature into reviving that which has been destroyed
unnaturally. The spell cannot counter the natural
seasons (For instance, it cannot turn the leaves of
the trees green again if it is fall. Nor can it force
flowers to bloom in the snow). The spell cannot
affect undead creatures or arcane magic affects. If
either of these two types of objects is in the radius
of the spell, they will become apparent to the
Ranger.

Natural Shelter
Transmutation
Level: Ranger 1
Components: S
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Casting Time: 1 standard action continues to function, but it will cease to blend in
Range: Close (25 ft. + 5 ft per level) with the natural surroundings.
Target: Any natural 10’ x 10’ area
Duration: Permanent * 2nd Level Spells
Saving Throw: None
Spell Resistance: Yes
With a wave of his hand, the Ranger can create a Detect Poacher
natural shelter from the elements of his Divination
surroundings. The surroundings must be natural. Level: Ranger 2
The shelter will house a number of creatures equal Components: S, M, DF
to the Ranger’s level and they can spend the next Casting Time: 1 standard action
24 hours in relative comfort. The shelter does not Range: Touch
protect the Ranger or his allies from unnatural Target: Remains touched
phenomenon, nor does it protect them from Duration: Instantaneous
extreme weather conditions such as fire, flood, Saving Throw: None
volcanic eruptions, earthquakes, hurricanes and Spell Resistance: No
the like. It will however protect the Ranger and his By placing his hand on the remains of a poached
allies from normal rain, snow, wind, heat and cold. animal, the Ranger can see its final moments and
The shelter will be made of the natural the hunter that killed it. Tracking the poacher from
surroundings and will blend in with them. the animal’s remains is enhanced by +4 and the
Ranger makes a check even if the trail has been
Creatures that are not part of the local ecosystem cold for many years. If the Ranger locates the
will not notice the shelter and those that are will poacher within 1 day/level of experience, he gains
not bother it unless bullied by a creature of higher +4 to Hide and Move Silently against the poacher.
intelligence. Other Rangers have a base 50% The punishment for poaching largely depends upon
chance of finding this shelter plus or minus five the Ranger and the animal that’s been poached.
percent for every level above or below the Ranger Typically, good Rangers will destroy the poacher’s
casting the spell. All others attempting to spot weapons and any trophies or hides the poacher is
those inside the shelter are penalized –4 to their attempting to sell. Evil Rangers might do to the
skill check. If the Ranger and his allies spend more poacher what the poacher did to the animal.
than 24 hours in the same spot, the shelter Particularly cruel and evil poachers might be slain
on the spot, especially if the animal was a good

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17 Ranger Spells

friend of the Ranger. Hunters that eat or intend to


eat more than 75% of the meat of a hunted animal
are not considered poachers.

Material component: Remains of a poached animal.

Enemy Shield
Illusion (Glamer)
Level: Ranger 2
Components: S
Casting Time: 1 standard action
Range: Personal or Touch
Target: 1 creature/level
Duration: 10 minutes/level
Saving Throw: None or Will negates (harmless,
object)
Spell Resistance: No or Yes (harmless, object)
The Enemy Shield allows the Ranger to turn
himself and a group of his allies invisible, but only
to creatures of one of his Favored Enemy
categories. Allies of the Favored Enemy that are of a
different race are unaffected by the spell. The spell
does not silence the Ranger’s movement, but the
Favored Enemy will be unable to see the Ranger
and those under the affect of the spell. The same
rules as an Invisibility spell apply to an Enemy
Shield. Creatures that normally can see invisible
targets get a Will check to see the Ranger and his
allies. The Ranger can use the spell to gain a
tactical advantage over his Favored Enemy in
combat, but once he makes an attack, the spell is
broken.
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Favored Strike Casting Time: 1 standard action


Range: Close (25 ft. + 5 ft. per level)
Evocation
Target: All animals in range
Level: Ranger 2
Duration: Permanent
Components: V
Saving Throw: Will negates
Casting Time: 1 standard action
Spell Resistance: Yes
Range: Touch
This spell undoes the training on guard animals,
Target: Weapon touched
domesticated pets, steeds and other trained
Duration: 1 round/level
animals. Additionally, any collars, reins or other
Saving Throw: None
devices used to control the animals will unhook
Spell Resistance: No
themselves and fall off unless they are enchanted.
The spell temporarily grants the Ranger a +1 to his
Animals that fail their Will check instantly return to
melee attack rolls and damage rolls against his
their wild state. Although they will not necessarily
Favored Enemies. If the Ranger makes a successful
listen to the Ranger without additional spells and
attack against a favored opponent this way, the
prompting, they will not attack the Ranger and will
bonus to attack rolls increases by +1 for the next
not consider he or his allies a threat. Especially
round against this same opponent. This is
intelligent animals may voluntarily choose to stay
cumulative each round, up to a maximum of +3. If
with the Ranger if the animal recognizes he needs
he attacks a new favored opponent, this bonus
help.
reverts back to +1 and starts over again.

Rangers that use this spell draw a great deal of


attention their way in combat, as they must scream
a curse at their Favored Enemy as they cast the
spell. This may further enrage other types of the
Favored Enemy to target the Ranger if they have
not already done so.

Free Animals
Enchantment (Charm) (Mind-Affecting)
Level: Ranger 2
Components: V, S

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normal movement becomes climb 30 ft. for a


* 3rd Level Spells medium Ranger. During the duration of the spell,
the Ranger can speak to any animal whose traits he
has borrowed and other animals of the same type
Borrow Animal Trait will treat him as another animal of the same type
Transmutation would.
Level: Ranger 3
Components: V, S Nature’s Armory
Casting Time: 1 standard action
Transmutation
Range: Touch
Level: Ranger 3
Target: Creature touched
Components: V, S
Duration: 1 hour/level
Casting Time: 1 standard action per weapon or 10
Saving Throw: Will negates
projectiles or piece of armor
Spell Resistance: Yes
Range: Close 25 ft. + 5 ft. per level
By touching an animal and calling forth its true
Target: 1 weapon or 10 projectiles or piece of armor
essence, the Ranger can temporarily take on one or
per level
more powers of that animal. The animal power
Duration: 10 rounds + 2 rounds per level
must be natural. During the duration of the spell,
Saving Throw: None
the Ranger acquires one of the animal’s abilities.
Spell Resistance: Yes
Examples include: the speed and movement of a
This spell allows a Ranger to transform natural
horse, the burrowing ability of a mole, the water
debris into normal weapons and armor. The
breathing from a fish, the sense of smell from a dog,
weapons and armor created are mundane, but they
the claws of a bear, the climbing ability of a spider,
can strike creatures that can only be hit by magic
the hide of an armadillo, etc.
weapons.
For each additional animal power the Ranger
For each piece of armor created, the armor adds a
borrows, the spell’s duration is halved. If the
+1 bonus AC, up to +8 AC for Full Plate armor. The
normal ability of that animal provides a bonus in
weapons and armor will do damage and provide
combat, the Ranger gains that bonus. If the Ranger
protection just as regular arms and armor, but it is
is more than twice the size of the creature touched,
actually made from branches, moss, rocks and
the ability (at the GM’s discretion) can be scaled
other natural debris. Unlike normal armor, the
appropriately, i.e. a rat’s ability to climb at it’s
armor created takes only one round to don. The
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17 Ranger Spells

spell cannot create siege weapons, only hand-held the undead creature reaches 0 hit points, it
weapons and armor for humanoids. If the spell is crumbles into a pile of dust.
successfully dispelled, the armors and weapons
immediately return to their natural state. When the
spell ends, the objects return to their natural state.
If the Ranger has a second spell of this kind
prepared, he can use it to extend the duration of
the original spell.

Resume Decay
Transmutation
Level: Ranger 3
Components: V, S
Casting Time: 1 standard action
Range: Close 25 ft. + 5 ft. per level
Target: 1 creature per level
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
This spell only affects corporeal undead creatures
and creatures kept artificially young through magic.
All undead creatures decay at a much slower rate
than normal. This spell accelerates the creatures’
rot back to where nature would normally have it.
The damage to undead creatures is 1d6 per level of
the Ranger. Particularly ancient creatures such as
vampires take double damage. Mummies get +4 to
their Will check and take only half damage due to
their initial preservation techniques when buried.
Undead creatures that regenerate cannot do so for
at least 24 hours after being exposed to this spell. If

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17 Ranger Spells

Creatures that are kept artificially young through creatures take double the amount of damage listed
magic and that fail their Will check take a like as water spirits especially dislike them.
amount of damage and begin to show signs of
aging. A Lycanthrope is also affected by this spell if Water Source Damage-Effect
it fails its Will check, but the spell cannot kill it. If small mountain none - target is blinded for
the lycanthrope is reduced to zero hit points or spring 1 round
below, it is knocked unconscious and forced back wet pond none - up to three targets
into its human form. The spell does not affect as above
small river/ 1d2 - up to three targets
artificial constructs unless those constructs are medium- (DC 12 Reflex save
made of corpses, like Flesh Golems. These sized creek or knocked off feet)
creatures also get a Will check. If the construct is medium-sized lake 1d4 - wave knocks down up
reduced to 0 hit points or less it falls apart and is to six targets (DC 14 Reflex
destroyed. save or be swept into
the lake 1d10 yards)
medium-sized 1d6 - wave knocks down up
Summon Wave river to ten targets (DC 16
Evocation (Water) Reflex save or be swept
Level: Ranger 3 down stream 1d20 yards)
Components: V, S large lake 2d6 - wave knocks down up
Casting Time: 1d4+1 standard actions to twelve targets: (DC 18
Range: Long (400 feet + 40 ft. per level) Reflex save or be swept
into the lake 2d20 yards)
Target: One natural water source
large river 3d6 - wave knocks down up
Duration: 1 round to 20 targets (DC 20 Reflex
Saving Throw: Special save or be swept down
Spell Resistance: No stream 1d6 x 100 yards)
By summoning the spirits of the natural water sea/ocean 4d6 - wave knocks down
source, the Ranger calls upon a great surge of any target on the
water to smash his enemies. The spell is limited to coastline in the Ranger’s
the source of the water. Pools of water, fountains vision (DC 22 Reflex save
and other man-made water containers cannot be or be swept into the
sea/ocean 1d10 x 100 yards)
used for this spell. The amount of damage can be
estimated by a surge of its source. Undead

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* 4th Level Spells during the spell, but cannot complete other
complex tasks without another spell.

Animal Assistant Earth’s Armory


Evocation
Transmutation
Level: Ranger 4
Level: Ranger 4
Components: V
Components: V, S
Casting Time: 1 standard action
Casting Time: 1 standard action per weapon or 10
Range: Long 400 ft. + 100 ft. per level
projectiles or piece of armor
Target: 1 creature
Range: Close 25 ft. + 5 ft. per level
Duration: 1 hour per level
Target: 1 weapon or 10 projectiles or piece of armor
Saving Throw: Will negates
per level
Spell Resistance: Yes
Duration: 20 rounds + 2 rounds per level
The Will check is only given if the Ranger targets a
Saving Throw: None
specific animal. Otherwise, the Ranger casts the
Spell Resistance: Yes
spell by calling out for help in animal noises. The
Similar to the Nature’s Armory spell, this spell
nearest, normal creature that is larger than an
allows a Ranger to create weapons and armor from
insect will answer the call and assist the Ranger.
the dirt or sand. The items created are considered
Unlike other summoned animals, this creature will
+2 magic items. The items are half the weight of
be able to complete very complex tasks. For the
their normal counterparts. If the spell ends or is
duration of the spell it will be as smart as the
dispelled, the items immediately turn to sand.
Ranger. It can read, describe individuals, flip
switches in a particular order, retrieve keys, loosen
For each piece of armor created, the armor adds a
bonds, etc. The animal is only limited to what it can
+1 bonus AC, up to +8 AC for Full Plate armor. The
do by its size. The creature will only enter into
weapons will do magic damage and armor will
combat if it is threatened or if the odds are greatly
provide added protection just as magic armor.
in its favor. At the end of the spell, the creature
Unlike normal armor, the armor created takes only
returns to its normal state. There is a 1% chance
one round to put on, and both the weapons and
that the creature retains 4 points of its intelligence
armors weigh half that of their normal
and becomes the Ranger’s companion as long as
counterparts. The spell cannot create siege
the Ranger treats the creature well. The creature
weapons, only hand-held weapons and armor for
will remember any complex tasks it was assigned
humanoids. If the spell is successfully dispelled,
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the armors and weapons immediately return to the original spell.


their natural state and fall to the ground. When the
spell ends, the objects return to their natural state. Enemy Slayer
If the Ranger has a second spell of this kind
Evocation
prepared, he can use it to extend the duration of
Level: Ranger 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: 1 weapon
Duration: 1 strike
Saving Throw: Will negates
Spell Resistance: Yes
This is the ultimate Ranger ability and can only be
cast by Rangers of 19th level or high. Upon casting
this spell and speaking the name of the Ranger’s
Favored Enemy, his weapon becomes enchanted to
slay it. When the Ranger next strikes the Favored
Enemy it must make a Will check or die
immediately. The spell continues to function until
the Ranger makes a successful strike. The Ranger
must see the Favored Enemy to cast the spell. The
Favored Enemy need not be a specific individual,
but must be of the same type. If the spell is left on a
weapon for an extended period of time, the Favored
Enemy may come to sense the weapon’s presence
and avoid it after many years. Rumors persist that
weapons left enchanted in this manner eventually
become permanently enchanted. In any case, even
if the target makes its Will check it still takes
damage from the weapon as if it were a successful
critical hit.

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Nature’s Roar Quicksand


Evocation Transmutation
Level: Ranger 4 Level: Ranger 4
Components: V Components: V, S, M
Casting Time: 2 standard actions Casting Time: 1 standard action
Range: Close 25 ft. + 5 ft. per level over 8th Range: Medium 100 ft. + 10 ft./level
Area of Effect: 1’ wide cone, widening 1’ per 2’ in Target: 10’ square per level
length Duration: Permanent
Duration: 1 strike Saving Throw: None
Saving Throw: Fortitude check for half Spell Resistance: No
Spell Resistance: None The Ranger speaks the magic words, and projects a
This devastating attack can be summoned by a drop of water to create a patch of quicksand. Any
Ranger in his greatest hour of need. The Ranger creature standing on that spot immediately begins
must be in good standing with the natural sinking. The victim will have 2d6 rounds before its
community in the immediate vicinity, as this spell head sinks below the sand. Any victim that sinks
borrows from every natural creature in a 10-mile below his head begins suffocating. The Ranger can
radius. On the first round, the Ranger inhales create quicksand that only goes to the level of the
deeply, summoning the energy of all the creatures victim’s neck if he so desires. To escape that
in radius. On the second round, he lets loose with quicksand, the victim must wade to the edge. The
an animal roar that does 1d6 points of damage per victim can wade at the rate of two feet per round.
level of the Ranger to any creature unfortunate to Victims that sink below the level of their hands
be standing in the Ranger’s path. Natural animals cannot climb out of the quicksand without
and plants are completely immune to the attack, assistance. It is possible for a victim that has only
but man-made structures take 1 point of structural sunk to his waist to throw a rope over a branch or
damage per level of the Ranger. Immediately after rock and pull himself to the edge, but he may have
the spell, all natural creatures in the 10-mile radius to jettison heavy armor and shields. Good Rangers
will be silent for the next hour and the Ranger may often use this spell to create obvious barriers to
not use the spell again for at least 1 day. Brittle deter armies from natural preserves. Evil Rangers
objects in the radius of the spell must make a sometimes use this spell to target victims, or for
Fortitude check or shatter. practical jokes on family members and Paladins.

Material Component: A drop of water.


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17 Ranger Spells

BAUBLES & URUS OF


ANCIENT Power
Common Name: Inyatee Stones of Power
Total Baubles: 4
Total Urus: 3

Description: The Baubles of Ancient Power and


Urus of Ancient Power are a set of small gem-like
stones that contain embedded powers. Even though
their powers are limited, they are considered
artifacts as they cannot be made by normal magic
creation rules. Baubles come in various colors and
shapes and are usually the size of a marble and do
not emanate any power whatsoever; Urus are
always white in color with black lettering and
always square-shaped, and also are the size of a
marble. Each Bauble and Uru is inscribed with an
ancient command word from a long forgotten
language. However, when placed onto an
appropriate item, and the ancient command word is
spoken, the Bauble or Uru will infuse itself
permanently with the item, granting new abilities to
the item (the Bauble or Uru itself will disappear,
leaving an inscription of the ancient word on the
item). Although Baubles and Urus generally do not
have great powers, they are highly sought after for
their ability to enhance existing items.

Items that are infused with a Bauble or Uru become


especially bonded with its creator - this person is
referred to as The Owner. When used by anyone
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17 Ranger Spells

else, the powers the Bauble or Uru grants to the


item will be unavailable, and the item will act as if Only one Bauble of Ancient Power and one Uru of
the Bauble or Uru had never been infused. (For Ancient Power may be infused into an item, and
example, Froodo the Whiny Halfling infuses the they can never be infused onto artifact items.
Bauble of Hiding onto his cloak. As long as he is
wearing the cloak, he gains the hide bonuses that Optional Rules
the Bauble grants him. However, when anyone else
We know that not all campaign worlds are equal,
wears the cloak, they do not gain the bonus). It is
not to mention GM’s often like to spice things up.
possible to have an item infused with a Bauble by
The following are optional rules that can be used
one person, and the same item infused with an Uru
for your Baubles & Urus. Be careful as some of
by a different person. This does not change how the
these options may be unbalancing.
Baubles and Urus work - the first person using the
• Removable: Baubles and Urus can be removed
item has access to the Bauble’s powers, but not the
and reused by holding the item and speaking the
Uru’s powers, and vice versa.
word of infusing. Doing so however has
consequences as the item will generate a –1
Bauble infused items become very tough, often 5-10
penalty to AC for worn items and –1 penalty to
times harder to damage than normal. Urus do not
attack and damage rolls for weapons. These
provide any such enhancements. If the item itself is
penalties can be permanent or last for 2d4 days.
ever destroyed or significantly broken, the item and
any infused Bauble and/or Uru will permanently • Global use: Baubles & Urus enhance the item
lose all the magical abilities. so that anyone can use the bonuses, not just the
owner. This requires a Use Magic check with a
Although Baubles generally provide a narrowly possible DC of 20, 25, or 30 for a Bauble, Uru,
focused power, Urus are more unique because they or combined power if it is not the owner.
grant synergistic bonuses. Any item that is infused • Wondrous items: Do not allow Baubles & Urus
with an Uru gets power upgrades, but if the item to be infused into wondrous items.
also has an infused Bauble, then the infused Uru • Artifact items: Do allow Baubles & Urus to be
will generate even more powers. The combination of infused into other artifact items.
an Uru and Bauble into a single item would grant it • XP cost: As an additional cost to infuse the
several different abilities. Of course, this is only Bauble or Uru, the owner must sacrifice a
true if the Bauble and Uru were infused into the portion of his XP.
item by the same person.

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• Life cost: As an additional cost to infuse the


Bauble or Uru, the owner must take some
damage unless he makes a successful Will save.
This can be temporary or permanent.

History
The Baubles and Urus were created by an ancient
group of magical beings that were enslaved within
the Inyatee Kingdom. The slaves created these
trinkets for their masters, whom often used them to
equip their elite soldiers or simply used them as
rewards. The slaves eventually revolted and used
their combined powers to lay waste the kingdom
and eventually go home.

Hundreds, possibly thousands of Baubles and Urus


were lost in the uprising. The majority of their
current owners are completely unaware of the
powers contained within them and carry them
simply as luck charms.

It is also rumored that other magical gems were lost


in the uprising, known as Paradigms, but this has
never been confirmed (our shameless plug for a
future book).

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Bauble of Blood Strike


Common Name: Bleeding Stone Bauble of Rapid Fire
Word of Infusing: Halolo Common Name: Shoot Stone
Infuses: Weapon Word of Infusing: Fullolo
Description: This black Bauble with white lettering Infuses: Ranged weapon
may be infused into any weapon. The owner of the Description: This silver Bauble with black lettering
weapon may use it once per day to attempt a Blood may be infused into any ranged weapon. Once per
Strike (Su) with one normal melee attack sequence. day the Ranger may use the infused weapon to
Doing so causes 1d6 points of damage to the owner, attempt Rapid Fire (Su) as a full round action,
but his attack, if successful, will deal an additional which allows him to make a number of ranged
2d4 points of damage. If the owner is wielding two attacks with the weapon equal to half his level. The
weapons, only his primary weapon will deal the first attack is equal to half the Ranger’s highest
additional 2d4 points of damage, while the offhand attack bonus (rounded up), but each attack he
weapon will deal an additional 1d4 points of makes in that round after the first attack incurs a –
damage for this attack. 1 penalty to the attack roll, which is cumulative
with each attack.
Bauble of Favoritism
Common Name: Hate Stone Bauble of Speech
Word of Infusing: Sheel Common Name: Comm Stone
Infuses: Weapon Word of Infusing: Lula
Description: This silver Bauble with black lettering Infuses: Helmet
may be infused into any weapon. The moment this Description: This red Bauble with yellow lettering
Bauble is infused, the owner may select a Favored may be infused into any helmet or hat. The moment
Enemy just as a 1st level Ranger would. the Bauble is infused, the owner may select any
language. The owner will be able to speak fluently
If the owner of this infuse weapon is a Ranger with in that language. This does not grant him the
at least one Favored Enemy already, he does not ability to read or write in that language.
gain this ability. Instead, he gains a +1 to all attack
rolls against his Favored Enemies. This stacks with Uru of Beatdown
all other normal bonuses the Ranger has against
Common Name: Stone of Smacking
his Favored Enemies.
Word of Infusing: Spoon
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Infuses: Weapon ability. He will be able to detect opponents by sense


Description: This Uru may be infused into any of smell, generally within 30 feet. If the opponent is
weapon. Three times per day (max of once per upwind, the range is 60 feet. If it is downwind, the
round), the owner may enchant this weapon with a
+1 bonus to his attack roll, damage roll, or critical
threat range. He must declare this at the beginning
of the round, and this bonus only applies to the
infused weapon. This bonus lasts until the end of
the round.

BAUBLE SYNERGY: If the item also contains an


infused Bauble, the owner will be able to use the
bonus ability listed above six times per day, with a
maximum of three times per round. However, each
ability (attack roll, damage roll, critical threat
range) can only gain a +1 bonus this way each
round.

Uru of Scent
Common Name: Stone of Smell
Word of Infusing: Oopla
Infuses: Helmet
Description: This Uru may be infused into any
helmet and it grants the owner a unique sense of
smell. He is able to sense the smell of his
environment changing, even slightly, granting him
a +3 scent bonus to any check he normally makes
when determining if he is caught flat-footed.

BAUBLE SYNERGY: If the item also contains an


infused Bauble, then the owner’s sense of smell will
become very acute, effectively bestowing the Scent
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range is 15 feet. Strong scents, such as smoke or


rotting garbage, can be detected at twice the ranges False, powerful odors can easily mask other scents.
noted above. Overpowering scents, such as skunk The presence of such an odor completely spoils the
musk or troglodyte stench, can be detected at three ability to properly detect or identify creatures, and
times these ranges. the base Survival DC to track becomes 20 rather
than 10.
The owner can detect another creature’s presence
but not its specific location. Noting the direction of Uru of Targeting
the scent is a move action. If it moves within 5 feet
Common Name: Stone of attack
of the scent’s source, the owner can pinpoint that
Word of Infusing: Jollage
source.
Infuses: Ranged weapon
Description: This Uru may be infused into any
With the Track feat, the owner can follow tracks by
ranged weapon. The critical threat range for this
smell, making a Wisdom check to find or follow a
weapon increases by 1 as long as the owner is
track. The typical DC for a fresh trail is 10. The DC
using it to make a ranged attack.
increases or decreases depending on how strong
the quarry’s odor is, the number of creatures, and
BAUBLE SYNERGY: If the item also contains an
the age of the trail. For each hour that the trail is
infused Bauble, its abilities will be more powerful
cold, the DC increases by 2. The ability otherwise
when making ranged attacks. If the owner’s ranged
follows the rules for the Track feat. Tracking by
attack with this weapon results in a critical hit,
scent ignores the effects of surface conditions and
then the recipient of the attack will feel intense pain
poor visibility.
from the attack and must make a successful Fort
Save (DC 10 + half the attacker’s level) or it
The owner can also identify familiar odors just as
becomes shaken for 2d4 rounds.
humans do familiar sights.
Shaken: A shaken character takes a -2 penalty on attack
Water, particularly running water, ruins a trail for rolls, saving throws, skill checks, and ability checks.
air-breathing creatures. If the owner has a form of Shaken is a less severe state of fear than frightened or
Water-breathing, however, he can use it in the panicked.
water easily.

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APPENDIX A: RANGER CLASS


At 5th level and every five levels thereafter (10th, 15th,
RANGER and 20th level), the Ranger may select an additional
Favored Enemy from those given on the table. In
Alignment: Any. addition, at each such interval, the bonus against any
Hit Die: d8. one Favored Enemy (including the one just selected, if
so desired) increases by 2.
Class Skills If the Ranger chooses humanoids or outsiders as a
The Ranger’s class skills (and the key ability for each Favored Enemy, he must also choose an associated
skill) are Climb (Str), Concentration (Con), Craft (Int), subtype, as indicated on the table. If a specific creature
Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), falls into more than one category of Favored Enemy, the
Knowledge (dungeoneering) (Int), Knowledge (geography) Ranger’s bonuses do not stack; he simply uses
(Int), Knowledge (nature) (Int), Listen (Wis), Move Silently whichever bonus is higher.
(Dex), Profession (Wis), Ride (Dex), Search (Int), Spot
(Wis), Survival (Wis), Swim (Str), and Use Rope (Dex). Table A-1: Ranger Favored Enemies

Skill Points at 1st Level: (6 + Int modifier) x4. Type (Subtype) Type (Subtype)
Aberration Humanoid (reptilian)
Skill Points at Each Additional Level: 6 + Int modifier. Animal Magical beast
Construct Monstrous humanoid
Class Features Dragon Ooze
All of the following are class features of the Ranger. Elemental Outsider (air)
Fey Outsider (chaotic)
Weapon and Armor Proficiency: A Ranger is proficient Giant Outsider (earth)
with all simple and martial weapons, and with light Humanoid (aquatic) Outsider (evil)
armor and shields (except tower shields). Humanoid (dwarf) Outsider (fire)
Humanoid (elf) Outsider (good)
Favored Enemy (Ex): At 1st level, a Ranger may select a Humanoid (goblinoid) Outsider (lawful)
type of creature from among those given on Table A-1: Humanoid (gnoll) Outsider (native)
Ranger Favored Enemies. The Ranger gains a +2 bonus Humanoid (gnome) Outsider (water)
on Bluff, Listen, Sense Motive, Spot, and Survival Humanoid (halfling) Plant
checks when using these skills against creatures of this Humanoid (human) Undead
type. Likewise, he gets a +2 bonus on weapon damage Humanoid (orc) Vermin
rolls against such creatures.

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Track: A Ranger gains Track as a bonus feat. when he wears light or no armor. He loses all benefits of
his combat style when wearing medium or heavy armor.
Wild Empathy (Ex): A Ranger can improve the attitude
of an animal. This ability functions just like a Diplomacy Endurance: A Ranger gains Endurance as a bonus feat
check to improve the attitude of a person. The Ranger at 3rd level.
rolls 1d20 and adds his Ranger level and his Charisma
bonus to determine the wild empathy check result. The Animal Companion (Ex): At 4th level, a Ranger gains
typical domestic animal has a starting attitude of an animal companion selected from the following list:
indifferent, while wild animals are usually unfriendly. badger, camel, dire rat, dog, riding dog, eagle, hawk,
horse (light or heavy), owl, pony, snake (Small or
To use wild empathy, the Ranger and the animal must Medium viper), or wolf. If the campaign takes place
be able to study each other, which means that they wholly or partly in an aquatic environment, the following
must be within 30 feet of one another under normal creatures may be added to the Ranger’s list of options:
visibility conditions. Generally, influencing an animal in crocodile, porpoise, Medium shark, and squid. This
this way takes 1 minute, but, as with influencing people, animal is a loyal companion that accompanies the
it might take more or less time. Ranger on his adventures as appropriate for its kind.
The Ranger can also use this ability to influence a This ability functions like the druid ability of the same
magical beast with an Intelligence score of 1 or 2, but he name, except that the Ranger’s effective druid level is
takes a -4 penalty on the check. one-half his Ranger level. A Ranger may select from the
alternative lists of animal companions just as a druid
Combat Style (Ex): At 2nd level, a Ranger must select can, though again his effective druid level is half his
one of two combat styles to pursue: archery or two- Ranger level. Like a druid, a Ranger cannot select an
weapon combat. This choice affects the character’s class alternative animal if the choice would reduce his
features but does not restrict his selection of feats or effective druid level below 1st.
special abilities in any way.
Spells: Beginning at 4th level, a Ranger gains the ability
If the Ranger selects archery, he is treated as having the to cast a small number of divine spells, which are drawn
Rapid Shot feat, even if he does not have the normal from the Ranger spell list. A Ranger must choose and
prerequisites for that feat. prepare his spells in advance (see below).

If the Ranger selects two-weapon combat, he is treated To prepare or cast a spell, a Ranger must have a
as having the Two-Weapon Fighting feat, even if he does Wisdom score equal to at least 10 + the spell level. The
not have the normal prerequisites for that feat. Difficulty Class for a saving throw against a Ranger’s
spell is 10 + the spell level + the Ranger’s Wisdom
The benefits of the Ranger’s chosen style apply only modifier.

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Like other spellcasters, a Ranger can cast only a certain Woodland Stride (Ex): Starting at 7th level, a Ranger
number of spells of each spell level per day. His base may move through any sort of undergrowth (such as
daily spell allotment is given on Table A-2: The Ranger. natural thorns, briars, overgrown areas, and similar
In addition, he receives bonus spells per day if he has a terrain) at his normal speed and without taking damage
high Wisdom score. When Table A-2: The Ranger or suffering any other impairment.
indicates that the Ranger gets 0 spells per day of a given
spell level, he gains only the bonus spells he would be However, thorns, briars, and overgrown areas that are
entitled to based on his Wisdom score for that spell enchanted or magically manipulated to impede motion
level. The Ranger does not have access to any domain still affect him.
spells or granted powers, as a cleric does.
A Ranger prepares and casts spells the way a cleric Swift Tracker (Ex): Beginning at 8th level, a Ranger can
does, though he cannot lose a prepared spell to cast a move at his normal speed while following tracks without
cure spell in its place. A Ranger may prepare and cast taking the normal -5 penalty. He takes only a -10
any spell on the Ranger spell list, provided that he can penalty (instead of the normal -20) when moving at up
cast spells of that level, but he must choose which spells to twice normal speed while tracking.
to prepare during his daily meditation.
Through 3rd level, a Ranger has no caster level. At 4th Evasion (Ex): At 9th level, a Ranger can avoid even
level and higher, his caster level is one-half his Ranger magical and unusual attacks with great agility. If he
level. makes a successful Reflex saving throw against an
attack that normally deals half damage on a successful
Improved Combat Style (Ex): At 6th level, a Ranger’s save, he instead takes no damage. Evasion can be used
aptitude in his chosen combat style (archery or two- only if the Ranger is wearing light armor or no armor. A
weapon combat) improves. If he selected archery at 2nd helpless Ranger does not gain the benefit of evasion.
level, he is treated as having the Manyshot feat, even if
he does not have the normal prerequisites for that feat. Combat Style Mastery (Ex): At 11th level, a Ranger’s
aptitude in his chosen combat style (archery or two-
If the Ranger selected two-weapon combat at 2nd level, weapon combat) improves again. If he selected archery
he is treated as having the Improved Two-Weapon at 2nd level, he is treated as having the Improved
Fighting feat, even if he does not have the normal Precise Shot feat, even if he does not have the normal
prerequisites for that feat. prerequisites for that feat.
As before, the benefits of the Ranger’s chosen style apply
only when he wears light or no armor. He loses all If the Ranger selected two-weapon combat at 2nd level,
benefits of his combat style when wearing medium or he is treated as having the Greater Two-Weapon
heavy armor. Fighting feat, even if he does not have the normal

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prerequisites for that feat. use the Hide skill in any sort of natural terrain, even if
As before, the benefits of the Ranger’s chosen style apply the terrain doesn’t grant cover or concealment.
only when he wears light or no armor. He loses all
benefits of his combat style when wearing medium or Hide in Plain Sight (Ex): While in any sort of natural
heavy armor. terrain, a Ranger of 17th level or higher can use the
Hide skill even while being observed.
Camouflage (Ex): A Ranger of 13th level or higher can

Table A-2: Ranger Progression Chart

Level Base Attack Fort Ref Will -----Spells Per Day-----


Bonus Save Save Save Special 1 2 3 4
1st +1 +2 +2 +0 1st Favored Enemy,
Track, wild empathy - - - -
2nd +2 +3 +3 +0 Combat style - - - -
3rd +3 +3 +3 +1 Endurance - - - -
4th +4 +4 +4 +1 Animal companion 0 - - -
5th +5 +4 +4 +1 2nd Favored Enemy 0 - - -
6th +6/+1 +5 +5 +2 Improved combat style 1 - - -
7th +7/+2 +5 +5 +2 Woodland stride 1 - - -
8th +8/+3 +6 +6 +2 Swift tracker 1 0 - -
9th +9/+4 +6 +6 +3 Evasion 1 0 - -
10th +10/+5 +7 +7 +3 3rd Favored Enemy 1 1 - -
11th +11/+6/+1 +7 +7 +3 Combat style mastery 1 1 0 -
12th +12/+7/+2 +8 +8 +4 1 1 1 -
13th +13/+8/+3 +8 +8 +4 Camouflage 1 1 1 -
14th +14/+9/+4 +9 +9 +4 2 1 1 0
15th +15/+10/+5 +9 +9 +5 4th Favored Enemy 2 1 1 1
16th +16/+11/+6/+1 +10 +10 +5 2 2 1 1
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight 2 2 2 1
18th +18/+13/+8/+3 +11 +11 +6 3 2 2 1
19th +19/+14/+9/+4 +11 +11 +6 3 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 5th Favored Enemy 3 3 3 3

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OPEN GAME LICENSE Version 1.0a


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