Hit Die: d8.
Autohypnosis, Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Knowledge (psionics), Listen, Move Silently, Profession, Ride, Search, Spot, Survivial, Swim, and Use Rope. SkillPoints at each level: 6 + Int modifier. Skill points at 1st level: (6 + Int modifier) x4
The DSP ranger has all the class features of the standard ranger, except as noted below.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Power Points/Day: A ranger’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Wisdom score. His race may also provide bonus power points per day, as may certain feats and items. A 1st-level ranger gains no power points for his class level, but he gains bonus power points (if he is entitled to any).
Powers Known: A ranger begins play not knowing any powers. Starting at 4th level, he unlocks the knowledge of new powers as indicated on the above table. Choose the powers known from the Psychic Warrior power list in addition to the powers on the following table. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a ranger to learn powers from the lists of other classes.) A ranger can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a ranger can manifest in a day is limited only by his daily power points.
A ranger simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against ranger powers is 10 + the power’s level + the ranger’s Wisdom modifier.
Maximum Power Level Known: A ranger does not gain the ability to manifest powers until 4th level. Prior to this, while he may have power points, he does not have the ability to manifest powers. As he attains higher levels, he may gain the ability to master more complex powers. To learn or manifest a power, a ranger must have a Wisdom score of at least 10 + the power’s level.
Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on the following table. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Track: A ranger gains Track as a bonus feat.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Animal Companion (Ex): At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
The ranger’s effective level for this ability is one-half his ranger level. A ranger may select from the alternative lists of animal companions, though again his effective level is half his ranger level. A ranger cannot select an alternative animal if the choice would reduce his effective level below 1st.
Improved Combat Style (Ex): At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal 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 benefits of his combat style when wearing medium or heavy armor.
Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.
Combat Style Mastery (Ex): At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal 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 benefits of his combat style when wearing medium or heavy armor.