Marine Ranger

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For those who live on, in or near the shore of ocean, lake or river, the call of the water may be strong and many will say they have salt or silt in their veins and thus must go where the tides or currents pull them. Be they whalers, river guides, deep sea divers, pirate scouts, or bounty hunters, sear rangers share much in common with land rangers: unique mastery of specialized weapons, skilled at tracking, and the expertise to defeat a wide range of quarries. However, they are more comfortable and competent on or in the water than on land but know a few “tricks of the trade” that give them an edge in that environment. Knowledgeable, patient, and skilled sailors, boaters, sea hunters and fishers, these rangers hound men across the surface of oceans, lakes and rivers and beasts and monster beneath them, gaining insight into the way of the predator, skill in varied water related environments, and ever more lethal martial prowess. While some track man-eating sea creatures to protect marine traffic, others pursue more cunning game—even fugitives among their own people.

Roles: Marine rangers are deft skirmishers, either in melee or at range, capable of skillfully dancing in and out of battle. Their familiarity with shipboard fighting makes them very deft and dexterous, even when on unstable ground. Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable against all manner of enemies.

Alignment: Any.
Hit Die: d10.

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
 

Class Skills

The marine ranger’s class skills are Acrobatics (Dex), Climb (Str), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (marine)† (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (navigation)†, Perception (Int), Profession (diver) (Wis), Profession (boater) (Wis), Profession (fisher) (Wis), Profession (sailor) (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis) and Swim (Str).

Skills marked with an dagger (†) are new. See the New & Modified Skills page for details.
 

Skill Ranks per Level: 6 + Int modifier.
 

Table 1: Marine Ranger

Level BAB Fort
Save
Ref
Save
Will
Save
Special Spells Per Day
1 2 3 4
1st +1 +2 +2 +0 1st favored enemy, mariner, rope monkey, water tracker - - - -
2nd +2 +3 +3 +0 Combat style feat - - - -
3rd +3 +3 +3 +1 Endurance, 1st favored marine region, freediver - - - -
4th +4 +4 +4 +1 Mariner’s bond 0 - - -
5th +5 +4 +4 +1 2nd favored enemy 1 - - -
6th +6/ +1 +5 +5 +2 Combat style feat 1 - - -
7th +7/ +2 +5 +5 +2 Aquatic freedom 1 0 - -
8th +8/ +3 +6 +6 +2 Swift tracker, 2nd favored marine region 1 1 - -
9th +9/ +4 +6 +6 +3 Evasion, improved freediver 2 1 - -
10th +10/ +5 +7 +7 +3 3rd favored enemy, combat style feat 2 1 0 -
11th +11/ +6/ +1 +7 +7 +3 Quarry 2 1 1 -
12th +12/ +7/ +2 +8 +8 +4 Camouflage 2 2 1 -
13th +13/ +8/ +3 +8 +8 +4 3rd favored marine region 3 2 1 0
14th +14/ +9/ +4 +9 +9 +4 Combat style feat 3 2 1 1
15th +15/ +10/ +5 +9 +9 +5 4th favored enemy 3 2 2 1
16th +16/ +11/ +6/ +1 +10 +10 +5 Greater freediver, improved evasion 3 3 2 1
17th +17/ +12/ +7/ +2 +10 +10 +5 Hide in plain sight 4 3 2 1
18th +18/ +13/ +8/ +3 +11 +11 +6 4th favored marine region, combat style feat 4 3 2 2
19th +19/ +14/ +9/ +4 +11 +11 +6 Improved quarry 4 3 3 2
20th +20/ +15/ +10/ +5 +12 +12 +6 5th favored enemy, master hunter 4 4 3 3
 

Class Features

All of the following are class features of the marine ranger.

Weapon and Armor Proficiency: A marine ranger is proficient with all simple and martial weapons, the exotic weapons harpoon and net, light armor, and light shields.

Wearing armor on the high seas can be suicidal, and a marine ranger will avoid it if at all possible, rarely, if ever, wearing anything heavier than standard Leather.

Although any simple or martial weapon may be used, the following such weapons are frequently used by marine rangers and their sailing associates: cutlass‡, belaying pin†, boarding axe, boarding gaff, boarding pike, dagger, gaff (hook)†, light crossbow, rapier, sabre†, shortbow/composite shortbow, trident.

Weapons marked with a dagger (†) are new, those marked with a double dagger (‡) have been modified from core. See the New & Modified Weapons page for details.
 

Favored Enemy (Ex)

At 1st level, a marine ranger selects a creature type from the ranger favored enemies table. She gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of her selected type. Likewise, she gets a +2 bonus on weapon attack and damage rolls against them. A marine ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the marine ranger may select an additional favored enemy. 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 marine ranger chooses humanoids or outsiders as a favored enemy, she must also choose an associated subtype, as indicated on Table 2: Marine Ranger Favored Enemy. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the marine ranger’s bonuses do not stack; she simply uses whichever bonus is higher.
 

Table 2: Marine Ranger Favored Enemy

Type (subtype) Type (subtype)
Aberration Ooze
Animal Monstrous humanoid
Humanoid (aquatic) Plant
Magical beast Vermin
Aberration Magical beast
Animal Humanoid (other subtype)
Construct Monstrous humanoid
Dragon Ooze
Fey Outsider (air)
Humanoid (aquatic) Outsider (chaotic)
Humanoid (dwarf) Outsider (earth)
Humanoid (elf) Outsider (evil)
Humanoid (giant) Outsider (fire)
Humanoid (goblinoid) Outsider (good)
Humanoid (gnoll) Outsider (lawful)
Humanoid (gnome) Outsider (native)
Humanoid (halfling) Outsider (water)
Humanoid (human) Plant
Humanoid (orc) Undead
Humanoid (reptilian) Vermin
 

Mariner (Ex)

At 1st level, due to the extensive training that the marine ranger receives in and around the water, she receives several long term benefits to certain skills, feats and other abilities.

The marine ranger receives a +4 competency bonus to Swim. She is automatically considered trained in, and receives a +2 competency bonus to Profession (boater) (Wis), Profession (diver), Profession (fisher) and Profession (sailor).

The marine ranger also has a close affinity to and understanding of marine life (i.e., creatures and plants that are typically found in any of the following terrains: aquatic, bog/marsh/swamp, coastline, ocean/sea and river/lake.) Because of this she receives an additional +2 insight bonus to the skill checks, attack rolls and damage rolls related to a creature that is both a favored enemy and a marine creature. Note that this is an additional bonus and stacks with the insight bonus provided by the Quarry and Improved Quarry class abilities.
 

Rope Monkey (Ex)

Experienced seafarers can balance on rails and climb rigging and ropes with the speed and dexterity of monkeys, even in foul weather, with the ship rocking and pitching beneath them. From 1st level a marine ranger retain their Dex bonus to AC when making Climb or Acrobatics checks on rigging, ropes, rails, masts and similarly constructed structures or when crossing slippery surfaces. The marine ranger also gains a +2 competence bonus to all Acrobatics checks and a successful check allows a full move instead of a half move. A failed check still means no movement at all.
 

Water Tracker (Ex)

A marine ranger is able to use her Survival skill to identify signs of passage and follow “trails” in marine environments. She adds half her level (minimum 1) to Survival skill checks made for this purpose.

When tracking in a purely water-based environment (i.e., ocean, lake, deep river, etc.) you move at half normal swimming speed (or at normal swimming speed with a -5 penalty on the check, or at up to twice your normal swimming speed with a -20 penalty on the check). When tracking in an environment that combines land and water (i.e., bog, swamp, coastline, shallow stream) you move at half your normal speed (or at your normal speed with a 5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check).

The base DC usually depends on the distance between you and the trail your quarry left as given on Table 3: Base Survival DC’s to Water Track by Distance.

Within 30’: When you are trying to follow the water track of a craft or creature that was travelling at a depth or height no further than 30’ away from your current location. E.g., you are in a boat on the surface of the ocean trying to track a hippocampus that was travelling near but not at the surface of the water.

30’ to 60’: The further away from the location where the craft or creature passed, the harder it is for you to sense how currents and other conditions at that location may have affected the course your quarry took.

More than 60’: Due to the decreased visibility through water as depth increases it is very difficult to track a quarry that passed more than 60’ away from your current location.
 

Table 3: Base Survival DC’s to Water Track by Distance

Distance Survival DC
Within 30’ 10
30’—60’ 15
More than 60’ 25

Several modifiers may apply to the Survival check, based on prevailing conditions, as given on Table 4: Modifiers to Survival Checks when Water Tracking.

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).
 

Table 4: Modifiers to Survival Checks when Water Tracking

Condition Survival DC Modifier
Every three creatures in the group being tracked –1
Size of creature or creatures being tracked:1
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium +0
Large –1
Huge –2
Gargantuan –4
Colossal –8
Every 15 minutes since the trail was made +1
Surface conditions:2
Very soft ground 10
Soft ground 5
Firm ground +0
Hard ground +5
Weather conditions:3
Bright sunlight 2
Sunny with clouds 1
Overcast +0
Light rain +1
Heavy rain +2
Torrential rain +4
Hurricane conditions +8
Water conditions:4
Water depth of tracker +1 / 10’
below 30’
Clear water -2
Smooth surface3 -2
Rippled surface3 -1
Minimal silt, sediment or other particulates in the water +0
Small waves3 +0
Medium, choppy waves3 +1
Obvious amounts of silt, sediment or other particulates in the water +2
Large waves3 +2
Obscuring clouds of silt, sediment or other particulates in the water +4

1 For a group of mixed sizes, apply only the modifier for the largest size category.

2 These modifiers only apply when the creature(s) being tracked actually moved across a surface, such as the sea floor, a river bank, or a marshy fen, rather than swimming through water.

3 These modifiers only apply when tracking a quarry travelling on or within 30’ of the surface.

4 These modifiers are cumulative; use all that apply.
 

Combat Style Feat (Ex)

At 2nd level, a marine ranger must select one combat style to pursue.

The marine ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

The benefits of the marine ranger’s chosen style feats apply only when he wears light or no armor. He loses all benefits of his combat style feats when wearing medium or heavy armor. Once a marine ranger selects a combat style, it cannot be changed.
 

Combat Style Options

Archery

If the marine ranger selects archery style, he can choose from the following list whenever he gains a combat style feat:

Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot.

Crossbow

If the marine ranger selects crossbow style, he can choose from the following list whenever he gains a combat style feat:

Deadly Aim, Focused Shot, Precise Shot, and Rapid Reload.

Natural Weapon

If the marine ranger selects natural weapon style, he can choose from the following list whenever he gains a combat style feat:

Aspect of the Beast, Improved Natural Attack, Rending Claws, and Weapon Focus.

Weapon and Net

If the marine ranger selects weapon and net style, he can choose from the following list whenever he gains a combat style feat:

Close-Quarters Thrower, Distance Thrower, Net Adept, Net and Trident, Net Maneuvering, and Two-Weapon Fighting.

Endurance

A marine ranger gains Endurance as a bonus feat at 3rd level.
 

Favored Marine Region (Ex)

At 3rd level, a marine ranger may select a type of marine region from Table 5: Marine Ranger Favored Marine Regions. The marine ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when she is in this region. A marine ranger traveling through her favored marine region normally leaves no trail and cannot be tracked (though she may leave a trail if she so chooses).

At 8th level and every five levels thereafter, the marine ranger may select an additional favored marine region. In addition, at each such interval, the skill bonus and initiative bonus in any one favored marine region (including the one just selected, if so desired), increases by +2.

If a specific location falls into more than one category of favored marine region, the marine ranger’s bonuses do not stack; she simply uses whichever bonus is higher.
 

Table 5: Marine Ranger Favored Marine Regions

Marine Regions
Bog/marsh/swamp
Freshwater (lake)
Freshwater (river)
Ocean (coastal) (< 12 miles from land)
Ocean (continental) (< 75 leagues deep)
Ocean (depths) (> 75 leagues deep)
Ocean (open) (> 12 miles from land)
Ocean (polar) (> 60° north/south latitude)
Ocean (temperate) (between 23° north/south and 60° north/south)
Ocean (tropical) (between 23° north and 23° south latitude)
Plane of water

FYI: A league = 2 yards = 6 feet
 

Freediver †

A marine ranger gains Freediver as a bonus feat at 3rd level.

This is a new feat. See the New & Modified Feats page for details.
 

Mariner’s Bond (Ex)

At 4th level, a marine ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to her companions. This bond allows her to spend a move action to grant half her favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear her. This bonus lasts for a number of rounds equal to the marine ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

The second option is to form a close bond with a marine animal companion. A marine ranger who selects a marine animal companion can choose from the list on this page. This animal is a loyal companion that accompanies the marine ranger on his adventures as appropriate for its kind. A marine ranger’s marine animal companion shares his favored enemy and favored terrain bonuses.

This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the marine ranger’s effective druid level is equal to his marine ranger level –3.
 

Spells

Beginning at 4th level, a marine ranger gains the ability to cast a small number of divine spells, which are drawn from the marine ranger spell list (See the Spells by Class page). A marine ranger must choose and prepare her spells in advance.

To prepare or cast a spell, a marine ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a marine ranger’s spell is 10 + the spell level + the marine ranger’s Wisdom modifier.

Like other spellcasters, a marine ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1: Marine Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells in the Pathfinder RPG Core Rulebook). When Table 1: Marine Ranger indicates that the marine ranger gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

A marine ranger must spend 1 hour per day in quiet meditation to regain her daily allotment of spells. A marine ranger may prepare and cast any spell on the marine ranger spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a ranger has no caster level. At 4th level and higher, her caster level is equal to her ranger level – 3.
 

Aquatic Freedom (Ex)

Starting at 7th level, a marine ranger knows how to use her abilities and weapons to their best effect even when fighting underwater. As a result, when underwater, she suffers no penalties to movement or attack rolls almost as if she were the recipient of the freedom of movement spell.
 

Swift Tracker (Ex)

Beginning at 8th level, a marine ranger can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
 

Evasion (Ex)

When she reaches 9th level, a marine ranger can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the marine ranger is wearing light armor or no armor. A helpless marine ranger does not gain the benefit of evasion.
 

Improved Freediver †

A marine ranger gains Improved Freediver as a bonus feat at 9th level.

This is a new feat. See the New & Modified Feats page for details.
 

Quarry (Ex)

At 11th level, a marine ranger can, as a standard action, denote one target within her line of sight as her quarry. Whenever she is following the tracks of her quarry, a marine ranger can take 10 on her Survival skill checks while moving at normal speed, without penalty. In addition, she receives a +2 insight bonus on attack rolls made against her quarry, and all critical threats are automatically confirmed. A marine ranger can have no more than one quarry at a time and the creature’s type must correspond to one of her favored enemy types. She can dismiss this effect at any time as a free action, but she cannot select a new quarry for 24 hours. If the marine ranger sees proof that her quarry is dead, she can select a new quarry after waiting 1 hour.
 

Camouflage (Ex)

A marine ranger of 12th level or higher can use the Stealth skill to hide in any of her favored terrains, even if the terrain doesn’t grant cover or concealment.
 

Greater Freediver †

A marine ranger gains Greater Freediver as a bonus feat at 16th level.

This is a new feat. See the New & Modified Feats page for details.
 

Improved Evasion (Ex)

At 16th level, a marine ranger’s evasion improves. This ability works like evasion, except that while the marine ranger still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless marine ranger does not gain the benefit of improved evasion.
 

Hide in Plain Sight (Ex)

While in any of her favored terrains, a marine ranger of 17th level or higher can use the Stealth skill even while being observed.
 

Improved Quarry (Ex)

At 19th level, the marine ranger’s ability to hunt her quarry improves. She can now select a quarry as a free action, and can now take 20 while using Survival to track her quarry, while moving at normal speed without penalty. Her insight bonus to attack her quarry increases to +4. If her quarry is killed or dismissed, she can select a new one after 10 minutes have passed.
 

Master Hunter (Ex)

A marine ranger of 20th level becomes a master hunter. She can always move at full speed while using Survival to follow tracks without penalty. She can, as a standard action, make a single attack against a favored enemy at her full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the marine ranger’s level + the marine ranger’s Wisdom modifier. A marine 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 marine ranger can use this ability once per day against each favored enemy type she possesses, but not against the same creature more than once in a 24-hour period.