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.
This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st. Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list.
A ranger must choose and prepare his spells in advance see below. Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score.
When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
The ranger does not have access to any domain spells or granted powers, as a cleric does. A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Through 3rd level, a ranger has no caster level.
At 4th level and higher, his caster level is one-half his ranger level. 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. 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. I figure this is also the editor's fault. I know. Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group.
Create a free Team What is Teams? Learn more. Asked 7 years, 7 months ago. Active 6 years, 5 months ago. Viewed 5k times. Improve this question. Thomas Jacobs. Thomas Jacobs Thomas Jacobs Add a comment. Active Oldest Votes. And the druid handbook has no useful suggestions. In short, enjoy your first five levels as an excellent class. Improve this answer. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.
If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
A druid of 4th level or higher may select from alternative lists of animals. A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her 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 druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions.
Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check. Starting at 2nd level, a druid may move through any sort of undergrowth such as natural thorns, briars, overgrown areas, and similar terrain at her normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her. Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type.
This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Each time you use wild shape, you regain lost hit points as if you had rested for a night.
Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional.
Any new items worn in the assumed form fall off and land at the druid's feet.
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