Serenity
2009-05-18, 04:11 PM
I have, as of late, been working on a D&D setting without arcane or divine casters, but incorporating Psionics and the Tome of Battle. To this end, the Ranger class required editing. My current thought on the matter is to have two variants available for play. One the Sublime Ranger found here (http://forums.gleemax.com/showthread.php?t=738077). The other, I have devised as follows.
Beastmaster Ranger
Spells: The Beastmaster Ranger has no spellcasting.
Animal Companion: The Beastmaster Ranger gains an Animal Companion at first level. This is identical to the druid class ability of the same name, and the Animal Companion advances as if the Ranger were a druid of equivalent level.
Power Points: The Beastmaster Ranger gains Power Points per day as if he was a Psychic Warrior of two levels lower than his actual class. He gains additional power points per day, and determines the saving throws of his powers, based on Wisdom, just as a Psychic Warrior. Beastmaster Rangers gain no actual Powers Known from Beastmaster Ranger levels; however, the Power Points gained can be used to manifest powers from other sources (such as Psychic Warrior levels, or the Hidden Talent feat) and serve to power the Beastmaster Ranger’s Aspect of Nature class feature.
Psionically Gifted: If a Beastmaster Ranger multiclasses into a class which manifests powers, he can add ½ of his Beastmaster Ranger levels to his Manifester Level for the purposes of determining saves, power effects, and the amount of power points he
Aspect of Nature: At 5th level, the Beastmaster Ranger gains the ability to take on an Aspect of Nature, selected from the list which follows, by expending 4 Power Points. This is a standard action which does not provoke attacks of opportunity. The effects last for one minute per Beastmaster Ranger level. At 8th, 12th, and 16th level, he gains the ability to take on multiple Aspects simultaneously—two Aspects in a single attempt at level 8, three at level 12, and four at level 16. Taking on multiple aspects requires spending an additional 4 Power Points for each additional Aspect taken on.
List of Aspects:
Agility
The Beastmaster Ranger gains a +8 bonus to Dexterity but takes a -4 penalty to Strength. Prerequisite: Beastmaster Ranger level 8th.
Aquatic
The Beastmaster Ranger grows gills, enabling her to breathe underwater (while retaining her ability to breathe air). Webbing between her fingers and her toes grants her a swim speed of 40 feet (or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load) and a +8 bonus on her Swim checks.
Elemental Air
The Beastmaster Rangers body becomes gaseous (as the gaseous form spell, except that she can fly at a speed of 100 feet with perfect maneuverability and doesn't lose her supernatural abilities while in this form). While in this form, the Beastmaster Ranger has immunity to poison, sleep, paralysis, and stunning, as well as any other immunities provided by the gaseous form spell. The Beastmaster Ranger cannot cast spells while this aspect is in effect. She can't combine this aspect with any other aspect except for agility and endurance. Prerequisite: Beastmaster Ranger level 16th.
Elemental Earth
The Beastmaster Ranger's body becomes stony and rocklike. While in this form, the Beastmaster Ranger has immunity to poison, sleep, paralysis, and stunning. She gains a slam attack that deals bludgeoning damage equal to a morningstar of the Beastmaster Ranger's size (1d8 for Medium Beastmaster Rangers, 1d6 for Small Beastmaster Rangers). Her natural armor bonus becomes +8 (replacing any other natural armor bonus the Beastmaster Ranger has, though enhancement bonuses to natural armor still apply normally). She also gains damage reduction 10/magic. The Beastmaster Ranger cannot cast spells while this aspect is in effect. She can't combine this aspect with any other aspect except for endurance and vigor. Prerequisite: Beastmaster Ranger level 16th.
Elemental FireThe Beastmaster Ranger's body bursts into flame. While in this form, the Beastmaster Ranger has immunity to fire, poison, sleep, paralysis, and stunning. In addition, any creature struck by the Beastmaster Ranger in melee (whether with a weapon, unarmed attack, or natural weapon) takes an extra 1d6 points of fire damage and must succeed on a Reflex save or catch fire for 1d4 rounds. The save DC is 10 + 1/2 Beastmaster Ranger level + Beastmaster Ranger's Con modifier. Creatures hitting the Beastmaster Ranger with natural weapons or unarmed attacks while this aspect is in effect take 1d6 points of fire damage and also catch fire unless they succeed on the Reflex save noted above. The Beastmaster Ranger also gains damage reduction 10/magic. The Beastmaster Ranger cannot cast spells while this aspect is in effect. She can't combine this aspect with any other aspect except for agility and endurance. Prerequisite: Beastmaster Ranger level 16th.
Elemental Water
The Beastmaster Ranger's body becomes semifluid. While in this form, the Beastmaster Ranger gains a +10 bonus on Escape Artist checks, resistance to fire 10, and immunity to poison, steep, paralysis, and stunning. She gains a swim speed of 90 feet and a +8 bonus on her Swim checks. Her touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are Large or smaller. The Beastmaster Ranger can dispel magical fire she touches as if she had cast greater dispel magic on it. She also gains damage reduction 10/magic. The Beastmaster Ranger cannot cast spells while this aspect is in effect. She can't combine this aspect with any other aspect except for endurance and vigor. Prerequisite: Beastmaster Ranger level 16th.
Endurance
The Beastmaster Ranger gains a +4 bonus to Constitution. Prerequisite: Beastmaster Ranger level 8th.
Flight
The Beastmaster Ranger grows wings (feathery or batlike, at her option) that enable her to fly at a speed of 40 feet with average maneuverability (or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load).
Plant
The Beastmaster Ranger's body becomes plantlike. While in this form, the Beastmaster Ranger gains a +10 bonus on Hide checks made in areas of forest, overgrowth, or similar terrain. She gains immunity to poison, sleep, paralysis, and stunning. She gains a slam attack that deals bludgeoning damage equal to a light mace of the Beastmaster Ranger's size (1d6 for Medium Beastmaster Rangers, 1d4 for Small Beastmaster Rangers). Her natural armor bonus becomes 4 (replacing any other natural armor bonus the Beastmaster Ranger has, though enhancement bonuses to natural armor still apply normally). She can't combine this aspect with any other aspect except for vigor. Prerequisite: Beastmaster Ranger level 12th.
Poison
The Beastmaster Ranger gains a bite attack that deals bludgeoning, piercing, and slashing damage equal to a dagger of the Beastmaster Ranger's size (1d4 for a Medium Beastmaster Ranger, or 1d3 for a Small Beastmaster Ranger). In addition, the bite delivers a toxic venom (Fortitude save DC 10 + 1/2 Beastmaster Ranger's level + Beastmaster Ranger's Con modifier; initial and secondary damage 1d6 Con).
Scent
The Beastmaster Ranger gains the scent ability.
Speed
The Beastmaster Ranger gains a +30-foot enhancement bonus to her base land speed.
Tooth and Claw
The Beastmaster Ranger gains a primary bite attack (at her full base attack bonus) and two secondary claw attacks (at her base attack bonus -5 and adding only half her Strength bonus on damage rolls). The bite attack deals bludgeoning, piercing, and slashing damage equal to a short sword of the Beastmaster Ranger's size (1d6 for a Medium Beastmaster Ranger, or 1d4 for a Small Beastmaster Ranger), while the claws deal piercing and slashing damage equal to a dagger of the Beastmaster Ranger's size (1d4 for a Medium Beastmaster Ranger, or 1d3 for a Small Beastmaster Ranger).
Vigor
The Beastmaster Ranger gains a +8 bonus to Strength but takes a -4 penalty to Dexterity. Prerequisite: Beastmaster Ranger level 8th.
Beastmaster Rangers are otherwise identical to the Ranger class presented in the 3.5 Player’s Handbook.
(The Aspects of Nature ability is lifted almost directly from a Wild Shape variant found on the SRD.)
Thoughts?
Beastmaster Ranger
Spells: The Beastmaster Ranger has no spellcasting.
Animal Companion: The Beastmaster Ranger gains an Animal Companion at first level. This is identical to the druid class ability of the same name, and the Animal Companion advances as if the Ranger were a druid of equivalent level.
Power Points: The Beastmaster Ranger gains Power Points per day as if he was a Psychic Warrior of two levels lower than his actual class. He gains additional power points per day, and determines the saving throws of his powers, based on Wisdom, just as a Psychic Warrior. Beastmaster Rangers gain no actual Powers Known from Beastmaster Ranger levels; however, the Power Points gained can be used to manifest powers from other sources (such as Psychic Warrior levels, or the Hidden Talent feat) and serve to power the Beastmaster Ranger’s Aspect of Nature class feature.
Psionically Gifted: If a Beastmaster Ranger multiclasses into a class which manifests powers, he can add ½ of his Beastmaster Ranger levels to his Manifester Level for the purposes of determining saves, power effects, and the amount of power points he
Aspect of Nature: At 5th level, the Beastmaster Ranger gains the ability to take on an Aspect of Nature, selected from the list which follows, by expending 4 Power Points. This is a standard action which does not provoke attacks of opportunity. The effects last for one minute per Beastmaster Ranger level. At 8th, 12th, and 16th level, he gains the ability to take on multiple Aspects simultaneously—two Aspects in a single attempt at level 8, three at level 12, and four at level 16. Taking on multiple aspects requires spending an additional 4 Power Points for each additional Aspect taken on.
List of Aspects:
Agility
The Beastmaster Ranger gains a +8 bonus to Dexterity but takes a -4 penalty to Strength. Prerequisite: Beastmaster Ranger level 8th.
Aquatic
The Beastmaster Ranger grows gills, enabling her to breathe underwater (while retaining her ability to breathe air). Webbing between her fingers and her toes grants her a swim speed of 40 feet (or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load) and a +8 bonus on her Swim checks.
Elemental Air
The Beastmaster Rangers body becomes gaseous (as the gaseous form spell, except that she can fly at a speed of 100 feet with perfect maneuverability and doesn't lose her supernatural abilities while in this form). While in this form, the Beastmaster Ranger has immunity to poison, sleep, paralysis, and stunning, as well as any other immunities provided by the gaseous form spell. The Beastmaster Ranger cannot cast spells while this aspect is in effect. She can't combine this aspect with any other aspect except for agility and endurance. Prerequisite: Beastmaster Ranger level 16th.
Elemental Earth
The Beastmaster Ranger's body becomes stony and rocklike. While in this form, the Beastmaster Ranger has immunity to poison, sleep, paralysis, and stunning. She gains a slam attack that deals bludgeoning damage equal to a morningstar of the Beastmaster Ranger's size (1d8 for Medium Beastmaster Rangers, 1d6 for Small Beastmaster Rangers). Her natural armor bonus becomes +8 (replacing any other natural armor bonus the Beastmaster Ranger has, though enhancement bonuses to natural armor still apply normally). She also gains damage reduction 10/magic. The Beastmaster Ranger cannot cast spells while this aspect is in effect. She can't combine this aspect with any other aspect except for endurance and vigor. Prerequisite: Beastmaster Ranger level 16th.
Elemental FireThe Beastmaster Ranger's body bursts into flame. While in this form, the Beastmaster Ranger has immunity to fire, poison, sleep, paralysis, and stunning. In addition, any creature struck by the Beastmaster Ranger in melee (whether with a weapon, unarmed attack, or natural weapon) takes an extra 1d6 points of fire damage and must succeed on a Reflex save or catch fire for 1d4 rounds. The save DC is 10 + 1/2 Beastmaster Ranger level + Beastmaster Ranger's Con modifier. Creatures hitting the Beastmaster Ranger with natural weapons or unarmed attacks while this aspect is in effect take 1d6 points of fire damage and also catch fire unless they succeed on the Reflex save noted above. The Beastmaster Ranger also gains damage reduction 10/magic. The Beastmaster Ranger cannot cast spells while this aspect is in effect. She can't combine this aspect with any other aspect except for agility and endurance. Prerequisite: Beastmaster Ranger level 16th.
Elemental Water
The Beastmaster Ranger's body becomes semifluid. While in this form, the Beastmaster Ranger gains a +10 bonus on Escape Artist checks, resistance to fire 10, and immunity to poison, steep, paralysis, and stunning. She gains a swim speed of 90 feet and a +8 bonus on her Swim checks. Her touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are Large or smaller. The Beastmaster Ranger can dispel magical fire she touches as if she had cast greater dispel magic on it. She also gains damage reduction 10/magic. The Beastmaster Ranger cannot cast spells while this aspect is in effect. She can't combine this aspect with any other aspect except for endurance and vigor. Prerequisite: Beastmaster Ranger level 16th.
Endurance
The Beastmaster Ranger gains a +4 bonus to Constitution. Prerequisite: Beastmaster Ranger level 8th.
Flight
The Beastmaster Ranger grows wings (feathery or batlike, at her option) that enable her to fly at a speed of 40 feet with average maneuverability (or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load).
Plant
The Beastmaster Ranger's body becomes plantlike. While in this form, the Beastmaster Ranger gains a +10 bonus on Hide checks made in areas of forest, overgrowth, or similar terrain. She gains immunity to poison, sleep, paralysis, and stunning. She gains a slam attack that deals bludgeoning damage equal to a light mace of the Beastmaster Ranger's size (1d6 for Medium Beastmaster Rangers, 1d4 for Small Beastmaster Rangers). Her natural armor bonus becomes 4 (replacing any other natural armor bonus the Beastmaster Ranger has, though enhancement bonuses to natural armor still apply normally). She can't combine this aspect with any other aspect except for vigor. Prerequisite: Beastmaster Ranger level 12th.
Poison
The Beastmaster Ranger gains a bite attack that deals bludgeoning, piercing, and slashing damage equal to a dagger of the Beastmaster Ranger's size (1d4 for a Medium Beastmaster Ranger, or 1d3 for a Small Beastmaster Ranger). In addition, the bite delivers a toxic venom (Fortitude save DC 10 + 1/2 Beastmaster Ranger's level + Beastmaster Ranger's Con modifier; initial and secondary damage 1d6 Con).
Scent
The Beastmaster Ranger gains the scent ability.
Speed
The Beastmaster Ranger gains a +30-foot enhancement bonus to her base land speed.
Tooth and Claw
The Beastmaster Ranger gains a primary bite attack (at her full base attack bonus) and two secondary claw attacks (at her base attack bonus -5 and adding only half her Strength bonus on damage rolls). The bite attack deals bludgeoning, piercing, and slashing damage equal to a short sword of the Beastmaster Ranger's size (1d6 for a Medium Beastmaster Ranger, or 1d4 for a Small Beastmaster Ranger), while the claws deal piercing and slashing damage equal to a dagger of the Beastmaster Ranger's size (1d4 for a Medium Beastmaster Ranger, or 1d3 for a Small Beastmaster Ranger).
Vigor
The Beastmaster Ranger gains a +8 bonus to Strength but takes a -4 penalty to Dexterity. Prerequisite: Beastmaster Ranger level 8th.
Beastmaster Rangers are otherwise identical to the Ranger class presented in the 3.5 Player’s Handbook.
(The Aspects of Nature ability is lifted almost directly from a Wild Shape variant found on the SRD.)
Thoughts?