Pechvarry
2011-01-16, 10:08 AM
So this is written in the style of a variant class (similar to wildshape ranger and the like), but it's definitely more powerful than the PHB ranger (as is the wildshape ranger, once again). If you'd rather see it as a Ranger Fix, go for it. I've seen remarked on these forums that Knowledge Devotion is What Favored Enemy Should Have Been. Instead of going that route, I used the Archivist for inspiration, building a party-based ranger. In comparison to the PHB ranger, it's harder to screw over based on DM choices of monsters, generally adds more overall (because it buffs the entire party), though typically with smaller numbers. It's also not so good at many skill checks against what would be favored enemies, though the "overwhelm" Foe Lore may offset this loss.
The chart is the full esoteric ranger chart instead of just what's changed, for simplicity's sake.
{table]Lvl| Class features
1|Foe lore (tactics), world-wise, track, wild empathy
2|Combat style
3|Endurance
4|Animal companion, Foe lore (puissance)
5|Foe lore max +2, world-wise
6|Improved combat style
7|Woodland stride, foe lore (exploit)
8|Swift tracker
9|Evasion
10|Foe lore (overwhelm), foe lore max +3, world-wise
11|Combat style mastery
12|
13|Camouflage, foe lore (superior tactics)
14|
15|Foe lore max +4, world-wise
16|Foe lore (greater puissance)
17|Hide in plain sight
18|
19|
20|Foe lore max +5, world-wise[/table]
Esoteric Ranger: An Esoteric Ranger does not gain Favored Enemy at level 1, or any of its improvements at further Ranger levels. He instead gains the following:
World-wise: At 1st level, 5th level, and every 5 levels thereafter, the Esoteric Ranger may add another Knowledge skill to their Ranger class skill list. This becomes a permanent skill addition for the level it is gained, as well as all future Ranger levels.
Foe Lore: Choose a creature type in an encounter (such as Dragon or Plant) and make a corresponding Knowledge check DC 10 as a move action. If you succeed, you and your allies gain a +1 bonus against opponents of that type for one minute. The nature of the bonus is dependent on what Foe Lores are available to you. At first level, you know the Tactics Foe Lore. Every 3 levels thereafter, a new Foe Lore is learned. For humanoids and outsiders, you must select a subtype (such as chaotic or elf) for each attempt. In order to be affected, allies must be able to see and hear you.
Tactics: add the bonus to allies' attack rolls against the chosen creature type.|
Puissance: add the bonus to allies' saves.
Exploit: You and your allies add 1d6 damage per point of bonus to attacks against the chosen creature type.
Overwhelm: the bonus applies to you and your allies' opposed checks, combat maneuvers, opposed skill checks (such as spot vs a hide check), and opposed level checks including opposed caster level checks (though not caster level checks for other purposes, such as penetrating spell resistance).
Superior Tactics: your Tactics improves; in addition to the bonus to attack, you and your allies also gain the Foe Lore bonus to armor class against attacks from the chosen creature type.
Greater Puissance: In addition to a bonus to saves, you and your allies may add the Foe Lore bonus to save DCs against the chosen foe.
Foe Lore Max: Starting at level 5, the size of the bonus increases by +1 for every 10 points by which you exceed the DC of the knowledge check. The maximum bonus is indicated on the chart and improves every 5 levels thereafter.
---
Note that instead of giving them Knowledge skills (all, taken individually), I simply let them grab more. The reason for this is I felt it made a low-level Ranger seem more wilderness-y, focusing on K:Nature and K:Dungeoneering (and one extra), but letting them grow into adventurers who've seen it all.
Balance-wise, I'm not sure where this will end up. I think it actually buffs better than bardic music but I don't want to use that as a benchmark. PHB bard has always been a very lackluster buffer, relying on heavy optimization to make it worthwhile. Since the Archivist is effectively a Cleric with the capacity to play bard every once in a while, I couldn't imagine the features being overpowered on a Ranger.
While pasting everything into the post window, I actually changed around the orders of Exploit and Overwhelm. Exploit was made dice of damage to begin with because TWF is still an option, and +1-5 damage (at the cost of a move action) just isn't good enough. Likewise, I changed its level obtained because I think some extra dice of damage are important as soon as possible. Tell me if this is too much, too early. Or if the damage needs lowered to d4s or some such.
It should be noted that I also let Rangers base their spellcasting off of INT, which makes this variant much more appealing.
Anything I should be aware of? Thoughts and suggestions? Should I perhaps put a limit on how many party members can be buffed?
//Change log already:
-as mentioned above, exploit and overwhelm switched places.
-changed base DC from 15 to 10. At first I thought 10 would be too easy, but it's still going up by 10 for each "grade", and a level 1 ranger really needs to be able to use their class features.
The chart is the full esoteric ranger chart instead of just what's changed, for simplicity's sake.
{table]Lvl| Class features
1|Foe lore (tactics), world-wise, track, wild empathy
2|Combat style
3|Endurance
4|Animal companion, Foe lore (puissance)
5|Foe lore max +2, world-wise
6|Improved combat style
7|Woodland stride, foe lore (exploit)
8|Swift tracker
9|Evasion
10|Foe lore (overwhelm), foe lore max +3, world-wise
11|Combat style mastery
12|
13|Camouflage, foe lore (superior tactics)
14|
15|Foe lore max +4, world-wise
16|Foe lore (greater puissance)
17|Hide in plain sight
18|
19|
20|Foe lore max +5, world-wise[/table]
Esoteric Ranger: An Esoteric Ranger does not gain Favored Enemy at level 1, or any of its improvements at further Ranger levels. He instead gains the following:
World-wise: At 1st level, 5th level, and every 5 levels thereafter, the Esoteric Ranger may add another Knowledge skill to their Ranger class skill list. This becomes a permanent skill addition for the level it is gained, as well as all future Ranger levels.
Foe Lore: Choose a creature type in an encounter (such as Dragon or Plant) and make a corresponding Knowledge check DC 10 as a move action. If you succeed, you and your allies gain a +1 bonus against opponents of that type for one minute. The nature of the bonus is dependent on what Foe Lores are available to you. At first level, you know the Tactics Foe Lore. Every 3 levels thereafter, a new Foe Lore is learned. For humanoids and outsiders, you must select a subtype (such as chaotic or elf) for each attempt. In order to be affected, allies must be able to see and hear you.
Tactics: add the bonus to allies' attack rolls against the chosen creature type.|
Puissance: add the bonus to allies' saves.
Exploit: You and your allies add 1d6 damage per point of bonus to attacks against the chosen creature type.
Overwhelm: the bonus applies to you and your allies' opposed checks, combat maneuvers, opposed skill checks (such as spot vs a hide check), and opposed level checks including opposed caster level checks (though not caster level checks for other purposes, such as penetrating spell resistance).
Superior Tactics: your Tactics improves; in addition to the bonus to attack, you and your allies also gain the Foe Lore bonus to armor class against attacks from the chosen creature type.
Greater Puissance: In addition to a bonus to saves, you and your allies may add the Foe Lore bonus to save DCs against the chosen foe.
Foe Lore Max: Starting at level 5, the size of the bonus increases by +1 for every 10 points by which you exceed the DC of the knowledge check. The maximum bonus is indicated on the chart and improves every 5 levels thereafter.
---
Note that instead of giving them Knowledge skills (all, taken individually), I simply let them grab more. The reason for this is I felt it made a low-level Ranger seem more wilderness-y, focusing on K:Nature and K:Dungeoneering (and one extra), but letting them grow into adventurers who've seen it all.
Balance-wise, I'm not sure where this will end up. I think it actually buffs better than bardic music but I don't want to use that as a benchmark. PHB bard has always been a very lackluster buffer, relying on heavy optimization to make it worthwhile. Since the Archivist is effectively a Cleric with the capacity to play bard every once in a while, I couldn't imagine the features being overpowered on a Ranger.
While pasting everything into the post window, I actually changed around the orders of Exploit and Overwhelm. Exploit was made dice of damage to begin with because TWF is still an option, and +1-5 damage (at the cost of a move action) just isn't good enough. Likewise, I changed its level obtained because I think some extra dice of damage are important as soon as possible. Tell me if this is too much, too early. Or if the damage needs lowered to d4s or some such.
It should be noted that I also let Rangers base their spellcasting off of INT, which makes this variant much more appealing.
Anything I should be aware of? Thoughts and suggestions? Should I perhaps put a limit on how many party members can be buffed?
//Change log already:
-as mentioned above, exploit and overwhelm switched places.
-changed base DC from 15 to 10. At first I thought 10 would be too easy, but it's still going up by 10 for each "grade", and a level 1 ranger really needs to be able to use their class features.