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View Full Version : [3.5] Ranger Revision [non-ToB] PEACH



~Corvus~
2011-08-14, 09:03 AM
Even though such cool re-workings of the class already exist...
I did this, frankly, because I think the power of the ranger was all that really needed to be changed. With that in mind, I propose this...

Purple = Added (new) content.
Green = modified / changed content

Alignment: Any.
Hit Die: d8.

Class Skills
The ranger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

{table]Level|Base Attack Bonus|Fortitude|Reflex|Will|Special
1|+1|+2|+2|+0|1st favored enemy, Aspect of the Hunter, Track, Wild empathy
2|+2|+3|+3|+0|Animal companion, Combat style
3|+3|+3|+3|+1|Feat Substitution, Endurance
4|+4|+4|+4|+1|Bonus Aspect
5|+5|+4|+4|+1|2nd favored enemy
6|+6/+1|+5|+5|+2|Improved combat style
7|+7/+2|+5|+5|+2|Woodland stride
8|+8/+3|+6|+6|+2|Swift tracker, Bonus Aspect
9|+9/+4|+6|+6|+3|Evasion
10|+10/+5|+7|+7|+3|3rd favored enemy
11|+11/+6/+1|+7|+7|+3|Superior combat style
12|+12/+7/+2|+8|+8|+4|Bonus Aspect
13|+13/+8/+3|+8|+8|+4|Camouflage
14|+14/+9/+4|+9|+9|+4|Aspect Aura or Improved Evasion
15|+15/+10/+5|+9|+9|+5|4th favored enemy
16|+16/+11/+6/+1|+10|+10|+5|Bonus Aspect
17|+17/+12/+7/+2|+10|+10|+5|Hide in plain sight
18|+18/+13/+8/+3|+11|+11|+6|Bonus Aspect
19|+19/+14/+9/+4|+11|+11|+6|Combat style Mastery
20|+20/+15/+10/+5|+12|+12|+6|5th favored enemy, Dual Aspects[/table]

Class Features:
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Aspects: The Ranger can draw on the powers of nature to heighten his abilities to incredible effect. At 1st level, the Ranger gains the Aspect of the hunter, which improves his damage to favored enemies. At 4th, 8th, 12th, 16th and 18th level, the Hunter gains a Bonus Aspect of his choice. The aspects are always available to the Ranger once learned, and he may switch between them as a swift action. Actions are like Stances (from Tome of Battle): Aspects ONLY grant their benefits to the Ranger as long as the aspect is activated unless it is clearly noted otherwise. Once activated, the aspect grants its benefits until the aspect is canceled or until the ranger activates another aspect. Aspects do not affect the ranger if he is sleeping, helpless, or unconscious.

Aspect of the Hunter (Ex): At level 1, the hunter gains an innate knowledge of how to better harm his favored enemies. Part luck, part knowledge, and part practice, the Aspect of the Hunter grants the Ranger the ability to channel singular, powerful attacks that are difficult to avoid.
The ranger must spend at least a full-round action to make a special attack, but he gets a +4 to hit for every full-round action he spends waiting to attack to a maximum of +12 to hit after 3 full rounds of waiting. When the ranger makes his attack (which may be part of the first full-round action, or second or third) he deals [ (rangerlevel +1) / 2 ] d6 damage to his target. Thus, a 1st or 2nd level ranger will deal 1d6 damage, and a 3rd level ranger does 2d6 to his favored enemy target; a level 8 ranger would deal 4d6 damage with this attack. (Refer to the Rogue table's sneak attack value in case of any confusion). NB: the ranger can only deal the bonus damage to his favored enemies. She may deal this damage with a melee attack or a ranged attack with the same results.


BONUS ASPECTS [selectable at any level that a ranger gains bonus aspects. Restrictions are underlined.]

Aspect of the Ancients (Su): Minimum level 4 to learn.The Ranger gains a bonus to all Knowledge skills he has at least 7 ranks in, all Heal checks and all Survival checks equal to ½ his Ranger level (+ ½ Druid level, if any, both) rounded down. However, this Aspect requires the Ranger to meditate for 1 hour prior to activating it and requires him to be touching a real, living tree or a living piece of a tree that weighs at least 10 lbs for the 4 hours of meditation. This aspect may be switched out of by a full-round action of quick concentration to dismiss it. At level 12, the Ranger may always take 10 on Survival checks to track favored enemies when in this aspect.
Aspect of the Bull (Ex): Minimum level 12 to learn. All of the Ranger's attacks that deal at least 20 damage cause his target(s) to become dazed for 1d4 rounds.
Aspect of the Cat (Ex): Minimum level 8 to learn. The Ranger gains a bonus to her Spot, Hide and Move Silently checks equal to ½ her ranger level, rounded down (minimum of 1). In addition, as long as she stays still for at least 1 round and has at least partial cover, she gains an additional +5 modifier to all Hide and Spot checks as long as she remains stationary. Finally, as long as she remains stationary for at least 2 rounds while in this aspect, she may make charge a favored enemy and take a full attack at the end of the charge; if she does, then she applies her Aspect of the Hunter damage instead of the standard damage to the first attack at the end of the charge.
Aspect of Resistance (Su): To gain the benefit of this aspect, the Ranger must spend at least 1 hour meditating in, on or near the element of his choice: Cold (meditate in water or cold weather), Fire (meditate near fire or in hot weather), Acid (meditate in fog, underground or near acid), or Electricity (meditate in rain or strong wind). She grants resistance equal to her character level against the chosen element to herself and all allies within 10 feet. This aspect may be dismissed with a full round of quick, uninterrupted concentration.
Aspect of Speed (Ex): The Ranger gains +10 base land speed, +10 for every 6 levels he has in the Ranger class. In addition, she gains the benefit of the Run feat. If she has that feat, then the multiplier for running increases to land speed x6. However, if the Ranger is hit by an attack or takes damage from a supernatural, spell-like ability, spell or attack then she becomes dazed for 1d4 rounds and must make a reflex save DC = 10 + ¼ her character level (min 1) or fall prone.
Aspect of Travel (Ex): The Ranger gains a Climb speed and a Swim speed equal to his base movement speed -10 feet and may take 10 on all Climb checks and Swim checks. In addition, he gains a bonus to his Climb, Swim, Jump, and Ride skills equal to ½ his Ranger level. However, if the Ranger is hit by an attack or takes damage from a supernatural, spell-like ability, spell or attack then she becomes dazed for 1d4 rounds and must make a reflex save DC = 10 + ¼ her character level (min 1) or fall prone. If the Ranger is riding a mount, then the Ranger must take a Ride Check with a DC = 10 + damage taken instead of the reflex save to avoid falling off the mount.
Aspect of the Wind (Ex / Su): When making ranged attacks, this aspect may be active while the ranger is in Aspect of the Hunter; however, if the ranger takes damage while both of these aspects are activated, then he must a concentration check DC 10 + damage dealt or be stunned for 1d4 rounds. While in this aspect, the Ranger cannot miss any ranged attacks due to concealment: this is an extraordinary effect. In addition, the ranger's ranged attacks are not affected in any way by wind or wind-like spells or effects: this is a supernatural effect. At 11th level and higher, the Ranger may make attacks at double range; however, all attacks that extend past their maximum normal range are affected by wind effects (this effect is a supernatural effect).
Aspect of the Wolf (Ex): When making a melee attack, the Ranger may make Trip attacks as if he had the Improved Trip feat. At level 8, the ranger with this aspect makes all trip attacks (even when this aspect is not enabled) at an additional +4 to the trip attempt. Finally, the ranger gains the Scent special ability. At level 11 and up, the range and effectiveness of this Scent doubles.
Improved Aspect of the Hunter (Sp): Minimum BAB +8 to learn. This ability grants the Ranger all the benefits of Aspect of the Hunter, except as follows: any weapon that the Hunter wields gains a +2 Critical Threat range. This multiplier stacks with other effects that increase a weapon's critical strike effect, like Keen edge or the Improved Critical feat, but it adds additional threat range after the threat range has been multiplied by other effects. At level 15, the Critical multiplier for all weapons wielded by the ranger while in this aspect increases by 1. (a x2 increases to x3; a x3 increases to x4, and so on). At level 20 and higher, the ranger also gains a +8 to confirm critical threats.

Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type.
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 bonuses to all skills against all favored enemies 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.

Table:|Ranger Favored Enemies
Type (Subtype)|Type (Subtype)
Aberration|Humanoid (reptilian)
Animal|Magical beast
Construct|Monstrous humanoid
Dragon |Ooze
Elemental|Outsider (air)
Fey|Outsider (chaotic)
Giant|Outsider (earth)
Humanoid (aquatic)|Outsider (evil)
Humanoid (dwarf)|Outsider (fire)
Humanoid (elf)|Outsider (good)
Humanoid (goblinoid)|Outsider (lawful)
Humanoid (gnoll)|Outsider (native)
Humanoid (gnome)|Outsider (water)
Humanoid (halfling)|Plant
Humanoid (human)|Undead
Humanoid (orc)|Vermin

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 bonus 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.

Animal Companion (Ex): At 2nd 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: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
This ability functions just like the druid ability of the same name, except that the Ranger gains the class ability at level 2 of the Ranger class. A ranger may select from the alternative lists of animal companions just as a druid can. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

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.
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.
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.

Feat Substitution: Beginning at 3rd level, any time a Ranger would gain a feat as a result of leveling up (not a class ability, such as a Fighter Bonus Feat), he may give up that feat to either learn a bonus aspect (that he meets the requirements for) or a bonus Favored enemy. Favored Enemies gained in this manner to not increase the bonus to skills normally gained upon gaining another favored enemy. This ability does not apply to the Endurance feat the Ranger gains at 3rd level.

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

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.

Superior Combat Style (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.

Camouflage (Ex): A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Aspect Aura (Ex): A ranger of 14th level or higher grants his aspect or aspects to his animal companion as well. If the Aspect of Resistance is activated, its range extends to a 30 foot radius.

If the Ranger wishes, he may gain the benefit of Improved Evasion (Ex) instead of Aspect Aura at level 14.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.

Combat Style Mastery (Ex): A ranger of 19th level gains the benefit of any two non-epic feats that have either Point Blank Shot (if he chose ranged combat at level 2) or Two-weapon Fighting (if he chose melee combat at level 2) as prerequisites.

Dual Aspects (Ex): The Ranger may activate any two Aspects at the same time.