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NeoSeraphi
2012-01-21, 11:32 PM
The Ranger

The ranger is a master of many combat styles. He is also a powerful soldier who uses guerilla warfare to track down and slay his chosen prey.

Alignment: Any. Most evil rangers eventually allow their hatred to consume them and become racists (http://www.giantitp.com/forums/showthread.php?t=204621), while good rangers dedicate themselves to protecting the innocent from their Favored Enemies, rather than hunting and exterminating them outright. Chaotic rangers often lose themselves in the chase and become hunters (http://www.giantitp.com/forums/showthread.php?t=227833), while lawful rangers sometimes join the Order of the Bow Initiate.

HD: 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), Intimidate (Cha), 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: 6+Int per level (x4 at 1st level)



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+1
+2
+2
+0
Favored Enemy (Skills and Damage), Natural Hunter, Wild Empathy


2nd
+2
+3
+3
+0
Combat Style


3rd
+3
+3
+3
+1
Evasion


4th
+4
+4
+4
+1
Combat Style Power


5th
+5
+4
+4
+1
Favored Enemy (AC and Saving Throws)


6th
+6/+1
+5
+5
+2
Improved Combat Style


7th
+7/+2
+5
+5
+2
Camouflage


8th
+8/+3
+6
+6
+2
Hunter's Senses


9th
+9/+4
+6
+6
+3
Wild Tongue


10th
+10/+5
+7
+7
+3
Favored Enemy (Attack Rolls and Critical Confirmations)


11th
+11/+6/+1
+7
+7
+3
Greater Combat Style


12th
+12/+7/+2
+8
+8
+4
Hide in Plain Sight


13th
+13/+8/+3
+8
+8
+4
Improved Evasion


14th
+14/+9/+4
+9
+9
+4
Master Tracker


15th
+15/+10/+5
+9
+9
+5
Favored Enemy (Frightful Presence)


16th
+16/+11/+6/+1
+10
+10
+5
Master Combat Style


17th
+17/+12/+7/+2
+10
+10
+5
Freedom of Movement


18th
+18/+13/+8/+3
+11
+11
+6
Vanishing Hunter


19th
+19/+14/+9/+4
+11
+11
+6
Blindsight


20th
+20/+15/+10/+5
+12
+12
+6
Favored Enemy (Miss Chance and Damage Reduction)



Class Features: All of the following are the ranger's class features.

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor, but not with shields.

Favored Enemy (Ex): A ranger is a warrior who excels at tracking and fighting with specific types of enemies. At 1st level, 5th level, and every 5 levels after that, a ranger selects one creature type or subtype, chosen from the SRD ranger's Favored Enemy list. The ranger receives a +4 bonus on all ranger class skill checks made against or involving a creature of that type. The ranger also receives this bonus to weapon damage rolls made against creatures of that type. When a ranger gains a new Favored Enemy, she selects a single other Favored Enemy she already possesses and increases the bonus to skill checks and damage rolls by an additional +4.

Also, at each level that the ranger gains a new Favored Enemy, her Favored Enemy bonus (for each type) applies to new parts of her fighting style.

At 5th level, a ranger receives her Favored Enemy bonus as an insight bonus to her Armor Class against all attacks made by a creature that shares a type with one of her Favored Enemies, and an insight bonus to her saving throws made against any special attack, spell, or other effect generated by a creature who shares a type with one of her Favored Enemies that allows a saving throw.

At 10th level, a ranger receives her Favored Enemy bonus as an insight bonus to her attack rolls made against creatures that share a type with one of her Favored Enemies, as well as to all rolls she makes to confirm a critical hit against a Favored Enemy.

At 15th level, a ranger is so legendary a hunter that she gains the Frightful Presence ability. Whenever the ranger charges or attacks, any creature within 30 feet who can see or hear her and shares a type with one of her Favored Enemies must make a saving throw (DC 10+1/2 the ranger's class level+her highest Favored Enemy bonus for that type of creature) or be shaken for 1 minute. Unlike other Frightful Presence abilities, the ranger affects any Favored Enemy, regardless of whether its HD is higher than hers.

At 20th level, Favored Enemies who attack the ranger suffer a 5% miss chance against her per point of Favored Enemy bonus she has (the highest applicable one to that type of creature). The maximum miss chance that the ranger can receive in this way is 50%, and she is treated as if she had concealment against her Favored Enemies. Additionally, a ranger receives DR X/- against attacks made by her Favored Enemies, where X is the highest applicable Favored Enemy bonus.

Natural Hunter (Ex): A ranger is able to easily follow tracks in the wild and hunt and gather for his companions. A ranger gains the Track feat as a bonus feat, and receives 1 extra skill point per level (or 4 at 1st character level, if the character's first class was ranger), which must be spent on ranks in the Survival skill.

Wild Empathy (Ex): A ranger is, through her connection with the wild, able to improve the attitude of domestic, wild, and even feral animals. 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 modifier to determine the wild empathy check result. A ranger with 5 or more ranks in the Handle Animal skill receives a +2 synergy bonus to this check. 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.

Combat Style (Ex): A ranger is a skilled combatant who has some mastery (though not to the degree of a fighter) of a specific fighting style. At 2nd level, a ranger selects one fighting style that will determine the majority of her class features. She may choose from the following list of combat styles:

Two-Weapon Fighting: As a standard action, at the end of a charge, as part of an attack of opportunity, or as part of a full-round attack, a ranger may make an additional melee attack at her highest attack bonus with her off-hand weapon. If she does so, she takes a -2 penalty on all attack rolls she makes during the round. The ranger is treated as if she had the Two-Weapon Fighting feat for the purposes of meeting prerequisites.

Archer: A ranger who selects the archery combat style receives Precise Shot as a bonus feat (she need not meet the prerequisites), and is treated as if she had the Point Blank Shot feat for the purposes of meeting prerequisites, though she does not gain the benefits of the Point Blank Shot feat.

Two-Handed: A ranger who chooses to focus on Two-Handed Combat receives Power Attack as a bonus feat (she need not meet the prerequisites).

Unarmed: A ranger who chooses to focus on unarmed combat receives Improved Unarmed Strike as a bonus feat. Her unarmed strikes deal damage as a shortsword of her Size, unless they already deal more damage than that.

Skirmisher: A ranger who selects the skirmisher combat style gains the Mobility feat as a bonus feat (she need not meet the prerequisites) and is treated as if she had the Dodge feat for the purposes of meeting prerequisites (though she does not actually receive the benefits of that feat).

Evasion (Ex): At 3rd level, a 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 ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion. If a ranger already has the Evasion ability, she instead gains Improved Evasion.

Combat Style Power (Ex): Beginning at 4th level, a ranger gains the power to put her Combat Style to good use. She gains a special attack option, based on the style she chose. If the chosen special attack gives the ranger precision damage, the ranger is able to deal that damage in full to creatures who are normally immune to it, as long as those creatures share a type with one or more of her Favored Enemies.

Two-Weapon Fighting: A ranger who chose Two-Weapon Fighting gains the Sneak Attack class feature, as a rogue of her class level. Treat her rogue level as equal to her ranger level to determine whether she is able to overcome the effects of Improved Uncanny Dodge.

Archer: A ranger who selected archery gains the Skirmish class feature, as a scout of her class level.

Two-Handed: A ranger who chose Two-Handed Fighting gains the rage class feature, as a barbarian of her level. She gains additional daily uses of rage every 4 levels, but does not gain the Greater Rage, Indomitable Will, Tireless Rage, or Mighty Rage class features.

Unarmed: A ranger who chose to fight unarmed gains the ability to initiate maneuvers and stances, as a warblade of her class level, with the same recovery mechanic and swapping of higher level stances, however, she has access only to the Setting Sun discipline. Her initiator level is equal to her class level+1/2 her non-ranger character level.

Skirmisher: A ranger who chose to fight as a skirmisher gains the Skirmish class feature, as a scout of her class level.

Improved Combat Style (Ex): At 6th level, a ranger's Combat Style improves, granting her new bonuses.

Two-Weapon Fighting: A 6th level ranger who specializes in dual-wielding is able to make a number of extra off-hand attacks as part of a full-round action as she is able to make attacks with her main hand (at the same attack bonus), excluding bonuses from the speed weapon enhancement, unless her off-hand weapon has the speed enhancement as well. If she uses this ability to make more attacks with her off-hand weapon, all attack rolls she makes this round have a -2 penalty.

Archer: A 6th level ranger who specializes in archery gains the Manyshot feat as a bonus feat. She need not meet the prerequisites. Additionally, starting at 6th level, a creature receives no bonuses to its AC against ranged attacks made by an archer ranger while that creature has cover or soft cover. (This does not allow an archer ranger to attack a creature who has total cover)

Two-Handed: At 6th level, a ranger who specializes in two-handed fighting gains the Improved Bull Rush feat as a bonus feat (she need not meet the prerequisites) and adds double her Strength modifier to weapon damage rolls with a weapon held in two hands against her Favored Enemies, rather than 1 1/2 times her Strength modifier.

Unarmed: At 6th level, an unarmed ranger gains the Improved Trip feat as a bonus feat (she need not meet the prerequisites). She gains a bonus equal to half her Favored Enemy bonus on all unarmed Trip check she makes against a Favored Enemy, and she does not automatically fail Trip checks made against a Favored Enemy that is two or more Size categories larger than her (though she may still fail if she loses the opposed check).

Skirmisher: At 6th level, a skirmisher ranger gains the Spring Attack feat as a bonus feat (she need not meet the prerequisites). When a skirmisher ranger makes a Spring Attack against her Favored Enemy, she surprises and distracts it. The creature is denied its Dexterity bonus to AC (if it has one) against the ranger's Spring Attack, and is treated as flat-footed until its next turn (so it is unable to use immediate actions or make attacks of opportunity against any creature, and it is denied its Dexterity bonus to AC).

Camouflage (Ex): A ranger is at home in the wild. Any ranger of 7th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Hunter's Senses (Ex): Beginning at 8th level, a ranger's ability to hunt her quarry improves. She gains the scent extraordinary ability, and creatures that share a type with one of her Favored Enemies are always treated as having overpowering scents to her. Additionally, she can easily quicken her pace while tracking foes. She can move at her normal speed while following 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.

Wild Tongue (Su): At 9th level, a ranger's Wild Empathy ability improves, allowing her to continuously speak with animals. This class feature allows the ranger to make Handle Animal checks with animals whom she speaks with as if it were the Diplomacy skill. She receives a +2 synergy bonus to Handle Animal checks made in this way from her Wild Empathy class feature, with an additional +2 synergy bonus if she has 5 or more ranks in the Knowledge (Nature) skill.

Finally, by spending one hour per 5 points of DC it would normally take to train, a ranger may explain in-depth what one of the "tricks" from the Handle Animal skill means, and the animal may learn that trick, as long as its attitude towards the ranger is no lower than indifferent and it patiently listens to the ranger explain for the required duration. (For example, instead of spending one week teaching a dog the Track trick, a ranger may spend 4 hours explaining what the word "track" means and how the dog could accomplish it, and the dog effectively learns that trick, which would allow creatures other than the ranger to command it to track).

Greater Combat Style (Ex): At 11th level, the ranger's combat style improves again, granting her a new bonus.

Two-Weapon Fighting: An 11th level ranger of the Two-Weapon Fighting discipline gains the Pounce extraordinary attack, allowing her to make a full attack action at the end of a charge. Additionally, she no longer takes a penalty on any attack rolls while wielding a weapon in each hand.

Archer: An 11th level ranger who chose the archery style gains the Greater Manyshot feat as a bonus feat (she need not meet the prerequisites) and ignores the miss chance granted to targets of her ranged attacks by anything less than total concealment.

Two-Handed: An 11th level two-handed ranger gains the Shock Trooper feat as a bonus feat. She need not meet the prerequisites. When she uses the Heedless Charge maneuver against a Favored Enemy while wielding a two-handed weapon, she receives a +3 bonus to her damage rolls per -1 penalty she takes to her AC, rather than +2 per 1.

Unarmed: An 11th level ranger who chose to fight unarmed gains the Stunning Fist feat as a bonus feat. She need not meet the prerequisites. When she gains this class feature, a ranger must choose either Strength or Wisdom. The DC for her Stunning Fist feat is based on that ability score. Once she has chosen, she may not change her mind. She gains one daily use of her Stunning Fist feat per ranger level, rather than per 4 ranger levels (levels from other classes give her daily uses on a 1:4 basis as normal, or 1:1 if the ranger has any levels in monk). When the ranger uses her Stunning Fist feat against a Favored Enemy, she adds her Favored Enemy bonus for that creature type to the DC of her Stunning Fist feat.

Skirmisher: An 11th level ranger who specializes in Skirmishing gains the Bounding Assault feat as a bonus feat. She need not meet the prerequisites. Also, starting at 11th level, if a skirmish ranger hits a flat-footed creature while using her Spring Attack feat (Denied Dexterity is insufficient, so the first attack of a Spring Attack feat against a non-flat-footed creature would not suffice, but after that first attack the creature would be flat-footed, so her second attack if used against the same creature would qualify), that creature must make a Will save (DC 10+1/2 the ranger's class level+her chosen ability modifier) or be dazed for one round. When a skirmish ranger gains this class feature, she chooses Strength, Dexterity, or Wisdom. Her chosen ability score determines the DC of this attack, and she may not change her mind later.

Hide in Plain Sight (Ex): A ranger's natural camouflage can render her almost invisible. Starting at 12th level, a ranger may make Hide checks even while she is being observed, as long as she is in natural terrain.

Improved Evasion (Ex): At 13th level, a ranger's evasion ability improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion. A ranger may only gain the benefits of Improved Evasion while in light or no armor.

Master Tracker (Ex): A ranger is no common explorer. She is able to find almost any creature with ease. Beginning at 14th level, the DC for Survival checks to follow tracks based on the ground type is always 5, as if all terrain the ranger was tracking on was very soft ground.

Additionally, through the use of her scent quality, a ranger is able to track creatures who did not leave tracks as though they left them in the air. She is able to follow creatures who passed through the area she is in but did not leave tracks, either because they were flying or through some ability such as woodland stride or the pass without trace spell. The base Survival DC to do this is 20, and no Size modifiers, snow or poor visibility affect the DC. However, the tracks are significantly harder to follow, and the DC increases by +1 per 12 hours since the creature passed through, rather than +1 per 24 hours. The DC increases by +2 per every hour of rain since the creature passed through, rather than by +1. A ranger cannot track with scent alone during rainfall, but he can pick up trails with scent alone after the rain has stopped (with the appropriate increase in DC, as stated above).

Master Combat Style (Ex): At 16th level, the ranger finally masters her preferred combat style, gaining one final boon to her trade.

Two-Weapon Fighting: Starting at 16th level, a dual-wielding ranger is able to considerably weaken her opponents and prevent them from lashing out with their full power. When a 16th level dual-wielding ranger Sneak Attacks a creature and hits with both her main and off-hand weapon at least once, the creature is unable to use its full-round action for 1 round. (It still receives a swift, move, and standard/move, but cannot use a full-round, such as to utilize a full attack action or cast a spell with a casting time longer than 1 standard action).

Archery: Starting at 16th level, an archery ranger may sacrifice the AC bonus she receives while skirmishing in order to increase the bonus damage to her ranged attacks that she gets from skirmishing. She may sacrifice +1 AC to get +1d6, and may do this as many times as she is able (to a maximum of +5d6/-5 AC if she has that much AC bonus to sacrifice). This is a free action.

Two-Handed: Starting at 16th level, a two-handed ranger gains a +6 bonus to her Strength and Constitution while she is raging (instead of +4), and her morale bonus to her Will saves while raging increases to +3. The penalty to her AC remains at -2. Additionally, while a two-handed ranger is raging, she gains the Frightful Presence ability, as a dragon of her character level. The DC for the saving throw to resist is 10+1/2 her character level+her Charisma modifier. This ability stacks with the Frightful Presence ability a ranger has against her Favored Enemies, and a Favored Enemy who is within range when she charges while raging must make two separate saves. Failing both of them leaves the creature frightened for the duration.

Unarmed: Starting at 16th level, while an unarmed ranger is in a Setting Sun stance, she gains an additional immediate action per round, allowing her to use up to two counter maneuvers per round. Also, expending her first immediate action of the round does not consume her swift action for the next round (though expending her second immediate action does). Finally, the unarmed ranger receives a bonus equal to half her class level on all unarmed Trip attempts she makes, and can Trip a creature of any Size (as long as she succeeds on the opposed roll). This bonus stacks with the bonus she gets to Trip checks made against Favored Enemies.

Skirmisher: A 16th level skirmisher ranger gains the Rapid Blitz feat as a bonus feat. She need not meet the prerequisites. Starting at 16th level, when a skirmisher ranger uses her Spring Attack feat against a dazed creature, it must make a Fortitude save (DC 10+1/2 the ranger's class level+her chosen ability modifier) or fall unconscious for 1 hour. The save DC uses the same ability modifier she chose at 11th level.

Freedom of Movement (Ex): Starting at 17th level, a ranger is able to move freely, ignore magic that impedes movement, automatically succeed on grapple checks to resist or escape a grapple, and move and attack under water as if she were under a continuous extraordinary freedom of movement effect.

Vanishing Hunter (Ex): Starting at 18th level, a ranger is able to Hide in Plain Sight while in natural terrain as a swift action (meaning she can Hide without moving, as if she just completely vanished from view).

Blindsight (Ex): At 19th level, a ranger's deadly senses reach their peak. She gains blindsight out to 100 feet.

Domriso
2012-01-22, 03:39 AM
I like this. I only skimmed it, since I'm a tad tired at the moment, but I've always thought that the Ranger needed some more combat styles (I've added a few into my games). The focus on increasing the player's attachment to the natural world is a nice idea, so I'm all for that as well. I'll look at this again tomorrow, when I'm more cognizant.

nonsi
2012-01-22, 05:53 AM
Nobody likes dead levels.
Find something worth while for levels 18 & 19.

Also, I'd consider changing Favored Enemy to Favored Terrain and apply the combat bonuses (among other benefits) to all denizens of the said terrain.

Deepbluediver
2012-01-22, 09:23 AM
Looks good; I like the additonal different combat styles and the improvements to the existing ones. Unarmed combat feels still feels weird on anything but a monk to me, but I guess that's just a stylistic choice.

One question though, why did you remove the ranger's already-limited spellcasting? Did you feel it just didn't fit with the class?

NeoSeraphi
2012-01-22, 10:00 AM
One question though, why did you remove the ranger's already-limited spellcasting? Did you feel it just didn't fit with the class?

Pretty much.


Nobody likes dead levels.
Find something worth while for levels 18 & 19

I'm thinking about what to put there, but I haven't got any ideas right now.

LibrarianHuntar
2012-01-22, 11:44 AM
Can anyone name a time while, playing as a ranger, their spells had any affect whatsoever on the game? I sure can't (not without prestige classes anyways).

Steward
2012-01-22, 01:39 PM
Can anyone name a time while, playing as a ranger, their spells had any affect whatsoever on the game? I sure can't (not without prestige classes anyways).

This one time, I used Entangle... and all of the enemies made their Reflex saves.

The spells are pretty suckish -- it's definitely a worthwhile trade.

NeoSeraphi
2012-01-22, 01:49 PM
Both 18th and 19th levels aren't technically dead unless you're a two-hander, since you will be getting improved maneuvers, Sneak Attack or Skirmish from the other weapon styles. Still, I can't really think of any nature-based power to put there. Suggestions?

Deepbluediver
2012-01-22, 09:00 PM
Suggestions?

I copied a couple things from my druid fix; maybe you can adapt one or both:

Woodland Stride (Ex)
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.

which eventually becomes:

Woodland Sprint (Ex)
At 17th level, a druid may move at her normal speed through thorns, briars, and overgrown areas that have been magically manipulated. She does not take damage or suffer any other impairment, since she becomes immune to such magical effects.
The druid may also move at full speed over rough terrain.

or at the very least, stick them in there until some one comes up with something better.

NeoSeraphi
2012-01-22, 09:03 PM
Haha, that's funny...you tried to help me, but...I all of a sudden just filled in those two dead levels... :smallredface: Sorry...I appreciate your suggestion though!

UrsielHauke
2012-01-22, 11:31 PM
Phenomenal work on that Seraphi Homebrew! (TM) And just when I needed a ranger retooling!

NeoSeraphi
2012-01-22, 11:45 PM
Phenomenal work on that Seraphi Homebrew! (TM) And just when I needed a ranger retooling!

Thank you. And I have just put the finishing touches on the class. Now it has a real capstone, and each Favored Enemy level is an important step in the class.

nonsi
2012-01-23, 02:44 AM
Wow. A Ranger that can actually pull his weight around.
Nice. Very nice :smallsmile:

Red Moldova
2014-03-02, 06:08 AM
Can anyone name a time while, playing as a ranger, their spells had any affect whatsoever on the game? I sure can't (not without prestige classes anyways).

You must not have been using the right spells. From only among the rangers first level spell list we have absolutely amazing spells that can absolutely change the game.


Hunter's Mercy (SpC) - Your first hit with a bow (not including crossbows) in the next round is automatically a critical hit.
Woodwisp Arrow (CoR) - Swift action cast, one arrow or bolt goes through wood as though it were air.
Rhino's Rush (SpC) - Swift action cast, the first charge attack you make before the end of the round deals double damage on a successful hit.
Guided Shot (CAd) - Swift action cast, this round, your attacks have no penalty for range and ignore all but total cover.
Aspect of the Wolf (SpC) - Standard action cast, lasts 10 minutes a level. You turn into a wolf but retain your mental stats. You gain scent, a bite attack, and the trip ability


On top of all these great combat spells you get a number of really nice utility spells like deep breath, resist energy, and endure elements. All of this, just at first level. If you had a ranger that had the ability to cast spells you most likely didn't put too much energy into looking up spells that were good for you, which is fine, casters aren't for everyone. The idea however that the ranger's spells can have no effect in a game is completely preposterous.

Empedocles
2014-03-02, 05:15 PM
Mostly just want to toss my opinion in that this looks very nice!

I was going to say that two-handed seems very odd for a ranger (why not just make him a fighter?) but then I got this picture in my head of a woodsman type character wielding a massive battle axe. Pretty badass. My only real suggestion is maybe just a little more in terms of the combat styles, largely for flavoring (I.e. two handed rangers can knock enemies back while skirmishers can move between attacks, or whatever). That could maybe be implemented similarly to the rogue's special powers? Just a thought.

NeoSeraphi
2014-03-03, 06:48 PM
Wow, I come back after a three month hiatus to see one of my year old threads on the front page. I feel like jiriku.

Anyway, ranger spells are definitely useful in the current iteration of ranger, but they often required a lot of supplements and book splashing (as you pointed out in your post with every example). A class's features should be useful and relevant with just the core material presented in the class, and the ranger's core spells were not very good.

More importantly, though, the lore of a ranger doesn't lend itself to a spellcaster, and I decided I'd rather focus this character as more of a nature-feel, skillful fighter than just a more martial druid.

NeoSeraphi
2014-09-07, 10:47 PM
Update, fixed the table to make it work with the new site codes.

commander panda
2014-09-08, 08:10 AM
thanks. never really liked the magic aspect of the ranger.