Loxagn
2012-06-06, 12:44 PM
So, while reading Frank Trollman's Tomes, I found a lot of things I really loved. However, I found a few things missing.
Three of my favorite classes from the PHB were conspicuously absent; the Bard, Sorcerer, and Ranger were nowhere to be found!
This is the first of three classes I will be presenting, rebalanced to reflect the design philosophy I found in the Tomes: That there should be a reason to write 20 levels of a single class on your character sheet. Prestige classes should provide options, not be mandatory to survive.
To help rebalance the class, I've improved its spellcasting abilities, and the Combat Track is almost entirely superceded by Tomes' scaling feats, so the only need is to place them at second level and let the feats scale from there.
I also felt that the class needed to embrace the 'nature' role in the party. There's more in the class now that should ring true of the 'wilderness guide' that the classical rangers were. They can grant their party benefits in the Wild. I also tried to remove the class's overspecialization (Favored Enemy). This left out an iconic part of the class (being able to single out certain targets and eliminate them with brutal efficiency), so I cast my thoughts about for a replacement... Aha! I needed look no further than Fourth Edition's Hunter's Quarry class feature. Simple, elegant, and (most importantly of all) thematically appropriate.
Two homebrewed feats are included in the class, and so I will include links to those later.
So, here goes nothing.
The Ranger
"No matter where you take me, there's no greater hunter than Alaric. He could track a falcon on a cloudy day. He can find you."
The Ranger occupies a very special niche in the party. They're almost a combination of rogue, fighter, and druid, the ultimate guide through the wilderness. There is nobody better at hunting; a Ranger's quarry is as good as dead the moment his eyes fall upon it.
A Ranger wants to prioritize his Strength or Dexterity stats; his skill with weapons is directly related to them. Additionally, Wisdom is a good idea for a Ranger to have, as their spellcasting and other abilities rely on it greatly.
Alignment: Any.
Starting Age: Moderate.
Hit Die: d10
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Cha).
Skill Points: 6+Int modifier.
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th
1st| +1 | +2 | +2 | +0 |Track, Wild Empathy, Hunter's Mark, Hunter's Mark +1d6, Fast Movement +10', Spellcasting, Orisons|-|-|-|-|-|-
2nd| +2 | +3| +3 | +0 |Combat Style, Uncanny Dodge|0|-|-|-|-|-
3rd| +3 | +3 | +3 | +1 |Great Fortitude, Trackless Step|1|-|-|-|-|-
4th| +4 | +4 | +4 | +1 |Animal Companion, Hunter's Mark +2d6|2|0|-|-|-|-
5th| +5 | +4 | +4| +1 |Camouflage, Fast Movement +15'|3|1|-|-|-|-
6th| +6/+1 | +5 | +5 | +2 |Evasion|3|2|-|-|-|-
7th| +7/+2 | +5 | +5 | +2 |Speed of the Hunt|3|2|0|-|-|-
8th| +8/+3 | +6 | +6 | +2 |Woodland Stride, Hunter's Mark +3d6|3|3|1|-|-|-
9th| +9/+4 | +6 | +6 | +3 |Improved Uncanny Dodge|3|3|2|-|-|-
10th| +10/+5 | +7 | +7 | +3 |Improved Hunter's Mark, Fast Movement +20'|3|3|2|0|-|-
11th| +11/+6/+6 | +7 | +7 | +3 |Hide in Plain Sight|3|3|3|1|-|-
12th| +12/+7/+7 | +8 | +8 | +4 |Hunter's Mark +4d6|3|3|3|2|-|-
13th| +13/+8/+8 | +8 | +8 | +4 |Woodland Guide|3|3|3|2|0|-
14th| +14/+9/+9 | +9 | +9 | +4 ||3|3|3|3|1|-
15th| +15/+10/+10 | +9 | +9 | +5 |Fast Movement +25'|3|3|3|3|2|-
16th| +16/+11/+11/+11 | +10 | +10 | +5 |Hunter's Mark +5d6|3|3|3|3|2|0
17th| +17/+12/+12/+12 | +10 | +10 | +5 |Hunter's Alacrity|3|3|3|3|3|1
18th| +18/+13/+13/+13 | +11 | +11 | +6 |Supreme Hunter's Mark|3|3|3|3|3|2
19th| +19/+14/+14/+14 | +11 | +11 | +6 ||3|3|3|3|3|3
20th| +20/+15/+15/+15 | +12 | +12 | +6 |Lord of the Hunt, Hunter's Mark +6d6, Fast Movement 30'|3|3|3|3|3|3[/table]
Weapon and Armor Proficiency: Rangers are proficient with light and medium armor, all simple weapons, and all martial weapons.
Track: The Ranger gains Track as a bonus feat at first level.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The ranger rolls 1d20 and adds her ranger level and her Charisma modifer to determine the wild empathy check result. The typical domestic animal has a starting attitude of indi fferent, 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 conditions. Generally, in influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A ranger 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.
Hunter's Mark (Ex): As a swift action, the ranger may mark a creature she is aware of* within Close range. When attacking this creature, She gains one-third her ranger level (rounded up) as an insight bonus to Perception, Stealth, Knowledge, Intimidate, and Survival checks, attack rolls, and AC versus this creature. Additionally, she adds 1d6 to all damage rolls made against this creature. This bonus damage does not count as precision damage, unlike a Rogue's Sneak Attack or a Scout's Skirmish, and as such affects creatures immune to such damage normally. At every fourth Ranger level, this damage bonus increases by an additional d6.
A Hunter's Mark remains on a creature for a number of rounds equal to the ranger's wisdom modifier, if it is positive (minimum 1). A ranger may have as many Marks active as she pleases, but a new Mark supersedes an old one.
*Any creature whose location she can pinpoint.
Fast Movement (Ex): A ranger gains a +10' enhancement bonus to her movement speed.
Orisons (Ex): A ranger gains access to a number of 0th-level spells. These spells can be cast at-will, and do not have spell slots to be expended.
Combat Style: A 2nd-level ranger gains a bonus feat, chosen from among the following:
•Blitz
•Hunter
•Juggernaut
•Legendary Wrangler
•Mounted Combat
•Phalanx Fighter
•Point-Blank Shot
•Rapid Fire
•Sniper
•Steady Aim
•Two-Weapon Fighting
•Whirlwind
Additionally, at 11th level, the ranger gains the benefit of the Combat School feat when utilizing her Combat Style.
Uncanny Dodge (Ex): As the Barbarian Class Feature.
Great Fortitude (Ex): A third-level ranger gains Great Fortitude as a bonus feat.
Trackless Step (Ex): As the Druid class feature.
Animal Companion (Ex): As the Druid class feature.
Evasion (Ex): As the Rogue class feature.
Camouflage (Ex): While in any kind of natural terrain, the Ranger gains half his Ranger level as a competence bonus to Stealth checks.
Speed of the Hunt (Ex): A Ranger may move at double his normal speed, so long as he ends his movement closer to a target of his Hunter's Mark. This doubled movement applies to 5' steps as well, allowing the Ranger to make 10' steps.
Woodland Stride (Ex): As the Druid class feature.
Improved Hunter's Mark (Ex): The Ranger gains The Edge against any target of his Hunter's Mark. Additionally, the Ranger may place additional marks on a creature, up to a maximum of three. Bonuses granted by each Mark do not stack with one another, but rather, each additional Mark increases the bonuses granted by the first by 50%. The range of his Mark increases to Medium.
Hide in Plain Sight (Ex): A Ranger can hide in unusual locations, and may hide in areas without cover or concealment without penalty. A Ranger may even hide while being observed. This ability does not remove the -10 penalty for moving at full speed, or the -20 penalty for running or fighting.
Woodland Guide (Su): The Ranger may grant all allies within Close range the benefit of the Woodland Stride ability.
Hunter's Alacrity (Ex): The Ranger is so at home in the wilderness that he becomes highly resilient to many effects. While in a natural environment, the Ranger gains his Wisdom modifier as a dodge bonus to AC and Saving throws.
Supreme Hunter's Mark (Su): Allies within Medium range gain all benefits of the Hunter's Mark, except for the additional damage dice. Additionally, only the Ranger receives the following benefit:
•A creature with three Hunter's Marks grants special bonuses to the Ranger. Upon placing the third Mark, the duration of the Mark is increased to 24 hours, and the Ranger is aware of the target of his Mark's location at all times. Placing additional Marks refreshes the duration, but the Ranger must still be within Medium range to place additional Marks. Additionally, the Ranger treats this creature as flat-footed against his attacks.
Lord of the Hunt (Su): When a Ranger strikes a creature with three instances of his Hunter's Mark, that creature must make a Fortitude save (DC 10+1/2 Ranger level+Wis Mod) or die (this applies to creatures with immunity to death effects); this effect may occur only once per round. The range of his Hunter's Mark is increased to Long.
Ranger Spells
Rangers cast spells spontaneously. They automatically know every spell on their spell list, and their casting stat is Wisdom. Not much else to say.
0th level: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1st level: Alarm, Animal Messenger, Calm Animals, Charm Animal, Cure Light Wounds, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Magic Fang, Magic Weapon, Pass Without Trace, Resist Energy, Speak with Animals, Summon Nature's Ally I
2nd level: Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace, Cure Moderate Wounds, Hold Animal, Owl's Wisdom, Protection from Energy, Snare, Speak with Plants, Spike Growth, Summon Nature's Ally II, Wind Wall
3rd level: Command Plants, Cure Serious Wounds, Darkvision, Diminish Plants, Greater Magic Fang, Greater Magic Weapon, Neutralize Poison, Plant Growth, Reduce Animal, Remove Disease, Remove Paralysis, Repel Vermin, Summon Nature's Ally III, Tree Shape, Water Walk
4th level: Animal Growth, Commune with Nature, Cure Critical Wounds, Mass Cure Light Wounds, Freedom of Movement, Nondetection, Summon Nature's Ally IV, Tree Stride
5th level: Awaken, Mass Cure Moderate Wounds, Control Winds, Death Ward, Insect Plague, Stoneskin, Summon Nature's Ally V, Wall of Thorns
6th level: Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Mass Cure Serious Wounds, Find the Path, Heal, Mass Owl's Wisdom, Stonetell, Summon Nature's Ally VI
Three of my favorite classes from the PHB were conspicuously absent; the Bard, Sorcerer, and Ranger were nowhere to be found!
This is the first of three classes I will be presenting, rebalanced to reflect the design philosophy I found in the Tomes: That there should be a reason to write 20 levels of a single class on your character sheet. Prestige classes should provide options, not be mandatory to survive.
To help rebalance the class, I've improved its spellcasting abilities, and the Combat Track is almost entirely superceded by Tomes' scaling feats, so the only need is to place them at second level and let the feats scale from there.
I also felt that the class needed to embrace the 'nature' role in the party. There's more in the class now that should ring true of the 'wilderness guide' that the classical rangers were. They can grant their party benefits in the Wild. I also tried to remove the class's overspecialization (Favored Enemy). This left out an iconic part of the class (being able to single out certain targets and eliminate them with brutal efficiency), so I cast my thoughts about for a replacement... Aha! I needed look no further than Fourth Edition's Hunter's Quarry class feature. Simple, elegant, and (most importantly of all) thematically appropriate.
Two homebrewed feats are included in the class, and so I will include links to those later.
So, here goes nothing.
The Ranger
"No matter where you take me, there's no greater hunter than Alaric. He could track a falcon on a cloudy day. He can find you."
The Ranger occupies a very special niche in the party. They're almost a combination of rogue, fighter, and druid, the ultimate guide through the wilderness. There is nobody better at hunting; a Ranger's quarry is as good as dead the moment his eyes fall upon it.
A Ranger wants to prioritize his Strength or Dexterity stats; his skill with weapons is directly related to them. Additionally, Wisdom is a good idea for a Ranger to have, as their spellcasting and other abilities rely on it greatly.
Alignment: Any.
Starting Age: Moderate.
Hit Die: d10
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Cha).
Skill Points: 6+Int modifier.
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th
1st| +1 | +2 | +2 | +0 |Track, Wild Empathy, Hunter's Mark, Hunter's Mark +1d6, Fast Movement +10', Spellcasting, Orisons|-|-|-|-|-|-
2nd| +2 | +3| +3 | +0 |Combat Style, Uncanny Dodge|0|-|-|-|-|-
3rd| +3 | +3 | +3 | +1 |Great Fortitude, Trackless Step|1|-|-|-|-|-
4th| +4 | +4 | +4 | +1 |Animal Companion, Hunter's Mark +2d6|2|0|-|-|-|-
5th| +5 | +4 | +4| +1 |Camouflage, Fast Movement +15'|3|1|-|-|-|-
6th| +6/+1 | +5 | +5 | +2 |Evasion|3|2|-|-|-|-
7th| +7/+2 | +5 | +5 | +2 |Speed of the Hunt|3|2|0|-|-|-
8th| +8/+3 | +6 | +6 | +2 |Woodland Stride, Hunter's Mark +3d6|3|3|1|-|-|-
9th| +9/+4 | +6 | +6 | +3 |Improved Uncanny Dodge|3|3|2|-|-|-
10th| +10/+5 | +7 | +7 | +3 |Improved Hunter's Mark, Fast Movement +20'|3|3|2|0|-|-
11th| +11/+6/+6 | +7 | +7 | +3 |Hide in Plain Sight|3|3|3|1|-|-
12th| +12/+7/+7 | +8 | +8 | +4 |Hunter's Mark +4d6|3|3|3|2|-|-
13th| +13/+8/+8 | +8 | +8 | +4 |Woodland Guide|3|3|3|2|0|-
14th| +14/+9/+9 | +9 | +9 | +4 ||3|3|3|3|1|-
15th| +15/+10/+10 | +9 | +9 | +5 |Fast Movement +25'|3|3|3|3|2|-
16th| +16/+11/+11/+11 | +10 | +10 | +5 |Hunter's Mark +5d6|3|3|3|3|2|0
17th| +17/+12/+12/+12 | +10 | +10 | +5 |Hunter's Alacrity|3|3|3|3|3|1
18th| +18/+13/+13/+13 | +11 | +11 | +6 |Supreme Hunter's Mark|3|3|3|3|3|2
19th| +19/+14/+14/+14 | +11 | +11 | +6 ||3|3|3|3|3|3
20th| +20/+15/+15/+15 | +12 | +12 | +6 |Lord of the Hunt, Hunter's Mark +6d6, Fast Movement 30'|3|3|3|3|3|3[/table]
Weapon and Armor Proficiency: Rangers are proficient with light and medium armor, all simple weapons, and all martial weapons.
Track: The Ranger gains Track as a bonus feat at first level.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The ranger rolls 1d20 and adds her ranger level and her Charisma modifer to determine the wild empathy check result. The typical domestic animal has a starting attitude of indi fferent, 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 conditions. Generally, in influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A ranger 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.
Hunter's Mark (Ex): As a swift action, the ranger may mark a creature she is aware of* within Close range. When attacking this creature, She gains one-third her ranger level (rounded up) as an insight bonus to Perception, Stealth, Knowledge, Intimidate, and Survival checks, attack rolls, and AC versus this creature. Additionally, she adds 1d6 to all damage rolls made against this creature. This bonus damage does not count as precision damage, unlike a Rogue's Sneak Attack or a Scout's Skirmish, and as such affects creatures immune to such damage normally. At every fourth Ranger level, this damage bonus increases by an additional d6.
A Hunter's Mark remains on a creature for a number of rounds equal to the ranger's wisdom modifier, if it is positive (minimum 1). A ranger may have as many Marks active as she pleases, but a new Mark supersedes an old one.
*Any creature whose location she can pinpoint.
Fast Movement (Ex): A ranger gains a +10' enhancement bonus to her movement speed.
Orisons (Ex): A ranger gains access to a number of 0th-level spells. These spells can be cast at-will, and do not have spell slots to be expended.
Combat Style: A 2nd-level ranger gains a bonus feat, chosen from among the following:
•Blitz
•Hunter
•Juggernaut
•Legendary Wrangler
•Mounted Combat
•Phalanx Fighter
•Point-Blank Shot
•Rapid Fire
•Sniper
•Steady Aim
•Two-Weapon Fighting
•Whirlwind
Additionally, at 11th level, the ranger gains the benefit of the Combat School feat when utilizing her Combat Style.
Uncanny Dodge (Ex): As the Barbarian Class Feature.
Great Fortitude (Ex): A third-level ranger gains Great Fortitude as a bonus feat.
Trackless Step (Ex): As the Druid class feature.
Animal Companion (Ex): As the Druid class feature.
Evasion (Ex): As the Rogue class feature.
Camouflage (Ex): While in any kind of natural terrain, the Ranger gains half his Ranger level as a competence bonus to Stealth checks.
Speed of the Hunt (Ex): A Ranger may move at double his normal speed, so long as he ends his movement closer to a target of his Hunter's Mark. This doubled movement applies to 5' steps as well, allowing the Ranger to make 10' steps.
Woodland Stride (Ex): As the Druid class feature.
Improved Hunter's Mark (Ex): The Ranger gains The Edge against any target of his Hunter's Mark. Additionally, the Ranger may place additional marks on a creature, up to a maximum of three. Bonuses granted by each Mark do not stack with one another, but rather, each additional Mark increases the bonuses granted by the first by 50%. The range of his Mark increases to Medium.
Hide in Plain Sight (Ex): A Ranger can hide in unusual locations, and may hide in areas without cover or concealment without penalty. A Ranger may even hide while being observed. This ability does not remove the -10 penalty for moving at full speed, or the -20 penalty for running or fighting.
Woodland Guide (Su): The Ranger may grant all allies within Close range the benefit of the Woodland Stride ability.
Hunter's Alacrity (Ex): The Ranger is so at home in the wilderness that he becomes highly resilient to many effects. While in a natural environment, the Ranger gains his Wisdom modifier as a dodge bonus to AC and Saving throws.
Supreme Hunter's Mark (Su): Allies within Medium range gain all benefits of the Hunter's Mark, except for the additional damage dice. Additionally, only the Ranger receives the following benefit:
•A creature with three Hunter's Marks grants special bonuses to the Ranger. Upon placing the third Mark, the duration of the Mark is increased to 24 hours, and the Ranger is aware of the target of his Mark's location at all times. Placing additional Marks refreshes the duration, but the Ranger must still be within Medium range to place additional Marks. Additionally, the Ranger treats this creature as flat-footed against his attacks.
Lord of the Hunt (Su): When a Ranger strikes a creature with three instances of his Hunter's Mark, that creature must make a Fortitude save (DC 10+1/2 Ranger level+Wis Mod) or die (this applies to creatures with immunity to death effects); this effect may occur only once per round. The range of his Hunter's Mark is increased to Long.
Ranger Spells
Rangers cast spells spontaneously. They automatically know every spell on their spell list, and their casting stat is Wisdom. Not much else to say.
0th level: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1st level: Alarm, Animal Messenger, Calm Animals, Charm Animal, Cure Light Wounds, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Magic Fang, Magic Weapon, Pass Without Trace, Resist Energy, Speak with Animals, Summon Nature's Ally I
2nd level: Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace, Cure Moderate Wounds, Hold Animal, Owl's Wisdom, Protection from Energy, Snare, Speak with Plants, Spike Growth, Summon Nature's Ally II, Wind Wall
3rd level: Command Plants, Cure Serious Wounds, Darkvision, Diminish Plants, Greater Magic Fang, Greater Magic Weapon, Neutralize Poison, Plant Growth, Reduce Animal, Remove Disease, Remove Paralysis, Repel Vermin, Summon Nature's Ally III, Tree Shape, Water Walk
4th level: Animal Growth, Commune with Nature, Cure Critical Wounds, Mass Cure Light Wounds, Freedom of Movement, Nondetection, Summon Nature's Ally IV, Tree Stride
5th level: Awaken, Mass Cure Moderate Wounds, Control Winds, Death Ward, Insect Plague, Stoneskin, Summon Nature's Ally V, Wall of Thorns
6th level: Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Mass Cure Serious Wounds, Find the Path, Heal, Mass Owl's Wisdom, Stonetell, Summon Nature's Ally VI