Amiel
2014-05-26, 05:46 AM
Preamble: So, I'm about to have my players embark on an epic campaign involving dastardly deeds, epic adventuring and so forth.
Now, sadly, the martials in Pathfinder can be overshadowed by casters (despite the fact this is completely campaign/GM dependent)
Anyway, what martials in PF need are options and versatility
The Ranger class has the following changes applied, in addition, of course, to its inherent class features (I'll also whip up a table once I remember how to):
-animal companion at 1st level, advances as per druidic animal companion
-spellcasting at 1st level, advances until 4th level
-tracking at full ranger level
-Acrobatics as a class skill
-skirmish at 1st level; receives +1d6 damage/+1 AC if the ranger moves 10 ft in that turn. This bonus increases by 1 for four ranger levels thereafter, up to a max of +5 at 20th level
-combat style feats beginning at 2nd level, accumulating every 2nd level
-full attack as a standard action
Please critique; will also build samples at 1st, 5th, 12th levels to compare
Alignment: Any
Hit Die: d10
Class Skills
The ranger's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str)
Skill Ranks per Level: 6 + Int modifier
Table: RANGER
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
2nd
3rd
4th
1
+1
+2
+2
+0
1st favored enemy, Hunter's bond, skirmish +1d6/+1, track, wild empathy
0
—
—
—
2
+2
+3
+3
+0
Combat style feat
1
—
—
—
3
+3
+3
+3
+1
Endurance, 1st favored terrain
1
—
—
—
4
+4
+4
+4
+1
Combat style feat
1
0
—
—
5
+5
+4
+4
+1
2nd favored enemy, skirmish +2d6/+2
1
1
—
—
6
+6/+1
+5
+5
+2
Combat style feat
2
1
—
—
7
+7/+2
+5
+5
+2
Woodland stride
2
1
0
—
8
+8/+3
+6
+6
+2
Combat style feat, swift tracker, 2nd favored terrain
2
1
1
—
9
+9/+4
+6
+6
+3
Evasion
2
2
1
—
10
+10/+5
+7
+7
+3
3rd favored enemy, combat style feat, skirmish +3d6/+3
3
2
1
0
11
+11/+6/+1
+7
+7
+3
Quarry
3
2
1
1
12
+12/+7/+2
+8
+8
+4
Combat style feat, camouflage
3
2
2
1
13
+13/+8/+3
+8
+8
+4
3rd favored terrain
3
3
2
1
14
+14/+9/+4
+9
+9
+4
Combat style feat
4
3
2
1
15
+15/+10/+5
+9
+9
+5
4th favored enemy, skirmish +4d6/+4
4
3
2
2
16
+16/+11/+6/+1
+10
+10
+5
Combat style feat, improved evasion
4
3
3
2
17
+17/+12/+7/+2
+10
+10
+5
Hide in plain sight
4
4
3
3
18
+18/+13/+8/+3
+11
+11
+6
4th favored terrain, combat style feat
—
—
—
—
19
+19/+14/+9/+4
+11
+11
+6
Improved quarry
—
—
—
—
20
+20/+15/+10/+5
+12
+12
+6
5th favored enemy, combat style feat, master hunter, skirmish +5d6/+5
—
—
—
—
Class Features
All of the following are class features of the ranger.
Track (Ex): A ranger adds his level to Survival skill checks made to follow tracks.
Hunter's Bond (Ex): At 1st level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a swift action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
The second option is to form a close bond with an animal companion. A ranger may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the ranger on his adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the ranger advances in level. If a character receives an animal companion from more than one source, his effective ranger levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their ranger reaches 4th or 7th level, depending on the companion. A ranger's animal companion shares his favored enemy and favored terrain bonuses.
Skirmish (Ex): A ranger is a deft skirmisher, capable of skillfully dancing in and out of battle and using his inherent battle grace to deal extra damage and bolster his defense. The ranger gains a competence bonus to AC and his attack deals extra damage during any round he moves 10 feet or more. This extra damage is 1d6/+1 at 1st level, and increases by 1d6/+1 every four ranger levels thereafter.
Spells: Beginning at 1st level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list presented in Spell Lists. A ranger must choose and prepare his spells in advance.
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.
Now, sadly, the martials in Pathfinder can be overshadowed by casters (despite the fact this is completely campaign/GM dependent)
Anyway, what martials in PF need are options and versatility
The Ranger class has the following changes applied, in addition, of course, to its inherent class features (I'll also whip up a table once I remember how to):
-animal companion at 1st level, advances as per druidic animal companion
-spellcasting at 1st level, advances until 4th level
-tracking at full ranger level
-Acrobatics as a class skill
-skirmish at 1st level; receives +1d6 damage/+1 AC if the ranger moves 10 ft in that turn. This bonus increases by 1 for four ranger levels thereafter, up to a max of +5 at 20th level
-combat style feats beginning at 2nd level, accumulating every 2nd level
-full attack as a standard action
Please critique; will also build samples at 1st, 5th, 12th levels to compare
Alignment: Any
Hit Die: d10
Class Skills
The ranger's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str)
Skill Ranks per Level: 6 + Int modifier
Table: RANGER
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
2nd
3rd
4th
1
+1
+2
+2
+0
1st favored enemy, Hunter's bond, skirmish +1d6/+1, track, wild empathy
0
—
—
—
2
+2
+3
+3
+0
Combat style feat
1
—
—
—
3
+3
+3
+3
+1
Endurance, 1st favored terrain
1
—
—
—
4
+4
+4
+4
+1
Combat style feat
1
0
—
—
5
+5
+4
+4
+1
2nd favored enemy, skirmish +2d6/+2
1
1
—
—
6
+6/+1
+5
+5
+2
Combat style feat
2
1
—
—
7
+7/+2
+5
+5
+2
Woodland stride
2
1
0
—
8
+8/+3
+6
+6
+2
Combat style feat, swift tracker, 2nd favored terrain
2
1
1
—
9
+9/+4
+6
+6
+3
Evasion
2
2
1
—
10
+10/+5
+7
+7
+3
3rd favored enemy, combat style feat, skirmish +3d6/+3
3
2
1
0
11
+11/+6/+1
+7
+7
+3
Quarry
3
2
1
1
12
+12/+7/+2
+8
+8
+4
Combat style feat, camouflage
3
2
2
1
13
+13/+8/+3
+8
+8
+4
3rd favored terrain
3
3
2
1
14
+14/+9/+4
+9
+9
+4
Combat style feat
4
3
2
1
15
+15/+10/+5
+9
+9
+5
4th favored enemy, skirmish +4d6/+4
4
3
2
2
16
+16/+11/+6/+1
+10
+10
+5
Combat style feat, improved evasion
4
3
3
2
17
+17/+12/+7/+2
+10
+10
+5
Hide in plain sight
4
4
3
3
18
+18/+13/+8/+3
+11
+11
+6
4th favored terrain, combat style feat
—
—
—
—
19
+19/+14/+9/+4
+11
+11
+6
Improved quarry
—
—
—
—
20
+20/+15/+10/+5
+12
+12
+6
5th favored enemy, combat style feat, master hunter, skirmish +5d6/+5
—
—
—
—
Class Features
All of the following are class features of the ranger.
Track (Ex): A ranger adds his level to Survival skill checks made to follow tracks.
Hunter's Bond (Ex): At 1st level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a swift action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
The second option is to form a close bond with an animal companion. A ranger may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the ranger on his adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the ranger advances in level. If a character receives an animal companion from more than one source, his effective ranger levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their ranger reaches 4th or 7th level, depending on the companion. A ranger's animal companion shares his favored enemy and favored terrain bonuses.
Skirmish (Ex): A ranger is a deft skirmisher, capable of skillfully dancing in and out of battle and using his inherent battle grace to deal extra damage and bolster his defense. The ranger gains a competence bonus to AC and his attack deals extra damage during any round he moves 10 feet or more. This extra damage is 1d6/+1 at 1st level, and increases by 1d6/+1 every four ranger levels thereafter.
Spells: Beginning at 1st level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list presented in Spell Lists. A ranger must choose and prepare his spells in advance.
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.