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View Full Version : D&D 3.x Class Ranger fix and accompanying two weapon fighting and archery fixes [peach 3.5]



Teapot Salty
2014-06-01, 06:38 PM
Hey guys. I have three goals here. One, is to make rangers better in combat as well as against magic and the like. Another is to make two weapon fighting the strongest, if most feat intensive combat style in the game. And another is to make archery a more effective means of dealing damage at a distance.

To fix the combat styles, is really as simple as fixing the feats. Note: some feats are new, others are just changed, any feat I don't mention, just assume it stays the same.

First, for two weapon fighting:

Before getting into feats however, a couple base changes: Your offhand weapon may be a one handed weapon, and you apply your full strength bonus on off hand attacks.



Two weapon fighting:
Prerequisite: Dex 13
Benefit: You may attack with two weapons without the normal penalties. You instead take no penalty on attack rolls made when fighting with two weapons, provided neither of the weapons is two handed. If your base attack bonus would provide you with an extra attack, you may make an extra attack with your offhand weapon at the same bonus. For example, the 6th level ranger may make two attacks with her primary hand weapon, one with a +6 bonus, and one with a +1 bonus. She may make two attacks with her off hand weapon, one with a +6 bonus, and one with a +1 bonus.


Double slice:
Prerequisite: Dex 13, Two weapon fighting
Benefit: Instead of only being able to attack with your offhand weapon on a full attack, you may attack with your offhand weapon whenever you could with your primary hand. For example, if a fighter moves 30ft he may only attack with his primary hand weapon, but if he possesses this feat, he may also attack with his off hand weapon


Two weapon rend
Prerequisite: Dex 13, Str 13, two weapon fighting
Benefit: Whenever an attack from your primary hand and offhand using the same same bonus (I.E. First attack at +20, second attack at +15 etc.) both hit the same target, you may choose to rend. If you do the the target takes +1d6+your 1 1/2x your str modifier damage.


Two weapon defense
Prerequisite: Dex 13, Two weapon fighting, combat expertise
Benefit: You gain a +2 bonus two your ac when fighting with two melee weapons. If your base attack bonus is +6 or higher, the bonus increases to +4, if your base attack bonus is +11 or higher, the bonus increases to +6, if your base attack bonus is +16 or higher, the bonus increases to +8.

Building flurry
Prerequisite: Two weapon fighting, base attack bonus +11
Benefit: When wielding two weapons, each attack adds the bonus strength damage from the attack before it provided they were made in the same round. For example, a ranger with +3 str who hits an opponent, adds 3 bonus damage to their next attack, as if their strength score had increased.


Two weapon power
Prerequisite: Dex 16, Str 16, two weapon fighting, two weapon rend, power attack. Base attack bonus +14
Benefit: When two weapon fighting with two melee weapons, they are treated as if you were wielding them in two hands for the purposes of determining extra damage from a high str score and power attack.




I think that should be good for Twf, now for archery:





Point blank shot:
Prerequisite: Dex 13
Benefit: Ranged attacks targeted at opponents within 30ft gain a +1 bonus to attack and damage rolls. If your base attack bonus is +6 or higher, the bonus increases to +2, if your base attack bonus is +11 or higher, the bonus increases to +3, if your base attack bonus is +16 or higher, the bonus increases to +4.

Deadly aim:
Prerequisite: Dex 13
Benefit: When making a ranged attack, you may take a penalty on your attack roll, to gain a equal bonus on your damage roll. This penalty may not exceed your base attack bonus.


Manyshot:
Prerequisite: Dex 15, point blank shot. Base attack bonus +6
Benefit: When you fire your first arrow in a round, you may instead fire two. Both arrows must me fired at the same target. The arrows share an attack roll, but roll damage for them individually.

Manyshot, now usable with rapid shot, and now applying percision damage all over the place. I almost wish I phrased the feat like that.

Improved point blank shot:
Prerequisite: Dex 15, base attack bonus +6, point blank shot.
Benefit: You may make ranged attacks against opponents who threaten you without provoking attacks of opportunity, and the range for the bonuses of point blank shot increase to 60ft

Ranged manoeuvres:
Prerequisite: Dex 19, Base attack bonus +14, improved precise shot.
You may attempt a trip or disarm or bull rush at long range. You must succeed a ranged touch attack before the attempt. The check always uses your dexterity bonus unless you are using a composite bow, in which case you may use your strength score in it's place.



That's the combat fixes, prepare for the ranger fix later. What do you guys think?


1.0: Original Version
1.01: changed wording on two weapon power from "as if two handed" to "as if wielding in two hands"
2.0: Added building flurry

Teapot Salty
2014-06-01, 07:41 PM
Ranger fix:

For the sake of simplicity (my laziness) treat the ranger as the same as it was before, changing the fallowing aspects and adding the fallowing ability's:

Skill points: 8+int (x4 at first level) Add tumble to the list of class skills.

Favored Enemy or quarry: The ranger may choose between gaining the favored enemy ability or the quarry ability at first level.

Favored enemy: Works as described in the players handbook.

Quarry: As a swift action, a ranger may designate one target to be her quarry. Granting bonuses on opposed checks and damage rolls as if the quarry was the rangers favored enemy. A ranger may have a target stop being quarry after 10 minutes, or after it falls to 0 or below hit points. The quarry bonus goes up by +2 at 5th, 10th, 15th and 20th level.

Because I can't seem to convey my meaning properly in d&d terms. You chose one opponent (or friend if it comes to that), that opponent is your favored enemy.

Against his quarry or favored enemy, a ranger does +1d6 damage per odd ranger level.

A ranger adds his ranger level to survival checks.



You guys no the drill, feats are free, no prerequisites, but unusable if you are in medium or heavier armor.

Combat style: If the ranger chose archery, at level 2 they get point blank shot and rapid shot at level 2.
If the ranger chose two weapon fighting, at level 2 they get two weapon fighting and double slice

If the ranger chose archery, they get manyshot at precise shot at level 6
If the ranger chose two weapon fighting, they get two weapon rend and two weapon defense at level 6.

If the ranger chose archery, they get improved precise shot and threaten there level x5 ft squares when wielding a bow at level 11

If the ranger chose two weapon fighting they get building flurry and pounce at level 11

If a ranger chose archery he gains ranged maneuvers.

If a ranger chose two weapon fighting he gains two weapon power at level 16.

A ranger gains spring attack and shot on the run as bonus feats at level 3.

For a rangers animal companion, he is treated as if he was a druid. With his druid level being his ranger level -3.

A ranger draws spells from the druid spell list.

A ranger may make 1 extra 5 foot step at level 8.

At 9th level, a ranger gains mettle.

At 10th level a ranger gains spell resistance equal to his ranger level+10, he may suppress and resume this spell resistance as a free action.

At 11th level gains skirmish+1d6 and sneak attack+1d6.

At 12th level a ranger may, a number of times per encounter equal to his wisdom modifier, roll a attack roll, skill check, damage roll, critical confirmation or caster level check twice and take the better result.

At 12th level, a ranger may attempt a dc 40 survival check, to learn the approximate location of someone or something he has interacted with and is reasonably familiar with. (For example, he learns that the man he was fighting who ran away is now in a certain city) He may attempt a dc 60 survival check to either learn a more exact location (like the house the man lives in) or do it with something he is less familiar with (A man he saw on a poster and he has basic knowledge of him).

A ranger gains hide in plain site at 13th level.

At 14th level, a ranger gains skirmish+1d6/+1ac and sneak attack +2d6

At 16th level, a rangers spell resistance improves to 15+his ranger level

At 17th level a ranger gains skirmish +2d6/+1ac and sneak attack +3d6.

At 18th level a ranger always acts as if he was under the freedom of movement spell.

At 19th level a ranger gains a 100ft blind sense.

At 20th level the ranger gains: Skirmish +2d6/+2ac and sneak attack +4d6.

At 20th level, a rangers attacks against his quarry or favored force the target to make a dc 10+ quarry bonus/favored enemy bonus+the rangers wisdom modifier, fortitude save, or be slain instantly.


I know that was a little jumbled up guys, I was in a rush, sorry about that, I'll clean it up later. So there's the fix, what do you guys think? Thanks, and as always, go nuts.


1.0 Original Version.
1.1 Added bonus damage against quarry/favored enemy, and made death effect offer fortitude save.
1.2 Ranger now adds level to survival checks, and may use survival to track more effectively at level 12.

andreichekov
2014-06-02, 05:06 PM
Ranger fix:
Skill points: 8+int (x4 at first level) Add tumble to the list of class skills.

That is great. None of the classes are actually given enough skill points.


Favored Enemy or quarry: The ranger may choose between gaining the favored enemy ability or the quarry ability at first level.

Favored enemy: Works as described in the players handbook.

Quarry: As a swift action, a ranger may designate one target to be her quarry. Granting bonuses on opposed checks and damage rolls as if the quarry was the rangers favored enemy. A ranger may have a target stop being quarry after 10 minutes, or after it falls to 0 or below hit points. The quarry bonus goes up by +2 at 5th, 10th, 15th and 20th level.


This doesn't really fix anything. The bonuses are still nothing. How about 1d6 extra damage per odd level of ranger to a favoured enemy.



For a rangers animal companion, he is treated as if he was a druid. With his druid level being his ranger level -3.

Please, just give it at level 1. The Druid is already better than the ranger in every way. There is no reason for the animal companion to be delayed on the lesser class.



A ranger draws spells from the druid spell list.


You should make a new spell progression, give the ranger bard progression.



A ranger may make 1 extra 5 foot step at level 8.

At 9th level, a ranger gains mettle.

At 10th level a ranger gains spell resistance equal to his ranger level+10, he may raise and lower this spell resistance as a free action.

Those are all great, but the wording on spell resistance is odd. Do you mean "a ranger may suppress or resume this resistance as a free action"? Right now it looks like you are going to say a way to change that 10.



At 12th level a ranger may, a number of times per encounter equal to his wisdom modifier, roll a attack roll, skill check, damage roll, critical confirmation or caster level check twice and take the better result.

At 12th level, a number of times per encounter equal to his wisdom mod, a ranger may re-roll any d20 he has rolled and take the better result.



A ranger gains hide in plain site at 13th level.

This ability should be moved to 6 or 7. At this level grant Invisibility as a spell like.



At 18th level a ranger always acts as if he was under the freedom of movement spell.

Another too little - too late ability. He should have had this ages ago. His big concern now is things that he cannot walk through, and enemies that move faster than he does, and have more range than him.




At 19th level a ranger gains a 100ft blind sense.

Not big enough.



At 20th level, a rangers attacks against his quarry or favored force the target to make a dc 10+ quarry bonus/favored enemy bonus+the rangers wisdom modifier, or be slain instantly.

What save are they making against this? Fort is normal for death effects.


Things to note. Rangers are meant to track, right? Well, that sort of dies at level 7, so is he going to get a way to track people that have teleported? or gone across planes? Can he follow them there? Can he survive once he gets there?

You need:
an ability to see where people went when they teleported
an ability to follow them there
an ability to survive on other planes

If you have teammates, you want the second two of those to protect any allies you are taking with you.