tricktroller
2014-06-06, 02:12 PM
Ok folks so I decided the place of the ranger in my tier 3 game is to be a damage dealing powerhouse. With the role of DPS being take by someone other than the fighter, the fighter will be able to tank more effectively. The fighter will also be getting revamped and getting actual tanking abilities that aren't ignored by most of the monsters in the game.
However, this post is about the Ranger I wrote up. I am sure it will need some re-balancing, but I wanted to get the ideas put together cogently and in a word document to make changing it easier. Please let me know what you think.
Http://tinyurl.com/t3ranger
I will also post it here in spoiler format. At least I plan to try to.
Ranger
D8 hit die
Proficient with all simple and martial weapons and with all light armor.
Class Skills: The rangers class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Stealth (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Profession (Wis), Ride (Dex), Search (Int), Perception (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at First Level: (8 + Intelligence modifier) x 4.
Skill Points at Each Level: 8 + Intelligence modifier.
Level
BAB
Fort Save
Ref Save
Will Save
Special
1st + 1 + 2 + 2 + 0 Combat Style, Favored Enemy +2, Spells
2nd + 2 + 3 + 3 + 0 Fast Movement +10
3rd + 3 + 3 + 3 + 1 Trackless Step, Swap Favored Enemy 1/day
4th + 4 + 4 + 4 + 1 Evasion, Skirmish +1d6 +1 AC
5th + 5 + 4 + 4 + 1 Quick Move 1/ Encounter
6th + 6 + 5 + 5 + 2 Fast Movement +20, Combat Style , Favored Enemy +4
7th + 7 + 5 + 5 + 2 Flawless Stride
8th + 8 + 6 + 6 + 2 Blind Sense 30, Skirmish +2d6 +2 AC
9th + 9 + 6 + 6 + 3 Quick Move 2/Encounter
10th + 10 + 7 + 7 + 3 Fast Movement +30
11th + 11 + 7 + 7 + 3 Dual Favored Enemy, Combat Style 3, Favored Enemy +6
12th + 12 + 8 + 8 + 4 Camouflage, Skirmish +3d6 +3 AC
13th + 13 + 8 + 8 + 4 Quick Move 3/ Encounter
14th + 14 + 9 + 9 + 4 Hide in Plain Sight
15th + 15 + 9 + 9 + 5 Skill Mastery
16th + 16 + 10 + 10 + 5 Skirmish +4d6 +4 AC, Combat Style 5, Favored Enemy +8
17th + 17 + 10 + 10 + 5 Quick Move 4/ Encounter
18th + 18 + 11 + 11 + 6 Free Movement
19th + 19 + 11 + 11 + 6 Blindsight 30
20th + 20 + 12 + 12 + 6 Combat Style 5, Skirmish +5d6 +5 AC, Favored Enemy +10
Class Features
Combat Style: At 1st, 6th, 11th, 16th, and 20th Level the ranger gains access to a new portion of his combat style. Combat styles are listed under the combat styles section farther down.
Favored Enemy: Each morning the ranger picks one type of foe to be his favored enemy for the day. The ranger gains a +2 bonus on Bluff, Perception Sense Motive, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. The bonus for Favored Enemy increases to +4 at 6th, +6 at 11th, +8 at 16th, and +10 at 20th.
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 rangers bonuses do not stack.
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. A ranger must choose and prepare his spells in advance (see below).
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 rangers spell is 10 + the spell level + the rangers Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as acleric does.
A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Fast Movement: A Rangers land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor or light armor, and not carrying a heavy load. Apply this bonus before modifying the Rangers speed because of any load carried or armor worn. This bonus increases to +20 at 6th level and +30 at 10th level.
Trackless Step: Starting at 3rd level, a ranger leaves no trail in natural surroundings and cannot be tracked. The ranger may choose to leave a trail if so desired.
Swap Favored Enemy: Once per day as a full round action the ranger may swap one of his favored enemies out for a different favored enemy. This effect does not end after combat, the ranger has swapped out his favored enemy just as he would each morning.
Evasion: At 4th level and higher, a Ranger can avoid even magical and unusual attacks with great agility. If the Ranger makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the Ranger 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.
Skirmish: A Ranger employs mobility to deal extra damage and improve her defense. The Ranger deals an extra 1d6 points of damage on all attacks the Ranger makes during any round in which the Ranger moves at least 10 feet away from where the Ranger was at the start of the Rangers turn. The extra damage applies only to attacks made after the Ranger has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the Ranger's turn. This extra damage increases by 1d6 for every four levels gained above 4th (2d6 at 8th, 3d6 at 12th, 4d6 at 16th, and 5d6 at 20th level)The Ranger must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Rangers can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
A Ranger also gains a +1 competence bonus to Armor Class during any round in which the Ranger moves at least 10 feet. The bonus applies as soon as the Ranger has moved 10 feet, and lasts until the start of the Rangers next turn. This bonus improves by 1 for every four levels gained above 4th (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th level).
A Ranger loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Quick Move: Once per encounter as a swift action the ranger may move up to half his movement speed.
Flawless Stride: Starting at 6th level, a Ranger can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at the Rangers normal speed and without taking damage or suffering any other impairment.
This ability does not let the Ranger move more quickly through terrain that requires a Climb or Swim check to navigate, nor can the Ranger move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
A Ranger loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Blindsense: At 8th level, a Ranger gains the blindsense ability out to 30 feet. This ability functions as described on page 306 of the Monster Manual.
Dual Favored Enemy:
Camouflage: Beginning at 12th level, a Ranger can use the Hide skill in any sort of natural terrain. The Ranger loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Hide in Plain Sight: Beginning at 14th level, a Ranger can use the Hide skill in natural terrain even while being observed. A Ranger loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Skill Mastery: The Ranger becomes so certain in the use of certain skills that the Ranger can use them reliably even under adverse conditions.
Upon gaining this ability, The Ranger selects a number of skills equal to 3 + Intelligence modifier. When making a skill check with one of these skills, the Ranger may take 10 even if stress and distractions would normally prevent the Rangerfrom doing so.
Free Movement: At 18th level and higher, a Ranger can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A Ranger loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Blindsight: A 19th-level Ranger gains the blindsight ability out to 30 feet. The Rangers senses become so acute that the Ranger can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the Ranger must have line of effect to a creature or object to discern it.
Spells per Day
1st
2nd
3rd
4th
1st 0
2nd 0
3rd 1
4th 1 0
5th 1 0
6th 1 1 0
7th 1 1 0
8th 1 1 1 0
9th 2 1 1 0
10th 2 1 1 1
11th 2 1 1 1
12th 2 2 1 1
13th 2 2 1 1
14th 3 2 2 1
15th 3 2 2 1
16th 3 2 2 2
17th 3 3 2 2
18th 4 3 2 2
19th 4 3 3 2
20th 4 3 3 2
Combat Styles: The Ranger has access to a number of fighting styles. At 1st level the ranger picks a combat style, and at 1st, 6th, 11th, 16th, and 20th Level the ranger gains access to a new portion of his combat style.
Two Weapon Fighting:
1st Penalties for Two weapon fighting reduced by 1, and reduced by an additional one at 10th level
6th Both weapons deal full strength bonus damage
11th May full attack with both weapons as part of a charge once per encounter
16th Light weapon damage increased by 1 die size
20th Once per encounter gain an extra attack with both weapons at highest base attack as part of a full attack, this ability DOES stack with haste.
Two Handed Fighting:
1st - Gain +1 Dodge bonus to AC plus 1 per 3 levels after 1st (Max +7)
6th - Deal Double strength bonus to damage (with 2 handed weapons only)
11th 1/Encounter as an immediate action, gain the benefits of the supreme cleave ability allowing movement up to one full movement rate
16th Increase critical multiplier of all two handed weapons by 1
20th 1/Encounter, as a standard action, make one attack roll. If your attack successfully hits it is counted as a confirmed critical, that ignores immunity to critical.
Bow Fighting:
1st Threaten w/ bow out to 10ft ,+5ft at 10th level
6th May Powershot with any bow by reducing your attack roll bonus and adding an equal amount to your damage.
11th 1/Encounter you may fire two arrows per attack instead one. You receive a minus 4 to your attack rolls.
16th Ignore concealment other than total concealment within 30ft when using a bow.
20th 1/Encounter attack all enemies in a 50 ft cone by making a single attack roll
Unarmed Fighting:
1st Improved Unarmed Strike feat, UAS deals 1d8 points of damage +2 die sizes at 10th.
6th May Bodyslam with UAS by reducing your AC and adding double the penalty to ac to your damage rolls
11th 1/Encounter May attack each opponent within reach, twice, giving you two attacks per enemy.
16th No longer provokes attacks of opportunity for any reason.
20th 1/Encounter move up to double your movement gaining an attack against each opponent you pass, though you may attack each opponent no more than once.
Thanks for your time, let me know what you think.
(Edit) Oh and one more thing, In this game there will be no trapfinding class ability or track feat, as long as you have the requisite skills you can perform the action. Also some skills have changed. If you have any questions please feel free to let me know.
However, this post is about the Ranger I wrote up. I am sure it will need some re-balancing, but I wanted to get the ideas put together cogently and in a word document to make changing it easier. Please let me know what you think.
Http://tinyurl.com/t3ranger
I will also post it here in spoiler format. At least I plan to try to.
Ranger
D8 hit die
Proficient with all simple and martial weapons and with all light armor.
Class Skills: The rangers class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Stealth (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Profession (Wis), Ride (Dex), Search (Int), Perception (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at First Level: (8 + Intelligence modifier) x 4.
Skill Points at Each Level: 8 + Intelligence modifier.
Level
BAB
Fort Save
Ref Save
Will Save
Special
1st + 1 + 2 + 2 + 0 Combat Style, Favored Enemy +2, Spells
2nd + 2 + 3 + 3 + 0 Fast Movement +10
3rd + 3 + 3 + 3 + 1 Trackless Step, Swap Favored Enemy 1/day
4th + 4 + 4 + 4 + 1 Evasion, Skirmish +1d6 +1 AC
5th + 5 + 4 + 4 + 1 Quick Move 1/ Encounter
6th + 6 + 5 + 5 + 2 Fast Movement +20, Combat Style , Favored Enemy +4
7th + 7 + 5 + 5 + 2 Flawless Stride
8th + 8 + 6 + 6 + 2 Blind Sense 30, Skirmish +2d6 +2 AC
9th + 9 + 6 + 6 + 3 Quick Move 2/Encounter
10th + 10 + 7 + 7 + 3 Fast Movement +30
11th + 11 + 7 + 7 + 3 Dual Favored Enemy, Combat Style 3, Favored Enemy +6
12th + 12 + 8 + 8 + 4 Camouflage, Skirmish +3d6 +3 AC
13th + 13 + 8 + 8 + 4 Quick Move 3/ Encounter
14th + 14 + 9 + 9 + 4 Hide in Plain Sight
15th + 15 + 9 + 9 + 5 Skill Mastery
16th + 16 + 10 + 10 + 5 Skirmish +4d6 +4 AC, Combat Style 5, Favored Enemy +8
17th + 17 + 10 + 10 + 5 Quick Move 4/ Encounter
18th + 18 + 11 + 11 + 6 Free Movement
19th + 19 + 11 + 11 + 6 Blindsight 30
20th + 20 + 12 + 12 + 6 Combat Style 5, Skirmish +5d6 +5 AC, Favored Enemy +10
Class Features
Combat Style: At 1st, 6th, 11th, 16th, and 20th Level the ranger gains access to a new portion of his combat style. Combat styles are listed under the combat styles section farther down.
Favored Enemy: Each morning the ranger picks one type of foe to be his favored enemy for the day. The ranger gains a +2 bonus on Bluff, Perception Sense Motive, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. The bonus for Favored Enemy increases to +4 at 6th, +6 at 11th, +8 at 16th, and +10 at 20th.
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 rangers bonuses do not stack.
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. A ranger must choose and prepare his spells in advance (see below).
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 rangers spell is 10 + the spell level + the rangers Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as acleric does.
A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Fast Movement: A Rangers land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor or light armor, and not carrying a heavy load. Apply this bonus before modifying the Rangers speed because of any load carried or armor worn. This bonus increases to +20 at 6th level and +30 at 10th level.
Trackless Step: Starting at 3rd level, a ranger leaves no trail in natural surroundings and cannot be tracked. The ranger may choose to leave a trail if so desired.
Swap Favored Enemy: Once per day as a full round action the ranger may swap one of his favored enemies out for a different favored enemy. This effect does not end after combat, the ranger has swapped out his favored enemy just as he would each morning.
Evasion: At 4th level and higher, a Ranger can avoid even magical and unusual attacks with great agility. If the Ranger makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the Ranger 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.
Skirmish: A Ranger employs mobility to deal extra damage and improve her defense. The Ranger deals an extra 1d6 points of damage on all attacks the Ranger makes during any round in which the Ranger moves at least 10 feet away from where the Ranger was at the start of the Rangers turn. The extra damage applies only to attacks made after the Ranger has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the Ranger's turn. This extra damage increases by 1d6 for every four levels gained above 4th (2d6 at 8th, 3d6 at 12th, 4d6 at 16th, and 5d6 at 20th level)The Ranger must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Rangers can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
A Ranger also gains a +1 competence bonus to Armor Class during any round in which the Ranger moves at least 10 feet. The bonus applies as soon as the Ranger has moved 10 feet, and lasts until the start of the Rangers next turn. This bonus improves by 1 for every four levels gained above 4th (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th level).
A Ranger loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Quick Move: Once per encounter as a swift action the ranger may move up to half his movement speed.
Flawless Stride: Starting at 6th level, a Ranger can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at the Rangers normal speed and without taking damage or suffering any other impairment.
This ability does not let the Ranger move more quickly through terrain that requires a Climb or Swim check to navigate, nor can the Ranger move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
A Ranger loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Blindsense: At 8th level, a Ranger gains the blindsense ability out to 30 feet. This ability functions as described on page 306 of the Monster Manual.
Dual Favored Enemy:
Camouflage: Beginning at 12th level, a Ranger can use the Hide skill in any sort of natural terrain. The Ranger loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Hide in Plain Sight: Beginning at 14th level, a Ranger can use the Hide skill in natural terrain even while being observed. A Ranger loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Skill Mastery: The Ranger becomes so certain in the use of certain skills that the Ranger can use them reliably even under adverse conditions.
Upon gaining this ability, The Ranger selects a number of skills equal to 3 + Intelligence modifier. When making a skill check with one of these skills, the Ranger may take 10 even if stress and distractions would normally prevent the Rangerfrom doing so.
Free Movement: At 18th level and higher, a Ranger can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A Ranger loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Blindsight: A 19th-level Ranger gains the blindsight ability out to 30 feet. The Rangers senses become so acute that the Ranger can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the Ranger must have line of effect to a creature or object to discern it.
Spells per Day
1st
2nd
3rd
4th
1st 0
2nd 0
3rd 1
4th 1 0
5th 1 0
6th 1 1 0
7th 1 1 0
8th 1 1 1 0
9th 2 1 1 0
10th 2 1 1 1
11th 2 1 1 1
12th 2 2 1 1
13th 2 2 1 1
14th 3 2 2 1
15th 3 2 2 1
16th 3 2 2 2
17th 3 3 2 2
18th 4 3 2 2
19th 4 3 3 2
20th 4 3 3 2
Combat Styles: The Ranger has access to a number of fighting styles. At 1st level the ranger picks a combat style, and at 1st, 6th, 11th, 16th, and 20th Level the ranger gains access to a new portion of his combat style.
Two Weapon Fighting:
1st Penalties for Two weapon fighting reduced by 1, and reduced by an additional one at 10th level
6th Both weapons deal full strength bonus damage
11th May full attack with both weapons as part of a charge once per encounter
16th Light weapon damage increased by 1 die size
20th Once per encounter gain an extra attack with both weapons at highest base attack as part of a full attack, this ability DOES stack with haste.
Two Handed Fighting:
1st - Gain +1 Dodge bonus to AC plus 1 per 3 levels after 1st (Max +7)
6th - Deal Double strength bonus to damage (with 2 handed weapons only)
11th 1/Encounter as an immediate action, gain the benefits of the supreme cleave ability allowing movement up to one full movement rate
16th Increase critical multiplier of all two handed weapons by 1
20th 1/Encounter, as a standard action, make one attack roll. If your attack successfully hits it is counted as a confirmed critical, that ignores immunity to critical.
Bow Fighting:
1st Threaten w/ bow out to 10ft ,+5ft at 10th level
6th May Powershot with any bow by reducing your attack roll bonus and adding an equal amount to your damage.
11th 1/Encounter you may fire two arrows per attack instead one. You receive a minus 4 to your attack rolls.
16th Ignore concealment other than total concealment within 30ft when using a bow.
20th 1/Encounter attack all enemies in a 50 ft cone by making a single attack roll
Unarmed Fighting:
1st Improved Unarmed Strike feat, UAS deals 1d8 points of damage +2 die sizes at 10th.
6th May Bodyslam with UAS by reducing your AC and adding double the penalty to ac to your damage rolls
11th 1/Encounter May attack each opponent within reach, twice, giving you two attacks per enemy.
16th No longer provokes attacks of opportunity for any reason.
20th 1/Encounter move up to double your movement gaining an attack against each opponent you pass, though you may attack each opponent no more than once.
Thanks for your time, let me know what you think.
(Edit) Oh and one more thing, In this game there will be no trapfinding class ability or track feat, as long as you have the requisite skills you can perform the action. Also some skills have changed. If you have any questions please feel free to let me know.