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ngilop
2016-07-08, 08:04 PM
Ranger

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[tr]
Level
BAB
Fort
Ref
Will
Special
1st
2nd
3rd
4th


[td]1st
+1
+2
+2
+0
1st Favored Enemy, Track, Wild Empathy, Animal Companion






2nd
+2
+3
+3
+0
Combat Style, Trapfinding, Trapper






3rd
+3
+3
+3
+1
Endurance, Quarry, Favored Terrain +1






4th
+4
+4
+4
+1
Fast Movement, Natural Poisoner
1





5th
+5
+4
+4
+1
Bonus Feat, Notice the Unnoticed
1





6th
+6/+1
+5
+5
+2
Improved Combat Style, Nature's Armaments
1





7th
+7/+2
+5
+5
+2
Woodland Stride, Scent, Favored Terrain +2
1





8th
+8/+3
+6
+6
+2
Swift Tracker,
2
1




9th
+9/+4
+6
+6
+3
Resist Nature's Lure
2
1




10th
+10/+5
+7
+7
+3
2nd Favored Enemy, Bonus Feat
2
1




11th
+11/+6/+1
+7
+7
+3
Supreme Combat Style, Favored Terrain +3
2
1
1



12th
+12/+7/+2
+8
+8
+4
Sense Companion
3
2
1



13th
+13/+8/+3
+8
+8
+4
Camouflage
3
2
1



14th
+14/+9/+4
+9
+9
+4
Evasion
3
2
1
1


15th
+15/+10/+5
+9
+9
+5
3rd Favored Enemy, Bonus Feat, Favored Terrain +4
3
2
2
1


16th
+16/+11/+6/+1
+10
+10
+5
Combat Style Mastery
4
3
2
1


17th
+17/+12/+7/+2
+10
+10
+5
Hide in Plain Sight
4
3
2
1


18th
+18/+13/+8/+3
+11
+11
+6
Flawless Movement
4
3
2
2


19th
+19/+14/+9/+4
+11
+11
+6
Favored Terrain +5
4
3
3
2


20th
+20/+15/+10/+5
+12
+12
+6
Nature's Defender, Bonus feat
5
4
3
3


Alignment: Any
Hit Die: 1d8

Class Skills:
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), 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 at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on Attack, rolls against such creatures. In addition A Ranger also gains +1 Insight Bonuses to AC as well as saves. AT 5th Level and every 5th level thereafter these bonuses increase, +2 to skills and attack rolls and +1 to AC and saves.

At 10th and again at 15th level the Ranger may select an additional favored enemy.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associtated subtype. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Ranger Favored Enemy Benefits
3rd A successful attack upon a Ranger's Favored Enemy causes it to be shaken for 1 round. Unlike other forms of fear, this attack does not stck with itself or others. In addtion the ranger is capable of critical attacks even if his Favored Enemy is normally immune.
7th Every attack upon a Ranger's Favored Enemy Threatens a Critical
11th A successful attack upon a Ranger's Favored Enemy causes them to not be able to perform a standard action and gives adjacent allies a free attack of opportunity against the foe.
15th As a standard action a Ranger makes one attack and deals an extra 1d4+1 damage per every 2 Ranger levels to his target Favored Enemy, and the Target must make a Fort save CD of 10+1/2 Ranger Level+Ranger's Wis modifier or be staggard for 1 round.

Animal Companion (Ex): At 1st level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, A ranger may select from the alternative lists of animal companions just as a druid can. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Track: A Ranger gains Track as a bonus feat.

Wild Empathy (Ex): A Ranger can improve the attitude of an animal. 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 bonus to determine the wild empathy check result. 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): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. Also, the first successful attack in an encounter deal extra damage equal to his Ranger levels

If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. Also, the first succesful attack in an encounter gives the Ranger bonus temporary HP equal to his ranger level. These HP last untill the end of the encounter or enough damage is dealt.

The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Trapfinding {Ex}: AS per Rogue, but only nonmagical traps and no ability to bypass a trap.

Trapper {Ex or Su}: At 2nd level, a Ranger learns how to create a snare trap. At 6th level and every 4th level thereafter, he learns another trap. The saves for all traps are 10+1/2 Ranger level+Wis Mod.

Alarm {Ex} When the trap is triggered, it also creates a momentary loud noise equivalent to the audible alarm version of alarm.

Befuddling Trap {Ex} the trap triggers releasing a cloud of dust, debris, pungent smells, and other miscelany to cause the creature who triggerd the trap to be confused for 1d3 rounds. A Successful Will save negates the effect. The Ranger must know 1 other trap before he selects this one.

Burning Trap {Ex} If the triggering creature fails its Reflex save, it catches on fire, taking 1d6 points of fire damage at the start of its turn for 1d4 rounds. The burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save.

Exploding Trap {Ex} The trap explodes in fire, filling all squares adjacent to the trap dealing 1d6 fire damage and 2d6 piercing damage and are knocked prone. A Reflex save halves the damage and prevents them from being knocked prone.

Fire Trap {Ex} The trap explodes in flames, dealing a number of points of fire damage equal to 1d6 + 1/2 the ranger’s level to the triggering creature.

Fireburst Trap {Su} The trap erupts in flames, all within a 10 foot radius suffer 2d6 fire damage plus an addition 1 per Ranger level. A reflex saves halves the damage.

Flashbang {Ex} The trap explodes in a flash of bright light and loud noises. Any creature inthe trapped or any adjacent squares is blinded and deafened for 2d4+1 rounds. A successful fortitude save lessens the effects to being dazzled for 1d3 rounds.

Freezing Trap {Ex} The trap creates a burst of ice that damages and encases the triggering creature. The creature takes 1d4 points of cold damage + 1/4 the ranger’s level and is entangled and stuck to the ground. A successful Reflex save halves the damage and means the creature is not stuck to the floor by the ice. The ice is 1 inch thick per 3 Hit Dice of the ranger (minimum 1), has hardness 0 and 2 hit points per inch of thickness, and melts in 1d2 rounds.

Glitterburst {Ex} The trap explodes in a 10 foot radius covering everything in tiny shards of silver, powered diamonds and other such. Treat as a Glitteredust spell, except it only last 1d4+1 rounds, A successful Will save negates the blindness and the outline onl last 1 round.

Immolation Trap {Su} The trap bursts into supernatural flames, setting the creature that triggers it on fire, dealing 3d6 +1/ranger level fire damage initially and 1d6, plus 1 per ranger level fire damage per round a reflex save must be made each round. Requires one other traps known.

Nauseous Trap {Ex} The trap explodes in putrid gas, filling all squares adjacent to the trap. Treat the cloud as it were the spell Stinking cloud, except the cloud only last 1d4+1 rounds on its own.

Poison Trap {Ex} The trap poisons the creature that triggers it. dealing 1d2 Con damage per round for 6 rounds. A successful fortitude spell precents all damage.

Poison Dart Trap{Ex} If an enemy sets off a poison dart trap, they suffer 1d6 damage and are afflicted with poison ( of whatever type of poison the Ranger has used). A Reflex save negates the damage and the poison. If the Reflex save is failed, the target may still attempt a Fortitude save against the poison.

Sleet Trap {Ex} The detonating trap creates a 10-foot-radius burst of sleet with the effects of a sleet storm. The driving sleet lasts for 1 round, but the icy ground persists for 1 round per two ranger levels.

Shocking Trap {Su} The detonating of this traps shocks the target for 1d6 electrical damage plus 1 additional damage per Ranger level.

Sleep Trap {Ex} The triggering of this trap causes the creature to make a fortitude save or fall asleep, as if affected by the sleep spell.

Snare Trap {Ex} The trap constricts around a limb or other part of the triggering creature’s body (Reflex avoids). The creature cannot move from the location of the trap, unless the ranger included a “leash” when setting the trap, in which case the creature is limited to the length of the leash. The trapped creature can escape with an Escape Artist check (DC equal to the trap’s DC) as a full-round action. The trap or its leash has a number of hit points equal to 1/2 the ranger’s level, or can be burst as a full-round action with a DC 25 Strength check. At the ranger’s discretion, if there is a tall object or structure nearby, she can have the trap lift the creature.

Swarm Trap {Ex} The trap releases a bat swarm, rat swarm, snake swarm, or spider swarm that attacks all creatures in the area. The swarm remains in the general area for no longer than 1 round per ranger level, after which it disperses. The ranger must provide the creatures of the swarm, these creatures may die of starvation before the trap is triggered, lasting up to 1 day for every 5 Ranger levels before they perish.

Web Trap {Ex} The trap explodes filling all squares adjacent to it in sticky strands. treat as if under the effects of the Web spell.

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Favored Terrain {Ex}: At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a bonus on initiative checks and Hide, Listen, Knowledge (geography),Move Silently, Search, Spot, and Survival skill checks when he is in this terrain, Equal to the number shown on the above Table. At 7th level and every 4th level afterwards the Ranger may select a additional favored terrain.


If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Quarry {Ex}: At 3rd level a Ranger can as a move action designated on creature to be his quarry. His attacks deal an addition 1d6 damage against his Quarry target. This extra damage is of the same type the weapon deals and is not multiplied on a critical strike. At 9th level and again at 15th level this extra damage is increased by 1d6, so at 9th it becomes 2d6 and at 15th 3d6. If the quarry target also happens to be a favored enemy, the quarry damage is doubled.

Fast Movement {Ex}: At 4th level the Ranger's base land speed increases by 10 feet, At 13th level his base land speed increases again by 10 feet, as well as his animal companion finding its base speed increased by 10 feet.

Natural Poisoner {Ex}: At 4th level the ranger is capable to harvest poisons from any creature that has an extraordinary poison attack. The ranger is also able to apply all poisons without fear of poisoning themselves but only has specialty with production and storage of natural poisons

Spells: Beginning at 4th 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 ranger’s spell is 10 + the spell level + the ranger’s 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. The ranger does not have access to any domain spells or granted powers, as a cleric 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.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level -3.

Notice the Unnoticed {Ex}: Once a day per Wisdom Modifier, a Ranger may reroll a Spot or Listen check after the outcome of the original roll is determined. Every five levels, he can use this ability once more a day. Each use of the ability applies separately to Spot and Listen (ie, they each have 'x' rerolls per day).


Improved Combat Style (Ex): At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. In addition all Archery related attacks deal additional damage equal to the Ranger's Dexterity modifier. The ranger is considering threatening squares as if he were in melee in regards in determining if allies can use him to get flanking benefits, as long as the ranger is within 30 feet of his target and the ally he is flanking with.


If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The ranger can now make an attack with both equipped weapons as a standard action. In addition all attacks while dual wielding deal additional damage equal to the Ranger's Dexterity modifier.

As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Nature's Armamanets {Su}: At 6th level weapon the Ranger wield gain either the Flaming, Frost, or Shock weapon property. At 12th level this ability increases to become the Flaming Burst, Icy Burst, or Shocking Burst weapon property.

Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him. At 14th Level this ability allows the Ranger to be untrackable in undergrowth, except by another Ranger of higher level or by a being that has the Track feat and more Hit Die than the Ranger.

Scent {Ex}: Starting at 7th Level a Ranger gains the Scent Extraordinary ability.

Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Resist Nature’s Lure (Ex): Starting at 9th level, a ranger gains an insight bonus on saving throws against the extraordinary, supernatural and spell-like abilities of animals, magical beasts, fey, plants and vermin equal to his Wisdom modifier.

Supreme Combat Style (Ex): At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot and Woodland Archer feats, even if he does not have the normal prerequisites for those feats. In addition the Ranger's successful ranged attacks against a target reduces their reflex save and AC by 1 for every successful attack after the first.

If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting and Double Hit feats, even if he does not have the normal prerequisites for those feats. In addition the Ranger, upon a successful attack with both his main and off-hand weapon, the ranger gains a bonus attack with his main hand weapon at a -5 penalty, this attack deals an addition 2d4 + 1 damage per ranger level. This extra attack does not occur on Attacks of Opportunity.


As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Sense Companion {Sp}: A ranger upon reacher 12th level may scry upon his animal companion a number of times per day equal to 1+ wisdom modifier. The caster level for this ability is equal to half Ranger levels.

Camouflage (Ex): A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Evasion (Ex): At 14th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he 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.

Combat Style Mastery (Ex): At 16th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Penetrating Shot and Greater Manyshot feats, even if he does not have the normal prerequisites for those feats. In addition the Ranger can, upon a successful spot check (as a swift action) of DC 15+ CR of opponent, next successful attack against the opponent in that round deals an extra 3d6 /+1 level additional damage and checks the creature struck (flyers are blown back 10 feet). The opponent must succeed on a fortifude save at DC 10+1/2 damage done to negate the checked effect

If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Defense feat, even if he does not have the normal prerequisites for that feat. In addition the Ranger deals an extra 2d6 +1 per 2 Ranger levels rend damage when successfully attacking with both wielded weapons, though only once per creature in a round and as a free action can make an intimidate check with a bonus equal to his Ranger Level to cause all foes within 20 feet to be shaken, only this fear is so deep that the penalty is -4 instead of the normal -2. This counts as a terror effect.

As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.

Flawless Movement {Ex}: At 18th Level a ranger can move and attack normally while under the influence of magic that impedes his movement, such as web, slow, and paralysis. this ability also allows a Ranger to move and attack normally underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces. This ability does not allow thrown weapons to be used normally.

Nature's Defender {Ex}: A Ranger can never be surprised and selects one 5th level druid spell (that may never change once chosen) to cast once a day. In addition all magical Beasts, Animals, Vermin, plants, and Fey have a minimum reaction of Indifferent.

Teapot Salty
2016-07-09, 06:25 PM
This is very solid, my only complaint being that favored enemy feels a little too good. I say that because in most campaigns, their's going to be an enemy that comes up very often, usually something like undead or humans, so having a constant (huge) advantage against say, half the enemies you face, is a little too strong IMO. Of course that is campaign dependent, but maybe changing it so that these benefits only apply once in a while instead of on every attack? Maybe allowing somewhat easy saves?

ngilop
2016-07-18, 07:40 PM
This is very solid, my only complaint being that favored enemy feels a little too good. I say that because in most campaigns, their's going to be an enemy that comes up very often, usually something like undead or humans, so having a constant (huge) advantage against say, half the enemies you face, is a little too strong IMO. Of course that is campaign dependent, but maybe changing it so that these benefits only apply once in a while instead of on every attack? Maybe allowing somewhat easy saves?

Thanks for the critique! I realized that my favored terrains was not included, LOL so I will have to add those in when I find my rough draft.

I agree with the favored enemy attacks, free crits and fre bonus attacks for allies seems a bit too much.

for instance you pick favored enemy: giants and you just made rise of the runelord's hook mountain massacre and fortress of the stone giants cake walks.

Lemme getback to adjusting those to make them mean something still, but not be I win buttons like they are now.