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rferries
2017-08-14, 06:08 AM
Ranger
https://i.imgur.com/etqvb1Z.jpg
"They say he walks on two legs, but dreams of howling at the moon and the taste of fresh blood. More beast than man, that one..."

Alignment
Any.

Hit Die
d10.

Class Skills
The ranger’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana/dungeoneering/geography/local/nature/the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Cha), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at 1st Level: (6 + Int modifier) x 4.

Skill Points at Each Additional Level: 6 + Int modifier.

Table: The Ranger




Level



Base
Attack Bonus


Fort
Save




Ref
Save




Will
Save



Special


Spells per Day




Spells Known










0th
1st
2nd
3rd
4th
5th
6th
0th
1st
2nd
3rd
4th
5th
6th


1st
+1
+2
+2
+0
Bonus Feat, Favoured Environment (one) +2,
Wild Empathy



2




—




—




—




—




—




—




4




—




—




—




—




—




—




2nd
+2
+3
+3
+0
Nature's Insight


3





—




—




—




—




—




5




21




—




—




—




—




—




3rd
+3
+3
+3
+1
Animal Companion, Sneak Attack +1d6,
Trap Sense +1



3




1




—




—




—




—




—




6




3




—




—




—




—




—




4th
+4
+4
+4
+1
Fast Movement, Uncanny Dodge


3




2





—




—




—




—




6




3




21




—




—




—




—




5th
+5
+4
+4
+1
Bonus Feat, Favoured Environment (two) +4


3




3




1




—




—




—




—




6




4




3




—




—




—




—




6th
+6/+1
+5
+5
+2
Nature's Wisdom +2, Sneak Attack +2d6,
Trap Sense +2



3




3




2




—




—




—




—




6




4




3




—




—




—




—




7th
+7/+2
+5
+5
+2
Survivalist


3




3




2





—




—




—




6




4




4




21




—




—




—




8th
+8/+3
+6
+6
+2
Improved Uncanny Dodge


3




3




3




1




—




—




—




6




4




4




3




—




—




—




9th
+9/+4
+6
+6
+3
Evasion, Hardiness, Sneak Attack +3d6,
Trap Sense +3



3




3




3




2




—




—




—




6




4




4




3




—




—




—




10th
+10/+5
+7
+7
+3
Bonus Feat, Favoured Environment (three) +6


3




3




3




2





—




—




6




4




4




4




21




—




—




11th
+11/+6/+1
+7
+7
+3
Lycanthrope's Armour


3




3




3




3




1




—




—




6




4




4




4




3




—




—




12th
+12/+7/+2
+8
+8
+4
Nature's wisdom +4, Sneak Attack +4d6,
Trap Sense +4



3




3




3




3




2




—




—




6




4




4




4




3




—




—




13th
+13/+8/+3
+8
+8
+4
True Survivalist


3




3




3




3




2





—




6




4




4




4




4




21




—




14th
+14/+9/+4
+9
+9
+4
Hunter-Killer, Improved Evasion


4




3




3




3




3




1




—




6




4




4




4




4




3




—




15th
+15/+10/+5
+9
+9
+5
Bonus Feat, Favoured Environment (four) +8,
Sneak Attack +5d6, Trap Sense +5


4




4




3




3




3




2




—




6




4




4




4




4




3




—




16th
+16/+11/+6/+1
+10
+10
+5



4




4




4




3




3




2





6




5




4




4




4




4




21




17th
+17/+12/+7/+2
+10
+10
+5



4




4




4




4




3




3




1




6




5




5




4




4




4




3




18th
+18/+13/+8/+3
+11
+11
+6
Nature's wisdom +6, Sneak Attack +6d6,
Trap Sense +6



4




4




4




4




4




3




2




6




5




5




5




4




4




3




19th
+19/+14/+9/+4
+11
+11
+6



4




4




4




4




4




4




3




6




5




5




5




5




4




4




20th
+20/+15/+10/+5
+12
+12
+6
Apex Predator, Bonus Feat, Favoured Environment (five) +10


4




4




4




4




4




4




4




6




5




5




5




5




5




4




1. Provided the ranger has a high enough Wisdom score to have a bonus spell of this level.

Class Features
All of the following are class features of the ranger.

Weapon and Armor Proficiency
Rangers are proficient with all simple and martial weapons plus bolas and nets, with all light and medium armor, and with shields (excluding tower shields).

Spells
A ranger casts divine spells, which are drawn from the druid spell list and the Air, Animal, Earth, Fire, Plant, Scalykind, Sun, Travel, Trickery, Water, and Weather domains. He can cast any spell she knows without preparing it ahead of time. To learn 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. A ranger must provide a divine focus for spells as necessary.

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’s selection of spells is extremely limited. A ranger begins play knowing four 0-level spells of your choice. At most new ranger levels, he gains one or more new spells, as indicated on Table: The Ranger. (Unlike spells per day, the number of spells a ranger knows is not affected by his Wisdom score; the numbers on Table: The Ranger are fixed.)

Upon reaching 5th level, and at every third ranger level after that (8th, 11th, and so on), a ranger can choose to learn a new spell in place of one he already knows. In effect, the ranger "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level ranger spell the ranger can cast. A ranger may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, a ranger need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. However, rangers meditate or pray for their spell slots. Each ranger must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a ranger can prepare spells.

Bonus Feats
At 1st level, a ranger gets a bonus ranger-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The ranger gains an additional bonus feat at 5th level and every five ranger levels thereafter (10th, 15th, and 20th). These bonus feats must be drawn from the feats listed below. A ranger must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A ranger is not limited to the list of ranger bonus feats when choosing these feats.

Additionally, ranger levels count as fighter levels for the prerequisites of the Greater Weapon Focus, Greater Weapon Specialisation, and Weapon Specialisation feats.

Ranger Bonus Feat List
Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Augment Summoning1, Blind-Fight, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Endurance, Eschew Materials, Exotic Weapon Proficiency, Far Shot, Great Fortitude, Greater Two-Weapon Fighting, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Precise Shot, Improved Trip, Improved Two-Weapon Fighting, Investigator, Iron Will, Lightning Reflexes, Manyshot, Mobility, Mounted Combat, Natural Spell2, Negotiator, Persuasive, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Ride-By Attack, Run, Self-Sufficient, Shot on the Run, Spirited Charge, Spring Attack, Stealthy, Track3, Weapon Finesse4, Whirlwind, and Urban Tracking (http://dndsrd.net/unearthedCoreClass.html#urban-tracking)5 as bonus feats.
1The benefits of this feat also apply to the ranger's animal companion.
2The benefits of this feat apply to all polymorph effects the ranger uses on himself.
3A 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.
4A ranger may apply the benefits of this feat to scimitars.:smallcool:
5A ranger may make a Gather Information check for his Urban Tracking feat every half hour without taking the normal -5 penalty.

Additionally, the ranger gains access to particularly powerful feats, listed below as ranger epic feats. The ranger may select these feats whenever he could select a normal feat or a ranger bonus feat. When selecting a feat from the list of ranger epic feats, a ranger ignores all feat prerequisites except for other feats (for example, a ranger that wants to select Legendary Tracker need not have a particular Wisdom score or ranks in any skills but must have the Track feat).

Ranger Epic Feats
Bane of Enemies1, Damage Reduction, Death of Enemies1, Distant Shot, Epic Endurance, Epic Fortitude, Epic Reflexes, Epic Speed, Epic Will, Fast Healing, Improved Manyshot, Improved Whirlwind Attack, Instant Reload, Legendary Climber, Legendary Leaper, Legendary Rider, Legendary Tracker, Magical Beast Companion, Perfect Two-Weapon Fighting, Polyglot, Self-Concealment, Storm of Throws, Superior Initiative, Swarm of Arrows, Uncanny Accuracy,
1These feats apply to creatures native to the ranger's favoured environments, rather than to favoured enemies.

Favoured Environment (Ex)
At 1st level, a ranger may select a natural environment from among those given on Table: Ranger Favoured Environments. Due to the ranger's experience in that environment, he gains a +2 insight bonus on skill checks made in that environment. He gains this bonus on skill checks made against or dealing with creatures native to that environment even if he encounters those creatures outside that environment1. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favoured environment from those given on the table and the value of the insight bonuses increases by +2.
1Most humanoids are considered native to urban environments.

A ranger enjoys several other benefits corresponding to his favoured environments, as listed below.

Hide in Plain Sight
A ranger can always use the Hide skill in his favoured environments, even if the terrain doesn’t grant cover or concealment and even while he is being observed.

Resist the Wild's Power
A ranger gains the favoured environment insight bonus on saving throws against the special attacks (but not spells and feats) of any creature native to one of his favoured environments, even if him encounters those creatures outside those environments.

Trackless Step
A ranger leaves no trail in his favoured environments and cannot be tracked. He may choose to leave a trail if so desired.

Precision Attack
A ranger can score critical hits and make sneak attacks against creatures that would normally be immune by virtue of their type (constructs, oozes, plants, undead) or subtype (incorporeal creatures), provided they are native to one of his favoured environments.

The game master may rule that a ranger can't select an environment that he has never visited, or that the ranger does not gain the favoured environment bonus on certain skills. The game master may also rule that the ranger must have 4 ranks in the appropriate Knowledge skill (e.g. dungeoneering for underground, local for urban, etc.) to select a particular favoured environment.

Table: Ranger Favoured Environments


Environment

Examples



Aquatic
sea, ocean (on or under water)


Desert, cold
tundra


Desert, temperate or warm
badlands, sandy desert


Forest, cold or temperate
forest


Forest warm
jungle


Hills
rugged terrain up to 2,000 feet elevation


Marsh
bog, moor, swamp


Mountain
rugged terrain above 2,000 feet elevation


Plains
farmland, grassland, steppe, prairie


Planar1
inner planes, transitive planes, outer planes, demiplanes, etc.


Underground
dungeons, caverns


Urban
towns, cities


1If the ranger chooses planar, he must also choose a specific transitive (Astral, Ethereal, or Shadow) plane or otherwise choose a particular elemental (air, earth, fire, negative, positive, or water) or alignment (chaos, evil, good, law, or neutrality) planar trait. He gains favoured environment bonuses only with respect to that specific plane or planes with that trait, and against creatures native to either.

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.

A ranger with at least 4 ranks in the appropriate Knowledge skill (e.g. Knowledge (dungeoneering) for oozes) can also use this ability to influence a creature with an Intelligence score of 1 or 2 or a mindless creature, but he takes a –4 penalty on the check unless the creature is native to one of his favoured environments.

Nature's Insight (Su)
At 2nd level, a ranger gains a bonus equal to his Wisdom bonus (minimum +1) on initiative checks, attack rolls, Knowledge checks, and his Armour Class.

Animal Companion (Ex)
At 3rd 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.

At the game master's option a ranger with the planar favoured environment and the Magical Beast Companion ranger epic feat can select an appropriate extraplanar creature as an animal companion.

Sneak Attack
At 3rd level, if a ranger catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The ranger’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ranger flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the ranger score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a ranger can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

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. A slayer cannot use sneak attack while striking a creature with concealment.

Trap Sense (Ex)
Starting at 3rd level, a ranger gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three ranger levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Fast Movement (Ex)
At 4th level, a ranger's land speed becomes faster than the norm for his race by +10 feet.

Uncanny Dodge (Ex)
At 4th level, a ranger retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a ranger already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Nature's Wisdom (Su)
Beginning at 6th level a ranger gains a +2 insight bonus to his Wisdom score. This bonus increases to +4 at 12th level, and +6 at 18th level.

Survivalist (Ex)
Starting at 7th level, a ranger may move through his favoured environments without being slowed or harmed by any natural hazards (such as undergrowth, quicksand, fumes from acid pools, the negative-dominant planar trait, etc.). However, areas that are enchanted or magically manipulated still affect him. At the game master's option a ranger that uses this ability to try to breathe acid or walk on molten lava is immediately transformed into a weasel.

You gain the terrain masteries and planar masteries (http://dndsrd.net/horizonWalker.html) appropriate to your favoured environments.

Improved Uncanny Dodge (Ex)
At 8th level and higher, a ranger can no longer be flanked. This defense denies a rogue the ability to sneak attack the ranger by flanking him, unless the attacker has at least four more rogue levels than the target has ranger levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Evasion (Ex)
At 9th 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 or medium armor or no armor. A helpless ranger does not gain the benefit of evasion.

Hardiness (Ex)
At 9th level, a ranger gains immunity to all diseases and poisons. He cannot be sickened or nauseated and is immune to fatigue and exhaustion.

Lycanthrope's Armour (Su)
At 11th level, a ranger gains damage reduction/silver equal to one-half his character level. He adds his Wisdom modifier (minimum +1) as a natural armour bonus to his Armour Class.

True Survivalist (Su)
At 13th level a ranger benefits from a constant freedom of movement effect, as the spell. He also gains spell resistance equal to his ranger level +5. This spell resistance automatically ignores beneficial or harmless spells, at his option.

Hunter-Killer (Su)
At 14th level, a ranger's attacks and spells automatically overcome the damage reduction, regeneration, and energy resistance of any creature native to one of his favoured environments. He may detect creatures native to his favoured environments as if by the locate creature spell, at will.

Improved Evasion (Ex)
At 14th level a ranger gains Improved Evasion. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.

Apex Predator (Su)
At 20th level, a ranger becomes the ultimate hunter. By spending 24 hours in meditation in an environment, he may gain that environment as a favoured environment (replacing one of his current favoured environments). While in one of his favoured environments, he may activate or suppress a constant greater invisibility effect at will, as the spell. He is treated as having the [native] subtype whenever it would be most advantageous to him. He may use find the path and shadow walk at will, as the spells. Finally, his natural weapons and any weapons he wields gain the dread (http://dndsrd.net/epicMagicItems.html) property against any creature native to one of his favoured environments (this property stacks with the benefits of the Bane of Enemies and Death of Enemies feats, for a total of a +6 enhancement bonus to attacks, +6d6 damage, and up to 2 Fortitude saves to avoid death).

rferries
2017-08-14, 06:11 AM
Hooo boy, another bloated class. I'll try to streamline it upon revision.

Changes:

d10 Hit Dice for a martial class! (I feel Fighters should be d12s, like Barbarians)

Skills

-Added Appraise for when they're selling pelts they've accumulated.
-Added social skills, for when they rub shoulders in local bars/trading posts while back from a sojourn and for urban rangers.
-Added Knowledges: Arcana because they should know about magical beasts & dragons, Local (see social skills), and The Planes (rangers and druids should know about elementals, and rangers should be able to Survive on other planes)
-Tempted to give them a Perform skill to keep themselves entertained in the wilds -esp. strings, wind instruments, or singing.
-Speak language because they should be comfortable with other cultures on the frontier, and for trading
-Spellcraft because they have real magic in this version (like my revised paladin).
-Tumble because they're agile like animals!

Bonus feats -should these be given to the revised paladin too? Are there too many feats - maybe give them every fourth level? Ideally a ranger would be adept as Drizzt at both archery and two-weapon fighting.

Favoured environment - heavily boosted version of the favoured environment variant, incorporating Resist Nature's Lure, Camoflauge, Hide In Plain Sight, and the Horizon Walker class features. I designed it with the intent that the ranger is always benefiting from it (the game master should forewarn the ranger as to upcoming terrain types).
Should it deal sneak attack damage die to creatures, rather than a flat +2 bonus?

Nature's Insight-equivalent to revised paladin's Divine Grace (or standard monk's AC bonus) + standard druid's Nature Sense

Animal companion-functions just like a druid (not as a half-strength druid).

Survivalist-woodland stride + planar adaptations.

Hardiness- druid's Venom Immunity, plus paladin's divine health, plus immunity to a swarm's distraction attack.

Give them trapfinding? Rangers are trappers too, after all.

Various other class features added in, possibly too many/too powerful.

Westhart
2017-08-14, 08:05 AM
Ranger
https://orig03.deviantart.net/17ce/f/2013/124/6/7/ranger_by_alexstoneart-d6424h7.jpg
"They say he walks on two legs, but dreams of howling at the moon and the taste of fresh blood. More beast than man, that one..."

Alignment
Any.

Hit Die
d10.

Class Skills
The ranger’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana/dungeoneering/geography/local/nature/the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Cha), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at 1st Level: (6 + Int modifier) x 4.

Skill Points at Each Additional Level: 6 + Int modifier.

Table: The Ranger




Level



Base
Attack Bonus


Fort
Save




Ref
Save




Will
Save



Special


Spells per Day




Spells Known










0th
1st
2nd
3rd
4th
5th
6th
0th
1st
2nd
3rd
4th
5th
6th


1st
+1
+2
+2
+0
Bonus Feat, Favoured Environment (one) +2, Wild Empathy


2




—




—




—




—




—




—




4




—




—




—




—




—




—




2nd
+2
+3
+3
+0
Bonus Feat, Nature's Insight


3





—




—




—




—




—




5




21




—




—




—




—




—




3rd
+3
+3
+3
+1
Animal Companion, Bonus Feat, Trap Sense +1


3




1




—




—




—




—




—




6




3




—




—




—




—




—




4th
+4
+4
+4
+1
Fast Movement, Uncanny Dodge


3




2





—




—




—




—




6




3




21




—




—




—




—




5th
+5
+4
+4
+1
Favoured Environment (two) +4


3




3




1




—




—




—




—




6




4




3




—




—




—




—




6th
+6/+1
+5
+5
+2
Bonus Feat, Nature's Wisdom +2, Trap Sense +2


3




3




2




—




—




—




—




6




4




3




—




—




—




—




7th
+7/+2
+5
+5
+2
Survivalist


3




3




2





—




—




—




6




4




4




21




—




—




—




8th
+8/+3
+6
+6
+2
Improved Uncanny Dodge


3




3




3




1




—




—




—




6




4




4




3




—




—




—




9th
+9/+4
+6
+6
+3
Bonus Feat, Evasion, Hardiness, Trap Sense +3


3




3




3




2




—




—




—




6




4




4




3




—




—




—




10th
+10/+5
+7
+7
+3
Favoured Environment (three) +6


3




3




3




2





—




—




6




4




4




4




21




—




—




11th
+11/+6/+1
+7
+7
+3
Lycanthrope's Armour


3




3




3




3




1




—




—




6




4




4




4




3




—




—




12th
+12/+7/+2
+8
+8
+4
Bonus Feat, Nature's wisdom +4, Trap Sense +4


3




3




3




3




2




—




—




6




4




4




4




3




—




—




13th
+13/+8/+3

+8
+8
+4
True Survivalist


3




3




3




3




2





—




6




4




4




4




4




21




—




14th
+14/+9/+4
+9
+9
+4
Hunter-Killer, Improved Evasion


4




3




3




3




3




1




—




6




4




4




4




4




3




—




15th
+15/+10/+5
+9
+9
+5
Bonus Feat, Favoured Environment (four) +8, Trap Sense +5


4




4




3




3




3




2




—




6




4




4




4




4




3




—




16th
+16/+11/+6/+1
+10
+10
+5
Greater Bonus Feat


4




4




4




3




3




2





6




5




4




4




4




4




21




17th
+17/+12/+7/+2
+10
+10
+5
Greater Bonus Feat


4




4




4




4




3




3




1




6




5




5




4




4




4




3




18th
+18/+13/+8/+3
+11
+11
+6
Bonus Feat, Greater Bonus Feat, Nature's wisdom +6, Trap Sense +6


4




4




4




4




4




3




2




6




5




5




5




4




4




3




19th
+19/+14/+9/+4
+11
+11
+6
Greater Bonus Feat


4




4




4




4




4




4




3




6




5




5




5




5




4




4




20th
+20/+15/+10/+5
+12
+12
+6
Apex Predator, Favoured Environment (five) +10, Greater Bonus Feat


4




4




4




4




4




4




4




6




5




5




5




5




5




4




1. Provided the ranger has a high enough Wisdom score to have a bonus spell of this level.

Class Features
All of the following are class features of the ranger.

Weapon and Armor Proficiency
Rangers are proficient with all simple and martial weapons, with all light and medium armor, and with shields (excluding tower shields).

Spells
A ranger casts divine spells, which are drawn from the druid spell list and the Air, Animal, Earth, Fire, Plant, Scalykind, Sun, Travel, Trickery, Water, and Weather domains. He can cast any spell she knows without preparing it ahead of time. To learn 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. A ranger must provide a divine focus for spells as necessary.

I like this but there are ranger spells specific to the class (Some in SpC I believe) that are pretty nice... maybe let them have advanced learning or similar feature where they can get a spell (of a level they can cast) from the ranger list. Or flip it and let them get one from the druid list...


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’s selection of spells is extremely limited. A ranger begins play knowing four 0-level spells of your choice. At most new ranger levels, he gains one or more new spells, as indicated on Table: The Ranger. (Unlike spells per day, the number of spells a ranger knows is not affected by his Wisdom score; the numbers on Table: The Ranger are fixed.)

Upon reaching 5th level, and at every third ranger level after that (8th, 11th, and so on), a ranger can choose to learn a new spell in place of one he already knows. In effect, the ranger "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level ranger spell the ranger can cast. A ranger may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, a ranger need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. However, rangers meditate or pray for their spell slots. Each ranger must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a ranger can prepare spells.

Always preferred spontaneous casters... Can't remember if you had it or not but did you put the increase for applying metamagic feats?



Bonus Feats
At 1st level, a ranger gets a bonus ranger-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The ranger gains an additional bonus feat at 2nd and 3rd level and every three ranger levels thereafter (6th, 9th, 12th, 15th, and 18th). These bonus feats must be drawn from the feats listed below. A ranger must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A ranger is not limited to the list of ranger bonus feats when choosing these feats.

Ranger Bonus Feat List
Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Augment Summoning1, Blind-Fight, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Endurance, Eschew Materials, Exotic Weapon Proficiency, Far Shot, Great Fortitude, Greater Two-Weapon Fighting, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Precise Shot, Improved Trip, Improved Two-Weapon Fighting, Investigator, Iron Will, Lightning Reflexes, Manyshot, Mobility, Mounted Combat, Natural Spell2, Negotiator, Persuasive, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Ride-By Attack, Run, Self-Sufficient, Shot on the Run, Spirited Charge, Spring Attack, Stealthy, Track3, Weapon Finesse4, Whirlwind, and Urban Tracking (http://dndsrd.net/unearthedCoreClass.html#urban-tracking)5 as bonus feats.
1The benefits of this feat also apply to the ranger's animal companion.
2The benefits of this feat apply to all polymorph effects the ranger uses on himself.
3A 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.
4A ranger may apply the benefits of this feat to scimitars.:smallcool:
5A ranger may make a Gather Information check for his Urban Tracking feat every half hour without taking the normal -5 penalty.

Additionally, ranger levels count as fighter levels for the prerequisites of the Greater Weapon Focus, Greater Weapon Specialisation, and Weapon Specialisation feats.

Specialization




Favoured Environment (Ex)
At 1st level, a ranger may select a natural environment from among those given on Table: Ranger Favoured Environments. Due to the ranger's experience in that environment, he gains a +2 bonus on skill checks made in that environment. He also gains a +2 bonus on skill checks and damage rolls against creatures native to that environment (even if he encounters those creatures outside that environment). Most humanoids are considered native to urban environments for these purposes.

A ranger can always use the Hide skill in his favoured environments, even if the terrain doesn’t grant cover or concealment and even while he is being observed.

A ranger gains a +4 bonus on saving throws against the spell-like abilities of any creature native to one of his favoured environments.

A ranger leaves no trail in his favoured environments and cannot be tracked. He may choose to leave a trail if so desired.

At 5th level and every five levels thereafter (at 10th, 15th, and 20th level), the ranger may select an additional favoured environment from those given on the table and the value of all favoured environment bonuses increases by +2.

If the ranger chooses desert or forest, he must also choose a climate type, as indicated on the table (either "cold" or "temperate or warm" for desert, or "cold or temperate" or "warm" for forest).

If the ranger chooses planar, he must also choose a specific transitive (Astral, Ethereal, or Shadow) plane or otherwise choose a particular elemental (air, earth, fire, negative, positive, or water) or alignment (chaos, evil, good, law, or neutrality) planar trait. He gains favoured environment bonuses only with respect to that specific plane or planes with that trait, and against creatures native to either.

The game master may rule that a ranger can't select an environment that he has never visited, or that the ranger does not gain the favoured environment bonus on certain skills. The game master may also rule that the ranger must have 4 ranks in the appropriate Knowledge skill (e.g. dungeoneering for underground, local for urban, etc.) to select a particular favoured environment.

Table: Ranger Favoured Environments


Environment

Examples



Aquatic
sea, ocean (on or under water)


Desert, cold
tundra


Desert, temperate or warm
badlands, sandy desert


Forest, cold or temperate
forest


Forest warm
jungle


Hills
rugged terrain up to 2,000 feet elevation


Marsh
bog, moor, swamp


Mountain
rugged terrain above 2,000 feet elevation


Plains
farmland, grassland, steppe, prairie


Planar*
inner planes, transitive planes, outer planes, demiplanes, etc.


Underground
dungeons, caverns


Urban
towns, cities



If you do this then all the multiclass feats that require favored enemy need to be adapted, such as swift hunter (think that is it, scout/ranger)



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.

A ranger with at least 4 ranks in the appropriate Knowledge skill (e.g. Knowledge (dungeoneering) for oozes) can also use this ability to influence a creature with an Intelligence score of 1 or 2 or a mindless creature, but he takes a –4 penalty on the check.

Nature's Insight (Su)
At 2nd level, a ranger gains a bonus equal to his Wisdom bonus (minimum +1) on initiative checks, attack rolls, Knowledge checks, and his Armour Class.

Ability score consolidation is always nice


Animal Companion (Ex)
At 3rd 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.

At the game master's option a ranger with the planar favoured environment can select an appropriate extraplanar creature as an animal companion.

Changed from 4th and no reduction to ECL, fine by me


Trap Sense (Ex)
Starting at 3rd level, a ranger gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three ranger levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Insert puking smiley face :smalltongue:


Fast Movement (Ex)
At 4th level, a ranger's land speed becomes faster than the norm for his race by +10 feet.

Uncanny Dodge (Ex)
At 4th level, a ranger retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a ranger already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Nature's Wisdom (Su)
Beginning at 6th level a ranger gains a +2 enhancement bonus to his Wisdom score. This bonus increases to +4 at 12th level, and +6 at 18th level.

Survivalist (Ex)
Starting at 7th level, a ranger may move through his favoured environments without being slowed or harmed by any natural hazards (such as undergrowth, quicksand, fumes from acid pools, the negative-dominant planar trait, etc.). However, areas that are enchanted or magically manipulated still affect him. At the game master's option a ranger that uses this ability to try to breathe acid or walk on molten lava is immediately transformed into a weasel.

^^


While in one of your favoured environments, you gain the terrain masteries and planar masteries (http://dndsrd.net/horizonWalker.html) appropriate to that environment.

Improved Uncanny Dodge (Ex)
At 8th level and higher, a ranger can no longer be flanked. This defense denies a rogue the ability to sneak attack the ranger by flanking him, unless the attacker has at least four more rogue levels than the target has ranger levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Evasion (Ex)
At 9th 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 or medium armor or no armor. A helpless ranger does not gain the benefit of evasion.

Hardiness (Ex)
At 9th level, a ranger gains immunity to all diseases and poisons. He cannot be sickened or nauseated.

I would add something dealing with fatigue and exhaustion, but this is pretty good as is.


Lycanthrope's Armour (Su)
At 11th level, a ranger gains damage reduction/silver equal to one-half his character level. He adds his Wisdom modifier (minimum +1) as a natural armour bonus to his Armour Class.

True Survivalist (Su)
At 13th level a ranger benefits from a constant freedom of movement effect, as the spell. He also gains spell resistance equal to his ranger level +5. This spell resistance automatically ignores beneficial or harmless spells, at his option.

Hunter-Killer (Su)
At 14th level, a ranger's attacks and spells automatically overcome the damage reduction, regeneration, and energy resistance of any creature native to one of his favoured environments. He may detect creatures native to his favoured environments as if by the detect undead spell, at will.

Uhm, this is really powerful... maybe 1/2?


Improved Evasion (Ex)
At 14th level a ranger gains Improved Evasion. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.

Greater Bonus Feats
At 16th level and every level thereafter, a ranger gains an additional ranger-oriented feat. These feats are in addition to the ranger bonus feats mentioned above, and may be selected from either the list of ranger bonus feats or the list of ranger greater bonus feats.

When selecting a feat from the list of ranger greater bonus feats, a ranger ignores all feat prerequisites except for other feats (for example, a ranger that wants to select Legendary Tracker need not have a particular Wisdom score or ranks in any skills but must have the Track feat).

Ranger Greater Bonus Feats
Bane of Enemies1, Damage Reduction, Death of Enemies1, Distant Shot, Epic Endurance, Epic Fortitude, Epic Reflexes, Epic Speed, Epic Will, Fast Healing, Improved Manyshot, Improved Whirlwind Attack, Instant Reload, Legendary Climber, Legendary Leaper, Legendary Rider, Legendary Tracker, Magical Beast Companion, Perfect Two-Weapon Fighting, Polyglot, Self-Concealment, Storm of Throws, Superior Initiative, Swarm of Arrows, Uncanny Accuracy,
1These feats apply to creatures native to the ranger's favoured environments, rather than to favoured enemies.

Not sure here... I would have to check books (AFB) but giving epic pre-epic sounds bad.


Apex Predator (Su)
At 20th level, a ranger becomes the ultimate hunter. By spending 24 hours in meditation in an environment, he may gain that environment as a favoured environment (replacing one of his current favoured environments). While in one of his favoured environments, he may activate or suppress a constant greater invisibility effect at will, as the spell. He is treated as having the [native] subtype whenever it would be most advantageous to him. He may use shadow walk at will, as the spell. Finally, his natural weapons and any weapons he wields gain the dread (http://dndsrd.net/epicMagicItems.html) property against any creature native to one of his favoured environments (this property stacks with the benefits of the Bane of Enemies and Death of Enemies feats, for a total of a +6 enhancement bonus to attacks, +6d6 damage, and up to 2 Fortitude saves to avoid death).

:smalleek:
Well, superior invisibility would be better then that (CM?) and as I said before, giving epic abilities early is pretty powerful....
Just to note your headings are outside your color tags.

Hooo boy, another bloated class. I'll try to streamline it upon revision.

Changes:

d10 Hit Dice for a martial class! (I feel Fighters should be d12s, like Barbarians)

Skills

-Added Appraise for when they're selling pelts they've accumulated.
-Added social skills, for when they rub shoulders in local bars/trading posts while back from a sojourn and for urban rangers.
-Added Knowledges: Arcana because they should know about magical beasts & dragons, Local (see social skills), and The Planes (rangers and druids should know about elementals, and rangers should be able to Survive on other planes)
-Tempted to give them a Perform skill to keep themselves entertained in the wilds -esp. strings, wind instruments, or singing.
-Speak language because they should be comfortable with other cultures on the frontier, and for trading
-Spellcraft because they have real magic in this version (like my revised paladin).
-Tumble because they're agile like animals!

Bonus feats -should these be given to the revised paladin too? Are there too many feats - maybe give them every fourth level? Ideally a ranger would be adept as Drizzt at both archery and two-weapon fighting.

I would have to see what the paladin brings to the table, but for dipping this is better then fighter, netting you the same feats and other abilities... maybe one at first then every three levels or so?


Favoured environment - heavily boosted version of the favoured environment variant, incorporating Resist Nature's Lure, Camoflauge, Hide In Plain Sight, and the Horizon Walker class features. I designed it with the intent that the ranger is always benefiting from it (the game master should forewarn the ranger as to upcoming terrain types).
Should it deal sneak attack damage die to creatures, rather than a flat +2 bonus?

+2 is better, because you do not have to worry about immunities


Nature's Insight-equivalent to revised paladin's Divine Grace (or standard monk's AC bonus) + standard druid's Nature Sense

Animal companion-functions just like a druid (not as a half-strength druid).

Survivalist-woodland stride + planar adaptations.

Hardiness- druid's Venom Immunity, plus paladin's divine health, plus immunity to a swarm's distraction attack.

Give them trapfinding? Rangers are trappers too, after all.

Various other class features added in, possibly too many/too powerful.

Hmm, I am worried about the epic... and dislike trapsense (need ACF there :smalltongue:) but I like this.

EDIT: Saw the Paladin, feel that some feats wouldn't kil it, and could fill up some of the dead levels higher on...

rferries
2017-08-14, 10:06 PM
I like this but there are ranger spells specific to the class (Some in SpC I believe) that are pretty nice... maybe let them have advanced learning or similar feature where they can get a spell (of a level they can cast) from the ranger list. Or flip it and let them get one from the druid list...

Always preferred spontaneous casters... Can't remember if you had it or not but did you put the increase for applying metamagic feats?

Specialization

If you do this then all the multiclass feats that require favored enemy need to be adapted, such as swift hunter (think that is it, scout/ranger)

Ability score consolidation is always nice

Changed from 4th and no reduction to ECL, fine by me

Insert puking smiley face :smalltongue:

^^

While in one of your favoured environments, you gain the terrain masteries and planar masteries (http://dndsrd.net/horizonWalker.html) appropriate to that environment.

Improved Uncanny Dodge (Ex)
At 8th level and higher, a ranger can no longer be flanked. This defense denies a rogue the ability to sneak attack the ranger by flanking him, unless the attacker has at least four more rogue levels than the target has ranger levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Evasion (Ex)
At 9th 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 or medium armor or no armor. A helpless ranger does not gain the benefit of evasion.

[COLOR=#000000]Hardiness (Ex)
At 9th level, a ranger gains immunity to all diseases and poisons. He cannot be sickened or nauseated.
[/quote]
I would add something dealing with fatigue and exhaustion, but this is pretty good as is.

Uhm, this is really powerful... maybe 1/2?

Not sure here... I would have to check books (AFB) but giving epic pre-epic sounds bad.

:smalleek:
Well, superior invisibility would be better then that (CM?) and as I said before, giving epic abilities early is pretty powerful....
Just to note your headings are outside your color tags.

I would have to see what the paladin brings to the table, but for dipping this is better then fighter, netting you the same feats and other abilities... maybe one at first then every three levels or so?

+2 is better, because you do not have to worry about immunities


Hmm, I am worried about the epic... and dislike trapsense (need ACF there :smalltongue:) but I like this.

EDIT: Saw the Paladin, feel that some feats wouldn't kil it, and could fill up some of the dead levels higher on...[/QUOTE]

Thanks for the comments; some of them seem to have been mixed up in the quotes but I'll try to address them all.

Ranger-specific spells are a pain... like heal mount and holy sword for the revised paladin I may have to work in a specific solution. At least core spells are covered so far (had to give them the Trickery domain just so they got nondetection haha).

Spontaneous metamagic is covered by metamagic feats themselves, not in the writeups for specific classes, so that's covered.

I think you made a comment about specialisation (Weapon Specialisation?) but my browser is showing a weird glitch.

All references to favoured enemies would be replaced with favoured environments, yep (I did that manually for a couple of the epic feats as a start).

Trap Sense because rangers trap animals, damn it! Whyyyyyy do barbarians get it but rangers don't?!?!? :D

Fatigue and exhaustion immunity are brilliant suggestions! Added them in.

Re: Hunter-Killer... I suppose it is pretty powerful but I think halving it would make for a lot of extra calculations (on damage dealt etc.). I'll see if more people agree with you before changing it.

Similarly, most epic feats are pretty non-epic in their applications (except for Epic Spellcasting, of course). Again, I'll see what the consensus is before I make changes.

I was kind of throwing everything and the kitchen sink together for the Apex Predator capstone (even had gate (planar travel only) instead of shadow walk in my first version!). Not familiar with superior invisibility but I'll check D&D tools. Definitely open to other suggestions from the board though.

Aieeee you saw the colour tags! Was trying to overwrite the colours I had accidentally copy-pasted from the alternate SRD site :D Manually removed most of them now.

I gave them 3 feats for the first three levels so they'd get the equivalent of the standard ranger's Track, Endurance, and a weapon style... may still need tuning.

A flat +2 damage does overcome immunities; alternatively I could give them Sneak Attack (at a reduced progression compared to Rogues) but under Favoured Environments say that their Sneak Attack always applies to enemies from their favoured terrains.

Agreed that paladin could use bonus feats too for the dead levels but I regret suggesting it, it took forever to type up the list of ranger bonus feats! :D I might be lazy and say paladins just get fighter bonus feats instead.

Thanks for the detailed analysis!

Westhart
2017-08-15, 07:17 AM
Thanks for the comments; some of them seem to have been mixed up in the quotes but I'll try to address them all.

Oops, added a /, fixed... sorry about that.


Ranger-specific spells are a pain... like heal mount and holy sword for the revised paladin I may have to work in a specific solution. At least core spells are covered so far (had to give them the Trickery domain just so they got nondetection haha).

Yeah, I would give them a limited ability to gain one, maybe 3-4 spells...


Spontaneous metamagic is covered by metamagic feats themselves, not in the writeups for specific classes, so that's covered.

face palm, "duh"


I think you made a comment about specialisation (Weapon Specialisation?) but my browser is showing a weird glitch.

specialization :smalltongue:


All references to favoured enemies would be replaced with favoured environments, yep (I did that manually for a couple of the epic feats as a start).

Trap Sense because rangers trap animals, damn it! Whyyyyyy do barbarians get it but rangers don't?!?!? :D

Keep it, just make an ACF to replace it


Fatigue and exhaustion immunity are brilliant suggestions! Added them in.

Re: Hunter-Killer... I suppose it is pretty powerful but I think halving it would make for a lot of extra calculations (on damage dealt etc.). I'll see if more people agree with you before changing it.

It just seems that getting all 3 at once is a bit fast, maybe split them up?


Similarly, most epic feats are pretty non-epic in their applications (except for Epic Spellcasting, of course). Again, I'll see what the consensus is before I make changes.

Fair enough, I'll go over the feats 1 by 1 then post what I think.


I was kind of throwing everything and the kitchen sink together for the Apex Predator capstone (even had gate (planar travel only) instead of shadow walk in my first version!). Not familiar with superior invisibility but I'll check D&D tools. Definitely open to other suggestions from the board though.

Invisibility here (http://dnd.arkalseif.info/spells/complete-arcane--55/superior-invisibility--517/), basically makes all senses blind


Aieeee you saw the colour tags! Was trying to overwrite the colours I had accidentally copy-pasted from the alternate SRD site :D Manually removed most of them now.

I gave them 3 feats for the first three levels so they'd get the equivalent of the standard ranger's Track, Endurance, and a weapon style... may still need tuning.

A flat +2 damage does overcome immunities; alternatively I could give them Sneak Attack (at a reduced progression compared to Rogues) but under Favoured Environments say that their Sneak Attack always applies to enemies from their favoured terrains.

I like the +2 better still, because you do not have to set up for the sneak attack (I'm lazy :smalltongue:)


Agreed that paladin could use bonus feats too for the dead levels but I regret suggesting it, it took forever to type up the list of ranger bonus feats! :D I might be lazy and say paladins just get fighter bonus feats instead.

Thanks for the detailed analysis!
Will look through EPH and PH for you, at some point today if you want.

rferries
2017-08-15, 12:49 PM
Oops, added a /, fixed... sorry about that.

Yeah, I would give them a limited ability to gain one, maybe 3-4 spells...

face palm, "duh"

specialization :smalltongue:

Keep it, just make an ACF to replace it

It just seems that getting all 3 at once is a bit fast, maybe split them up?

Fair enough, I'll go over the feats 1 by 1 then post what I think.

Invisibility here (http://dnd.arkalseif.info/spells/complete-arcane--55/superior-invisibility--517/), basically makes all senses blind

I like the +2 better still, because you do not have to set up for the sneak attack (I'm lazy :smalltongue:)

Will look through EPH and PH for you, at some point today if you want.

Oh no worries, please don't go to the trouble! Unless you use the class in your own games of course, but I definitely don't have the energy to include all the various non-SRD spells and feats, there must be millions haha.

Westhart
2017-08-16, 08:40 AM
I was thinking, you say they only get the terrain/planar masteries when they are in that place. This makes some terrain/planar choices horrible choices depending on campaign style, I would say they just gain them, the same way as Horizon walker did.

rferries
2017-08-17, 01:35 PM
I was thinking, you say they only get the terrain/planar masteries when they are in that place. This makes some terrain/planar choices horrible choices depending on campaign style, I would say they just gain them, the same way as Horizon walker did.

I had it like that because I felt the fire resistance (for example) was something you should use to resist the environmental heat, rather than fire spells. However suspension of disbelief is already sort of broken so I've made your suggested change :D

AOKost
2017-08-18, 04:49 PM
I might personally add Great Bows (and all similar exotic bows), and Elven weapons to the list of weapon proficiencies... You could also include exotic crossbows and other exotic ranged weapons. You could have them choose a path of ranged or multi-weapon fighting and automatically gain certain feats for that path which is nice in a class based system with access to those extra feats to more specialize in either their primary weapon or learning the other style... I personally like the idea of limiting Rangers to Bows and Bladed weapons (so they would be proficient with either all bows or crossbows, or other possibly other ranged weapon and all bladed weapons or any other specific kind of weapon, such as axes, clubs, spears, polearms, etc.), but giving them either ammunition with different damage types (many sources for that already) or letting them take feats that allow them to deal different damage types with their primary weapon. Something to allow them to do critical damage to Undead and Constructs if they are chosen as favored enemies would be a nice bonus too.

rferries
2017-08-18, 08:57 PM
I might personally add Great Bows (and all similar exotic bows), and Elven weapons to the list of weapon proficiencies... You could also include exotic crossbows and other exotic ranged weapons. You could have them choose a path of ranged or multi-weapon fighting and automatically gain certain feats for that path which is nice in a class based system with access to those extra feats to more specialize in either their primary weapon or learning the other style... I personally like the idea of limiting Rangers to Bows and Bladed weapons (so they would be proficient with either all bows or crossbows, or other possibly other ranged weapon and all bladed weapons or any other specific kind of weapon, such as axes, clubs, spears, polearms, etc.), but giving them either ammunition with different damage types (many sources for that already) or letting them take feats that allow them to deal different damage types with their primary weapon. Something to allow them to do critical damage to Undead and Constructs if they are chosen as favored enemies would be a nice bonus too.

What's a Great Bow? I usually stick to the SRD for my writeups so I don't bother to include all the 3rd-party materials (I don't have anywhere near your mastery of special materials, for example! :) ). However I've added in bolas and nets as exotic weapon proficiencies.

I gave them all the bonus feats so that they could replicate both the archery and two-weapon fighting paths of the original ranger, rather than just one path.

Elemental damage types, you mean? Very Diablo II! :D I'll think about it.

I love the "overcoming fortification" idea... however I think in a sense that's already addressed by the flat damage bonus for enemies from favoured environments (as NothingAbnormal pointed out above). If I include it I'll give them a special Sneak Attack that overcomes crit immunity.

AOKost
2017-08-19, 05:35 AM
Greatbow appears in The Complete Warrior p. 154 (for the table)

Greatbow
Type: Exotic Ranged Weapon
Damage: S 1d8 M 1d10
Critical: 20/X3
Range: 120'
Cost: 150 gp
Weight: 6 lbs
Mty. Composite Greatbow right below it costs 200 gp.

Pathfinder has a similar bow, called the Warbow. (http://www.d20pfsrd.com/equipment/3rd-party-equipment/3rd-party-weapons/) and (http://www.d20pfsrd.com/equipment/3rd-party-equipment/3rd-party-weapons/tripod-machine/warbow/)

Warbow
Type: Exotic Ranged Weapon
Damage: S 1d8 M 2d6
Critical: 20/X3
Range: 120'
Cost: 150 gp
Weight: 5 lbs

Note: The warbow is a 3rd party material.

In that same table are Great Blowgun, Elven Thinblade, Elven Lightblade,

Originally appearing in Races of Stone, p 154.

Great Crossbow
Type: Exotic ranged weapon
Damage: 2d8 Piercing
Critical: 18-20/x2
Range Increment: 120'
Cost: 150 GP
Weight: 14 pounds
Special: Requires a full turn to reload and cannot be fired with one hand.

I was actually referring to the different kinds of ammunition that give projectile weapons like Bows and Crossbows other damage types than strictly Piercing. It would be neat to mix in some attributes of Arcane Archer that can enhance their bow attacks with varying elemental damages.

rferries
2017-08-19, 03:31 PM
Greatbow appears in The Complete Warrior p. 154 (for the table)

Greatbow
Type: Exotic Ranged Weapon
Damage: S 1d8 M 1d10
Critical: 20/X3
Range: 120'
Cost: 150 gp
Weight: 6 lbs
Mty. Composite Greatbow right below it costs 200 gp.

Pathfinder has a similar bow, called the Warbow. (http://www.d20pfsrd.com/equipment/3rd-party-equipment/3rd-party-weapons/) and (http://www.d20pfsrd.com/equipment/3rd-party-equipment/3rd-party-weapons/tripod-machine/warbow/)

Warbow
Type: Exotic Ranged Weapon
Damage: S 1d8 M 2d6
Critical: 20/X3
Range: 120'
Cost: 150 gp
Weight: 5 lbs

Note: The warbow is a 3rd party material.

In that same table are Great Blowgun, Elven Thinblade, Elven Lightblade,

Originally appearing in Races of Stone, p 154.

Great Crossbow
Type: Exotic ranged weapon
Damage: 2d8 Piercing
Critical: 18-20/x2
Range Increment: 120'
Cost: 150 GP
Weight: 14 pounds
Special: Requires a full turn to reload and cannot be fired with one hand.

I was actually referring to the different kinds of ammunition that give projectile weapons like Bows and Crossbows other damage types than strictly Piercing. It would be neat to mix in some attributes of Arcane Archer that can enhance their bow attacks with varying elemental damages.

Ah ok, thanks for transcribing. The ranger list of bonus feats includes exotic weapon proficiency so they can take it if they want to access those weapons.

Huh, intriguing concept! I'll think about how to incorporate it; they should perhaps be able to use poison too (curare darts, tranquiliser darts, etc.).

AOKost
2017-08-20, 05:13 AM
Ah ok, thanks for transcribing. The ranger list of bonus feats includes exotic weapon proficiency so they can take it if they want to access those weapons.

Huh, intriguing concept! I'll think about how to incorporate it; they should perhaps be able to use poison too (curare darts, tranquiliser darts, etc.).

I don't see the harm in giving them proficiency with them, but it's your call :)

As for Poison... that's getting overly close to Rogue specific ground... and if you're going there, you might as well take Sneak Attack, or maybe go the way of the Pathfinder Slayer with their Studied target... But overall I really feel when they wrote Slayer, they did take the best of everything they could, but maybe not enough in some ways. You should check out Slayer some time: http://www.d20pfsrd.com/classes/hybrid-classes/slayer/

rferries
2017-08-20, 12:12 PM
I don't see the harm in giving them proficiency with them, but it's your call :)

As for Poison... that's getting overly close to Rogue specific ground... and if you're going there, you might as well take Sneak Attack, or maybe go the way of the Pathfinder Slayer with their Studied target... But overall I really feel when they wrote Slayer, they did take the best of everything they could, but maybe not enough in some ways. You should check out Slayer some time: http://www.d20pfsrd.com/classes/hybrid-classes/slayer/

It's a great idea, I'd just rather not open that can of worms (having to pore through every 3rd-party book for weapons, feats, spells etc that fit the ranger flavour) :D

Yeah the Sneak Attack is still weighing on my mind. Will dither over it some more.

Huh the Slayer is very cool! Will think about adapting some of it, thanks.

AOKost
2017-08-20, 07:15 PM
I feel that the Sneak Attack bonus damage wouldn't be too bad if you limited it like Slayer... Maybe think about that. You could reduce it further, but I like the idea of catching someone by surprise, and using Called Shot to pinpoint an eye or something dramatic like that, and fire... It's not necessarily easy to set up, but it's fun and a great story to 'tell around the campfire' XD

rferries
2017-08-23, 11:08 AM
Cleaned it up a bit with respect to the bonus feats and abilities. Added in sneak attack and ability to ignore crit immunity of creatures native to favoured environments. This leaves a bunch of dead levels now so may space out the other abilities. Didn't add in the other Slayer abilities since NothingAbnormal is currently doing a Marksman class.

Westhart
2017-08-23, 11:31 AM
hell, add anything you need/want don't let mine impair your ranger :P