Justdamohr
2007-10-03, 08:56 PM
All righty; so I've always envisioned the Ranger as being more of a h Bounty Hunter since they are specifically trained in combating certain types of foes. So I decided to focus on that aspect of the Ranger, removing the spell abilities because frankly that never made sense to me, and also adding a few skills and a few class abilities. JUST AS A WARNING: most of the stuff is pretty much the SAME. However I tweaked a few things here and there to make the class a little more flexible so that it can be used both in NATURAL and URBAN terrains. But tell me what you think about it. D. :smallbiggrin:
The Bounty Hunter
Alignment: Any
Hit Die: 1d8
Class Skills:
Balance (Dex), Climb (Str) , Concentration (Con) , Craft (Int), Disguise (Cha.), Handle Animal (Cha) , Heal (Wis) , Hide (Dex) , Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering), Knowledge(geography) (Int), Knowledge(local) (Int), Listen (Wis) , Move Silently (Dex), 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).
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Studied Targets, Trailing
2nd|
+2|
+3|
+3|
+0|Targeting +1d4, Combat Style
3rd|
+3|
+3|
+3|
+1| Endurance, Striding +1, 10%
4th|
+4|
+4|
+4|
+1| Tracking Companion
5th|
+5|
+4|
+4|
+1| Studied Targets
6th|
+6/+1|
+5|
+5|
+2|Targeting + 2d4, Improved Combat Style
7th|
+7/+2|
+5|
+5|
+2|Merciful Strike, Striding + 2, 30%
8th|
+8/+3|
+6|
+6|
+2|Swift Tracker
9th|
+9/+4|
+6|
+6|
+3|Evasion
10th|
+10/+5|
+7|
+7|
+3|Targeting + 3d4, Studied Targets
11th|
+11/+6/+1|
+7|
+7|
+3|Combat Style Mastery, Striding + 3, 50%
12th|
+12/+7/+2|
+8|
+8|
+4|Blending
13th|
+13/+8/+3|
+8|
+8|
+4|Survival of the Fittest
14th|
+14/+9/+4|
+9|
+9|
+4|Numbing Hit, Targeting + 4d4, Studied Targets
15th|
+15/+10/+5|
+9|
+9|
+5| Striding + 4, 70%, Natural Resilience
16th|
+16/+11/+6/+1|
+10|
+10|
+5|Hide In Plain Sight
17th|
+17/+12/+7/+2|
+10|
+10|
+5| Infallible Tracker
18th|
+18/+13/+8/+3|
+11|
+11|
+6|Targeting + 5d4,
19th|
+19/+14/+9/+4|
+11|
+11|
+6| Striding + 5, 90%
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Studied Targets, Deadly Aim
[/table]
Studied Targets:
Bounty Hunters are essentially fighters that specifically train to combat a designated species, race, etc. Being the case, they attain Studied Targets, races, species, etc...that they have studied for the sake of gaining an advantage in combating them. As a result, starting at 1st level Bounty Hunters gain one species, race, etc. as a Studied Target. (See page 47 for list of types of Targets to choose from.) Whenever the Bounty Hunter encounters this species, race, etc. they gain bonuses on a varied array of combat and non-combat skills. The initial bonus for any Studied Target is a + 1. However each time the Bounty Hunter attains a new Studied Target, they a + 2 against that new species, race, etc. in addition to points equal to their Int. Modifier which they may distribute amongst their old and new Studied Targets. For instance a 5th level Bounty Hunter has two Studied Targets. Their first has a + 2, and their second a + 2, however they have an 18 Int. which means they gain + 4 points when acquiring their second Studied Target. These points can be added to the + 2's of either Studied Targets as the player sees fit, i.e. they can place all 4 points on one, or 3 on one and 1 on the other or 2 on both.
Bonuses apply to the following Skills when used against the Studied Targets:
Bluff
Disguise
Hide
Intimidate
Gather Information
Listen
Move Silently
Sense Motive
Spot (includes Trailing)
To attack bonuses made against the studied targets.
To AC when fighting against the studied targets.
The bonus reduces the Critical Range on Weapons used against the studied targets; i.e. if a Bounty Hunter has a + 4 against Orcs and they’re using a Short Sword against them which has a Critical Range of 19-20/2x; the new critical range is 15-20/2x when fighting against the Orcs. THIS DOES NOT STACK TO THE BONUSES OF KEEN WEAPONS. ONLY THE ORIGINAL CRITICAL RANGE OF THE WEAPON.
Trailing:
Bounty Hunters gain the benefits of the Track feat however rather than Survival as the skill check, it relies on Spot. Also they gain a + 1 synergy bonus for every 5 ranks in Knowledge (Geography) for trailing in Nature and + 1 for every 5 ranks in Knowledge (Architecture and Engineering) when trailing in Urban terrain.
Targeting
By taking a full round action to study one designated foe, Bounty Hunters can inflict additional damage against that target that lasts rounds equal to the Bounty Hunter's Int. Modifier. At 2nd level the damage is +1d4, by 6th the damage increases to + 2d4, by 10th it becomes +3d4, by 14th it becomes + 4d4 and lastly by 18th it becomes + 5d4. This damage applies to melee attacks and ranged attacks made within 30ft of the target. A Bounty Hunter may only apply this to one target at a time and the bonus remains only as long as they maintain focus on that target. If they study a target for one round, attack them and then decide to attack another target, the additional damage no longer applies. They would then have to study another round to regain the damage against that foe. A Bounty Hunter can do this a number of times per an encounter as they apply one round of study each time. This requires COMPLETE CONCENTRATION while they are studying for one round. If they are attacked they must make a Concentration Check DC of 10 + Damage Taken. If they fail, they have to start all over again.
Combat Style
At 2nd level Bounty Hunters gain the class ability of Combat Style. See page 48 of the PHB 3.5 under Ranger.
Endurance
By 3rd level, Bounty Hunters gain the benefits of the Endurance Feat. See page 93 of PHB 3.5.
Striding
At 3rd level Bounty Hunters grow accustomed to varied terrain especially when trailing after targets. As a result, they gain a + 1 to overcoming impediments that might affect skills such as Balance, Climb, Jump, Swim, etc. Also when moving through such terrain that would affect their movement speed, they have a 10% chance of negating such effects, thus moving at their normal speed. The player rolls to see if that applies each time they enter terrain that would impose such an impediment. These bonuses increase at 7th level to + 2, and 30%, + 3 with a 50% chance at 11th , + 4 with a 70% chance at 15th and finally + 5 with a 90% chance at 19th. THIS DOES NOT APPLY TO IMPEDIMENTS IMPOSED BY MAGIC such as SPIKE STONES or ENTANGLE.
Tracking Companion
At 4th level, Bounty Hunters may attain a Tracking Companion. This mimics the Animal Companion class ability on page 93 of PHB 3.5. However, the Tracking Companion gains bonuses on Spot and Listen against the Bounty Hunter’s Studied Targets, equal to those of the Bounty Hunter. For instance if a 5th level Bounty Hunter has Elves and Orcs as their Studied Targets with a + 3 and + 3 respectfully, the Tracking Companion gains those bonuses on Spot and Listen when using them against such targets.
Improved Combat Style
At 6th level, Bounty Hunters gain the Improved Combat Style class ability, see page 48 of the PHB 3.5 under Ranger.
Swift Tracker
Also at 8th, Bounty Hungers gain the Swift Tracking class ability. See page 48 of the PHB 3.5 under Ranger.
Evasion
At 9th level, Bounty Hunters gain the Evasion class ability. See page 48 of the PHB 3.5 under Ranger.
Merciful Strike
By targeting a foe for 1 full round action, a Bounty Hunter may strike them to deliver a potent blow to render them disabled. They need to make a successful melee or ranged attack (30 ft range) for this to work after 1 round. The victim has to make a Fort Save DC = 10 + 1/2 the Bounty Hunter's Level + Int. Modifier. If they succeed they suffer no effects. If they fail, they suffer the effects of DISABLED for rounds equal to the Bounty Hunter's Int. + 1d4 rounds. THIS REQUIRES COMPLETE CONCENTRATION. If the Bounty Hunter is attacked while Targeting , they must make a CONCENTRATION CHECK equal to 10 + Damage. If they fail, they have to start all over again. THEY CAN MAKE MOVE ACTIONS ONLY WHILE STUDYING THE TARGET. THIS EFFECTS ONLY CREATURES WITH DISCERNIBLE ANATOMY: Undead, Constructs, Oozes, Plants and Incorporeal Creatures are immune to this ability.
Combat Style Mastery
At 11th level, Bounty Hunters gain the Combat Style Mastery class ability. See page 48 of the PHB 3.5 under Ranger.
Blending
By 12th level, whenever a Bounty Hunter decides to hide in terrain, with or without concealment, they may add their ranks in Knowledge (Geography) to their Hide Checks in Natural Terrain, and their ranks in Knowledge (Architecture and Engineering) to their Hide Checks in Urban Areas (i.e. streets, buildings, etc.)
Survival of the Fittest
By 13th level, a Bounty Hunter's knowledge of the terrain enables them to combat the forces of nature more readily. A Bounty Hunter may add their ranks in Knowledge (Geography) to Survival Checks made to combat natural elements such as heat, cold, rain, storm, snow...etc.
Numbing Hit
By 14th level a Bounty Hunter may attack a Targeted Foe to paralyze them. They must Target them for 2 full rounds. After which they must make a successful attack with a Melee or ranged attack at 30ft. If they do the victim must make a Fortitude Save equal to 10 + 1/2 the Bounty Hunter's Level + Int. Modifier. If they succeed they suffer -1 on all attacks and saves for rounds equal to the Bounty Hunter's Int. Bonus.If they fail, they are paralyzed for rounds equal to the Bounty Hunter's Int. Bonus + 1d4 rounds. THIS REQUIRES COMPLETE CONCENTRATION. If the Bounty Hunter is attacked while Targeting , they must make a CONCENTRATION CHECK equal to 10 + Damage. If they fail, they have to start all over again. THEY CAN MAKE MOVE ACTIONS ONLY WHILE STUDYING THE TARGET. THIS EFFECTS ONLY CREATURES WITH DISCERNIBLE ANATOMY: Undead, Constructs, Oozes, Plants and Incorporeal Creatures are immune to this ability.
Learned Resilience
By 15th level whenever a Bounty Hunter must make a Fortitude Save against Poison or Disease, they may add their Survival Skill Ranks to their Fort Save.
Hide In Plain Sight
By 16th level, a Bounty Hunter gains the Hide in Plain Sight Class ability.
Infallible Tracker
At 17th level, a Bounty Hunter suffers no penalties when moving twice their speed during Trailing.
Deadly Aim
By 20th level a Bounty Hunter may attack a Targeted Foe to render them useless. They must Target them for 3 full rounds. After which they must make a successful melee or ranged attack at 30ft. If they do the victim must make a Fortitude Save equal to 10 + 1/2 the Bounty Hunter's Level + Int. Modifier. If they succeed they are stunned for rounds equal to the Bounty Hunter's Int. Mod. If they fail, they fall unconscious as if dropped to 0, however they cannot be healed or smacked away, they remain in this state for rounds equal to the Bounty Hunter's Int. Bonus + 1d4 rounds. THIS REQUIRES COMPLETE CONCENTRATION. If the Bounty Hunter is attacked while Targeting , they must make a CONCENTRATION CHECK equal to 10 + Damage. If they fail, they have to start all over again.THEY CAN MAKE MOVE ACTIONS ONLY WHILE STUDYING THE TARGET. THIS EFFECTS ONLY CREATURES WITH DISCERNIBLE ANATOMY: Undead, Constructs, Oozes, Plants and Incorporeal Creatures are immune to this ability.
The Bounty Hunter
Alignment: Any
Hit Die: 1d8
Class Skills:
Balance (Dex), Climb (Str) , Concentration (Con) , Craft (Int), Disguise (Cha.), Handle Animal (Cha) , Heal (Wis) , Hide (Dex) , Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering), Knowledge(geography) (Int), Knowledge(local) (Int), Listen (Wis) , Move Silently (Dex), 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).
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Studied Targets, Trailing
2nd|
+2|
+3|
+3|
+0|Targeting +1d4, Combat Style
3rd|
+3|
+3|
+3|
+1| Endurance, Striding +1, 10%
4th|
+4|
+4|
+4|
+1| Tracking Companion
5th|
+5|
+4|
+4|
+1| Studied Targets
6th|
+6/+1|
+5|
+5|
+2|Targeting + 2d4, Improved Combat Style
7th|
+7/+2|
+5|
+5|
+2|Merciful Strike, Striding + 2, 30%
8th|
+8/+3|
+6|
+6|
+2|Swift Tracker
9th|
+9/+4|
+6|
+6|
+3|Evasion
10th|
+10/+5|
+7|
+7|
+3|Targeting + 3d4, Studied Targets
11th|
+11/+6/+1|
+7|
+7|
+3|Combat Style Mastery, Striding + 3, 50%
12th|
+12/+7/+2|
+8|
+8|
+4|Blending
13th|
+13/+8/+3|
+8|
+8|
+4|Survival of the Fittest
14th|
+14/+9/+4|
+9|
+9|
+4|Numbing Hit, Targeting + 4d4, Studied Targets
15th|
+15/+10/+5|
+9|
+9|
+5| Striding + 4, 70%, Natural Resilience
16th|
+16/+11/+6/+1|
+10|
+10|
+5|Hide In Plain Sight
17th|
+17/+12/+7/+2|
+10|
+10|
+5| Infallible Tracker
18th|
+18/+13/+8/+3|
+11|
+11|
+6|Targeting + 5d4,
19th|
+19/+14/+9/+4|
+11|
+11|
+6| Striding + 5, 90%
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Studied Targets, Deadly Aim
[/table]
Studied Targets:
Bounty Hunters are essentially fighters that specifically train to combat a designated species, race, etc. Being the case, they attain Studied Targets, races, species, etc...that they have studied for the sake of gaining an advantage in combating them. As a result, starting at 1st level Bounty Hunters gain one species, race, etc. as a Studied Target. (See page 47 for list of types of Targets to choose from.) Whenever the Bounty Hunter encounters this species, race, etc. they gain bonuses on a varied array of combat and non-combat skills. The initial bonus for any Studied Target is a + 1. However each time the Bounty Hunter attains a new Studied Target, they a + 2 against that new species, race, etc. in addition to points equal to their Int. Modifier which they may distribute amongst their old and new Studied Targets. For instance a 5th level Bounty Hunter has two Studied Targets. Their first has a + 2, and their second a + 2, however they have an 18 Int. which means they gain + 4 points when acquiring their second Studied Target. These points can be added to the + 2's of either Studied Targets as the player sees fit, i.e. they can place all 4 points on one, or 3 on one and 1 on the other or 2 on both.
Bonuses apply to the following Skills when used against the Studied Targets:
Bluff
Disguise
Hide
Intimidate
Gather Information
Listen
Move Silently
Sense Motive
Spot (includes Trailing)
To attack bonuses made against the studied targets.
To AC when fighting against the studied targets.
The bonus reduces the Critical Range on Weapons used against the studied targets; i.e. if a Bounty Hunter has a + 4 against Orcs and they’re using a Short Sword against them which has a Critical Range of 19-20/2x; the new critical range is 15-20/2x when fighting against the Orcs. THIS DOES NOT STACK TO THE BONUSES OF KEEN WEAPONS. ONLY THE ORIGINAL CRITICAL RANGE OF THE WEAPON.
Trailing:
Bounty Hunters gain the benefits of the Track feat however rather than Survival as the skill check, it relies on Spot. Also they gain a + 1 synergy bonus for every 5 ranks in Knowledge (Geography) for trailing in Nature and + 1 for every 5 ranks in Knowledge (Architecture and Engineering) when trailing in Urban terrain.
Targeting
By taking a full round action to study one designated foe, Bounty Hunters can inflict additional damage against that target that lasts rounds equal to the Bounty Hunter's Int. Modifier. At 2nd level the damage is +1d4, by 6th the damage increases to + 2d4, by 10th it becomes +3d4, by 14th it becomes + 4d4 and lastly by 18th it becomes + 5d4. This damage applies to melee attacks and ranged attacks made within 30ft of the target. A Bounty Hunter may only apply this to one target at a time and the bonus remains only as long as they maintain focus on that target. If they study a target for one round, attack them and then decide to attack another target, the additional damage no longer applies. They would then have to study another round to regain the damage against that foe. A Bounty Hunter can do this a number of times per an encounter as they apply one round of study each time. This requires COMPLETE CONCENTRATION while they are studying for one round. If they are attacked they must make a Concentration Check DC of 10 + Damage Taken. If they fail, they have to start all over again.
Combat Style
At 2nd level Bounty Hunters gain the class ability of Combat Style. See page 48 of the PHB 3.5 under Ranger.
Endurance
By 3rd level, Bounty Hunters gain the benefits of the Endurance Feat. See page 93 of PHB 3.5.
Striding
At 3rd level Bounty Hunters grow accustomed to varied terrain especially when trailing after targets. As a result, they gain a + 1 to overcoming impediments that might affect skills such as Balance, Climb, Jump, Swim, etc. Also when moving through such terrain that would affect their movement speed, they have a 10% chance of negating such effects, thus moving at their normal speed. The player rolls to see if that applies each time they enter terrain that would impose such an impediment. These bonuses increase at 7th level to + 2, and 30%, + 3 with a 50% chance at 11th , + 4 with a 70% chance at 15th and finally + 5 with a 90% chance at 19th. THIS DOES NOT APPLY TO IMPEDIMENTS IMPOSED BY MAGIC such as SPIKE STONES or ENTANGLE.
Tracking Companion
At 4th level, Bounty Hunters may attain a Tracking Companion. This mimics the Animal Companion class ability on page 93 of PHB 3.5. However, the Tracking Companion gains bonuses on Spot and Listen against the Bounty Hunter’s Studied Targets, equal to those of the Bounty Hunter. For instance if a 5th level Bounty Hunter has Elves and Orcs as their Studied Targets with a + 3 and + 3 respectfully, the Tracking Companion gains those bonuses on Spot and Listen when using them against such targets.
Improved Combat Style
At 6th level, Bounty Hunters gain the Improved Combat Style class ability, see page 48 of the PHB 3.5 under Ranger.
Swift Tracker
Also at 8th, Bounty Hungers gain the Swift Tracking class ability. See page 48 of the PHB 3.5 under Ranger.
Evasion
At 9th level, Bounty Hunters gain the Evasion class ability. See page 48 of the PHB 3.5 under Ranger.
Merciful Strike
By targeting a foe for 1 full round action, a Bounty Hunter may strike them to deliver a potent blow to render them disabled. They need to make a successful melee or ranged attack (30 ft range) for this to work after 1 round. The victim has to make a Fort Save DC = 10 + 1/2 the Bounty Hunter's Level + Int. Modifier. If they succeed they suffer no effects. If they fail, they suffer the effects of DISABLED for rounds equal to the Bounty Hunter's Int. + 1d4 rounds. THIS REQUIRES COMPLETE CONCENTRATION. If the Bounty Hunter is attacked while Targeting , they must make a CONCENTRATION CHECK equal to 10 + Damage. If they fail, they have to start all over again. THEY CAN MAKE MOVE ACTIONS ONLY WHILE STUDYING THE TARGET. THIS EFFECTS ONLY CREATURES WITH DISCERNIBLE ANATOMY: Undead, Constructs, Oozes, Plants and Incorporeal Creatures are immune to this ability.
Combat Style Mastery
At 11th level, Bounty Hunters gain the Combat Style Mastery class ability. See page 48 of the PHB 3.5 under Ranger.
Blending
By 12th level, whenever a Bounty Hunter decides to hide in terrain, with or without concealment, they may add their ranks in Knowledge (Geography) to their Hide Checks in Natural Terrain, and their ranks in Knowledge (Architecture and Engineering) to their Hide Checks in Urban Areas (i.e. streets, buildings, etc.)
Survival of the Fittest
By 13th level, a Bounty Hunter's knowledge of the terrain enables them to combat the forces of nature more readily. A Bounty Hunter may add their ranks in Knowledge (Geography) to Survival Checks made to combat natural elements such as heat, cold, rain, storm, snow...etc.
Numbing Hit
By 14th level a Bounty Hunter may attack a Targeted Foe to paralyze them. They must Target them for 2 full rounds. After which they must make a successful attack with a Melee or ranged attack at 30ft. If they do the victim must make a Fortitude Save equal to 10 + 1/2 the Bounty Hunter's Level + Int. Modifier. If they succeed they suffer -1 on all attacks and saves for rounds equal to the Bounty Hunter's Int. Bonus.If they fail, they are paralyzed for rounds equal to the Bounty Hunter's Int. Bonus + 1d4 rounds. THIS REQUIRES COMPLETE CONCENTRATION. If the Bounty Hunter is attacked while Targeting , they must make a CONCENTRATION CHECK equal to 10 + Damage. If they fail, they have to start all over again. THEY CAN MAKE MOVE ACTIONS ONLY WHILE STUDYING THE TARGET. THIS EFFECTS ONLY CREATURES WITH DISCERNIBLE ANATOMY: Undead, Constructs, Oozes, Plants and Incorporeal Creatures are immune to this ability.
Learned Resilience
By 15th level whenever a Bounty Hunter must make a Fortitude Save against Poison or Disease, they may add their Survival Skill Ranks to their Fort Save.
Hide In Plain Sight
By 16th level, a Bounty Hunter gains the Hide in Plain Sight Class ability.
Infallible Tracker
At 17th level, a Bounty Hunter suffers no penalties when moving twice their speed during Trailing.
Deadly Aim
By 20th level a Bounty Hunter may attack a Targeted Foe to render them useless. They must Target them for 3 full rounds. After which they must make a successful melee or ranged attack at 30ft. If they do the victim must make a Fortitude Save equal to 10 + 1/2 the Bounty Hunter's Level + Int. Modifier. If they succeed they are stunned for rounds equal to the Bounty Hunter's Int. Mod. If they fail, they fall unconscious as if dropped to 0, however they cannot be healed or smacked away, they remain in this state for rounds equal to the Bounty Hunter's Int. Bonus + 1d4 rounds. THIS REQUIRES COMPLETE CONCENTRATION. If the Bounty Hunter is attacked while Targeting , they must make a CONCENTRATION CHECK equal to 10 + Damage. If they fail, they have to start all over again.THEY CAN MAKE MOVE ACTIONS ONLY WHILE STUDYING THE TARGET. THIS EFFECTS ONLY CREATURES WITH DISCERNIBLE ANATOMY: Undead, Constructs, Oozes, Plants and Incorporeal Creatures are immune to this ability.