View Full Version : D&D 3.x Other Strike Ranger [3.5 Ranger Variant/Simple]

2019-05-21, 05:10 PM
Ranger Variant (Strike Ranger)

Remove: All class features except proficiencies and spells.
Add: Battle Prowess, Break Through, Point Blank Shot, Presence of Mind, and Supernatural Shot.

Break Through (Ex)

At 1st level, a strike ranger may take a -2 penalty to attack rolls for the round to add +2 damage to their next attack with a ranged weapon. This ability can be used on one attack (such as the first attack in a full attack action) and only once per round.

At 4th level, a strike ranger may give up a ranged attack in a full attack action to treat their next two attacks in that full attack action against a single target as a single attack for the purpose of damage reduction and hardness (such as on animated objects, but not inanimate objects).

At 8th level, a strike ranger may give up a ranged attack in a full attack action to treat all their remaining attacks in that full attack action against a single target as a single attack for the purpose of damage reduction and hardness (such as on animated objects, but not inanimate objects).

At 12th level, when the deflect arrows or snatch arrows feats (or similar) are used against a strike ranger, they only provide a 50% miss chance against the attack they apply against (if the attack would miss it is due to being deflected or snatched).

Battle Prowess (Ex)

At 2nd level, a strike ranger gets +1 to attack and damage rolls with weapons. This bonus increases by +1 at 10th level and every 8 levels thereafter (+2 total at 10th, +3 at 18th, etc.).

Point Blank Shot

At 1st level, a strike ranger gains Point Blank Shot (http://www.d20srd.org/srd/feats.htm#pointBlankShot) as a bonus feat.

Presence of Mind (Ex)

At 1st level, a strike ranger may make a concentration check once per round (even if it isn't their turn, such as in response to an unexpected attack, as this requires no action). If the result is higher than 15, the strike ranger enters a focused state of mind. For every point above 15 of the concentration check result, the strike ranger may make an attack with a ranged weapon in that round without provoking an attack of opportunity (manyshot and similar effects count as 1 attack per projectile launched/full attacks count the number of projectiles used and if further attacks are somehow made in the round they are all counted together).

At 3rd level, while in a focused state of mind from this ability, attacks against a strike ranger have a 10% miss chance.

At 20th level, while in a focused state of mind from this ability, all attacks against a strike ranger have a 20% miss chance.

A helpless strike ranger does not gain the benefit of presence of mind. The bonus to concentration checks from the combat casting feat can be applied to concentration checks for presence of mind.

Supernatural Shot (Su)

At 4th level, as a swift action, a strike ranger can expend a spell slot to perform supernaturally enhanced ranged combat.

For each level of the spell slot expended, the strike ranger may choose to have their ranged attacks do one of the following: ignore wind effects, ignore water effects, strike a target in a grapple or pin normally (see improved precise shot), strike a target in melee normally (see precise shot), change the type or types of damage dealt (specifically choosing between one or more of bludgeoning, piercing, and slashing), deal damage to a swarm normally, substitute ammunition made of magical ice (as strong as steel) rather than using carried ammunition (appears in hand as needed, lasts 1 round after appearing, is tepid instead of cold, works for arrows/bolts/potentially other ammunition, deals piercing damage as normal, 50% chance to affect incorporeal and bypasses DR/magic), or hit an incorporeal creature normally (see ghost touch enhancement).

This ability lasts for 1 round per caster level.

A strike ranger can't use this ability more than once per day per 2 strike ranger levels they have even if they have the unexpended spell slots to do so.

That's the other of the 4th level casters variant made. There's probably others outside of core, but I don't know them well enough.

This one focuses more on archery. The paladin one focused more on fixing things. Both subcomponents of each class (a bit more in the case of the ranger) taken further at the expense of other class features. Like strapping an AC20 (autocannon 20) on a light mech.

2019-06-02, 07:29 PM
Optional Feat and Items (for fun and profit)


Travelling Shot [General]


Ability to cast at least 2nd level ranger spells, supernatural shot


When you expend a second level or higher spell slot with supernatural shot, you add to the options you have available for selection (such as ignoring wind effects) the ability to teleport to (directly behind) the projectile you launch at any point during its flight path (disintegrating the projectile in the process) while it is moving. Funtionally, you make your attack roll against a target of some sort (even an empty space) and then choose to teleport to the projectile. The use of this ability and the teleportation involved do not provoke attacks of opportunity (though making a ranged attack may provoke an attack of opportunity unless a class feature or other circumstance is involved). You may do this with any number of attacks during a full attack, but you must determine the results of your teleportation before making your next attack roll in the full attack sequence. You can take gear with you up to your maximum load. If you made an attack against an enemy within the last 10 rounds, you may only teleport up to the first range increment of the projectile and no more than 100 feet in a single round as total movement of all travelling shots you make in that round.

If you somehow arrive in a place that is already occupied by a solid body, you may choose to have the effect fail or to take 1d6 points of damage and be shunted to a random open space on a suitable surface within 100 feet of the intended location.

If there is no free space within 100 feet, you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you take an additional 4d6 points of damage and the movement simply fails.

The ability to use this teleportation lasts as long as the other effects you chose when expending the spell slot as normal.



Travelling Arrow

A strike ranger may use a travelling arrow in a manner similar to the benefits provided by the travelling shot feat, except that they can take willing creatures along with them and their gear as long as they are within close range of the strike ranger (25 feet + 5 feet/2 caster levels the strike ranger has) and don't weigh (including their gear) more than 100 lbs per caster level the strike ranger has.

The strike ranger does not need to expend a spell slot to use a travelling arrow, but must have the ability to cast at least 2nd level ranger spells.

The distance covered by a travelling arrow is up to a maximum of 100 miles per caster level of the strike ranger in the direction the arrow is fired rather than it's actual flight path. The shunting process deals no damage, but rather than failing after 1000 feet it instead shunts 1d10 percent of the maximum distance allowed in miles (maximum 500 miles) to the closest available space and then fails if even that shunting is unsuccessful.

Any ranger other than a strike ranger may use a travelling arrow, but they must fire it from a bow with at least a +1 enhancement bonus.

Travelling Arrow, Greater

As a travelling arrow, except there is no maximum distance, the strike ranger may imagine a destination of their choice (similar to how the greater teleport spell functions), and if the destination is within a cone that forms a right angle of 90 degrees bisected by the arrow they arrive there.

Travelling Arrow, Planar

As a travelling arrow, except it must be fired at a destination within close range (25 feet + 5 feet/2 caster levels the strike ranger has) of the strike ranger and everything within close range of that destination that is eligible/willing/and selected by the strike ranger is then teleported to a destination of the strike ranger's choice (even if it is on another plane of existence and regardless of range).

I'm not really sure at the moment how I'd cost these items, or what requirements to put on them. I just wanted to post them for now.


Rules Variant

Break Through:

This class feature doesn't mention what happens if some or all of the attacks bypass damage reduction.

One possibility is to add +1 damage to each attack if any of the attacks bypass some or all of the damage reduction, and just not subtract the damage reduction at all if all the attacks completely bypass the damage reduction. A bludgeoning attack completely bypasses DR 5/bludgeoning.

Another possibility is similar to the one above, but does not include the +1 damage for each attack. This is an all or nothing approach.

Urban Variant

Use the class skill replacements and spells replacements of the urban ranger (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rangerVariantUrbanRang er).

Class Skills
Eliminate Knowledge (nature), Knowledge (dungeoneering), and Survival from the ranger's class skill list. Add Gather Information, Knowledge (local), and Sense Motive to the class skill list.

Class Features
The urban strike ranger has all the standard strike ranger class features, except as noted below.

The urban ranger's spell list is different from the standard ranger list. The following spells are eliminated from the urban ranger's spell list: animal messenger, charm animal, detect animals or plants, speak with animals, bear's endurance, hold animal, snare, speak with plants, command plants, diminish plants, plant growth, reduce animal, tree shape, water walk, commune with nature, and tree stride.

In exchange, the urban ranger adds the following spells to his class spell list: 1stócomprehend languages, detect chaos/good/evil/law, detect secret doors, message; 2ndódetect thoughts, eagle's splendor, knock, locate object; 3rdódiscern lies, invisibility, speak with dead, tongues; 4thódimensional anchor, locate creature, mage's faithful hound, true seeing.