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Brom
2007-12-18, 12:35 AM
Ranger Class Remake

PS someone please copy & paste this into a table format. I hate how Word docs don't transfer bold/tables into this properly.

My goal in all of this:

I am removing the main features of the Ranger. I am taking out spells, taking out combat styles, taking out favored enemies, taking out animal companions. I am leaving in it’s place skills and a few nature-oriented abilities; that is simply not enough. I am re-tooling the Ranger, then, and giving them some more abilities. Note that in my campaign universe, Rangers are not divine casters, they are simply militant foresters. Most every community has at least one ranger who protects and guards it, who passes his training down to students. All standing armies also have rangers to act as sniper teams, infiltration, and commando groups, as well as boarder defense.

So, without further ado, I present…

RANGER
Alignment: Any.
Hit Die: d8.

Class Skills
The ranger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.


Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Track, Point Blank Shot
2nd +2 +3 +3 +0 Poison Use, Sniper
3rd +3 +3 +3 +1 Endurance, Rapid Shot
4th +4 +4 +4 +1 Woodland stride, wild empathy
5th +5 +4 +4 +1 Evasion, Many Shot
6th +6/+1 +5 +5 +2 Improved Sniper
7th +7/+2 +5 +5 +2 Scent, Greater Many Shot
8th +8/+3 +6 +6 +2 Swift tracker, Camouflage Blanket
9th +9/+4 +6 +6 +3 Camouflage, Power Shot
10th +10/+5 +7 +7 +3 Improved Scent
11th +11/+6/+1 +7 +7 +3 Master Sniper
12th +12/+7/+2 +8 +8 +4 Forest Call, Blindfire
13th +13/+8/+3 +8 +8 +4 Improved Precise Shot
14th +14/+9/+4 +9 +9 +4 Hide in plain sight
15th +15/+10/+5 +9 +9 +5 Greater Scent
16th +16/+11/+6/+1 +10 +10 +5 Aiming True 1/day
17th +17/+12/+7/+2 +10 +10 +5 Woodland Deceit
18th +18/+13/+8/+3 +11 +11 +6 Aiming True 2/day
19th +19/+14/+9/+4 +11 +11 +6 Masterful Forester
20th +20/+15/+10/+5 +12 +12 +6 Aiming True 3/day



Class Features
All of the following are class features of the ranger.
Weapon and Armor Proficiency: A ranger is proficient with all simple weapons, plus the longbow and composite longbow, and Shortbow and composite Shortbow.
Track: A ranger gains Track as a bonus feat.
Point Blank Shot: A ranger gains Point Blank Shot as a bonus feat.
Poison Use: A ranger has familiarized himself with gaining the edge in combat by using poisons, and to do so has learned how to not risk poisoning himself when applying venomous substances to an arrowhead or blade.
Sniper: A ranger of 2nd level can use the sniping option in combat at a -10 penalty instead of a -20.
Rapid Shot: A ranger gains Rapid Shot as a bonus feat.
Many Shot: A ranger gains Many Shot as a bonus feat.
Improved Sniper: A ranger of 6th level can use the sniping option in combat at a -5 penalty instead of a -10. This replaces and improves upon the Sniper special ability.
Scent: A rangers nose is keen, and he can pick out details of his surrounding area by using his nose. The area he uses his ability in must be of a natural sort; there can be no cities or gatherings of people and the manufactured items within 6 miles to use this. To use this ability, the Ranger spends fifteen minutes studying an area through Scent. He can verify if creatures are within a mile, if they are humanoid or not, what general direction they went in from the spot the Ranger is standing, and what the weather will be like in the next 1d4 hours. The Ranger has to work completely uninterrupted in order to perform this, and windy conditions make this type of action impossible due to the rapid changing of scents in the air.
Greater Many Shot: The Ranger gains Greater Many Shot as a bonus feat.
Camouflage Blanket: Beginning at 8th level, the Ranger can spend a number of minutes building a one-time use camouflage blanket with a successful Intelligence check with a modifier of Ranger level + Int modifier + 3. He must have supplies appropriate to the terrain, and the blanket only works in the appropriate terrain. A snow camouflage blanket wouldn’t work in a snowy terrain, and vice versa. The Ranger must spend a number of minutes working on the blanket equal to the length of time he spends working on the blanket. He can take 10 on the roll, but this triples the time needed to work on it. The bonuses and time needed to make them, as well as the DC to succeed in making it, are as follows:
+5 to Hide checks – 5 minutes – DC 15
+10 to Hide checks – 10 minutes – DC 20
+15 to Hide checks – 20 minutes – DC 25
+20 to Hide checks – 1 hour – DC 30
By tripling the time spent working on it, the Ranger can spend a whole week gathering materials and then make a special roll that functions exactly like the one above. The creation time DC is tripled and the DC is increased by 5. If he fails, the materials are wasted and another week must be spent out in the wilderness gathering those supplies. If the Ranger succeeds, the camouflage he creates can be used permanently.
In order to gain the full bonus of the blanket, the Ranger must be prone, or if he is standing next to similar cover as the one he has replicated ((ie using a bramble/leaf/forest type blanket standing next to a dense bush)) he can crouch. If he wishes to move, his bonus is halved and he can only move 10 feet/round, making a Move Silently & Hide check after every 50 feet of movement.
Power Shot: The Ranger can Power Attack with bows as a normal character can Power attack with a sword. It is treated as Power Attacking with a one handed melee weapon; however, if one whole round is spent with the arrow on the string, not firing, the Ranger can Power Attack and treat the shot as if made by a two handed weapon instead.
Improved Scent: As Scent, only the process of determining information takes ten minutes instead of fifteen.
Master Sniper: The Ranger can use the Sniping combat option at no penalty.
Forest Call: The Ranger can project his voice to mimic sounds that any normal natural animal of the area might make. He needs to have heard the sound he is mimicking in order to make it. He can make his voice resound in 1000 ft increments as far as a mile, and his voice can originate at any point within 1000 ft of him. The sound seems completely real to any creature with an Intelligence below 10, but another creature hearing it can make a Sense Motive check competing against a DC of 10+the level of the Ranger using Forest Call.
Blindfire: The Ranger can make Listen Checks in order to precisely pinpoint the location of enemies within 100 ft, to the point where he can fire at where they are without even seeing them. He can fire into a square; he cannot apply precision damage to the damage rolls, nor can he apply any attack bonus that involves actually seeing the target. If he succeeds, a secondary roll is made at the same attack bonuses against an enemies flat footed armor class.
Improved Precise Shot: At 13th level, the Ranger gains the Improved Precise Shot as the bonus feat.
Greater Scent: As the above Scent abilities, only time needed to utilize is reduced to five minutes.
Aiming True: At 16th level, 1/day and an additional time/day at 18th and 20th levels, the Ranger can focus himself to a state of mental exhaustion on making the single, perfect shot. He can choose between aiming for intense damage or aiming to bypass an enemies defenses. The shots have two different names, as below:
Slaying Arrow – The Ranger automatically scores a critical hit if his next attack roll succeeds, and his critical hit multiplier is treated as four. If he misses, the ability is used up for the day. Regardless of if he hits or misses, the Ranger now takes a -8 to Will save and all rolls based on Wisdom or Intelligence.
Aiming True – The Ranger automatically hits with his next attack roll. He then takes a -8 to Will save and all rolls based on Wisdom or Intelligence.
Masterful Forester: At 19th level, the Ranger can take 20 on any Knowledge (Nature), Survival, Hide, Move Silently, Spot, Search, and Listen checks made while in a natural area.
Wild Empathy (Ex): A ranger of 4th level can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Woodland Stride (Ex): Starting at 4th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion (Ex): At 5th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.
Camouflage (Ex): A ranger of 9th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 14th level or higher can use the Hide skill even while being observed.

TheGrimace
2007-12-18, 12:37 AM
...
why does he get improved manyshot before he can use it?

I like the idea...
not something I'm using, because I like them as divine casters, but I definitely see it to suit it's purpose.

also, you're going to turn a LOT of people off by not using a table, just to warn ya.

Brom
2007-12-18, 12:44 AM
There isn't any default options on the panel for tables!!! It's a pain. Anyways, the tables aren't too important; just read the special ability lists. It says what level they get things at. Rangers attack bonus/saves weren't changed.

Brom
2007-12-18, 12:45 AM
It's also not that hard to read; the only difficulties with reading are the base attack bonus and stuff.

jindra34
2007-12-18, 12:50 AM
It's also not that hard to read; the only difficulties with reading are the base attack bonus and stuff.

the 4th spoiler is a wall of text with no formating. That is hard to read when looking at abilities. at least use bold and spaces please.

TheGrimace
2007-12-18, 12:59 AM
another nitpick

"A snow camouflage blanket wouldn’t work in a snowy terrain, and vice versa."

RTGoodman
2007-12-18, 01:02 AM
First of all, as others said, some formatting will help you get some comments. For information/templates for formatting/tables, this stickied thread (http://www.giantitp.com/forums/showthread.php?t=10313) is your friend.

Secondly, that's a LOT of abilities. If that's okay with you, cool, but it seems to me that it's quite overloaded. Not necessarily overpowered, but definitely a whole lot of smaller abilities (two per level at most levels).

Brom
2007-12-18, 12:21 PM
Good call. Meant to say ''a snowy camouflage blanket wouldn't work in a forest terrain, and vice versa."

I've got a better format worked out. Here, let me show:

RANGER
Alignment: Any.
Hit Die: d8.
BAB: As Fighter
Reflex: Good
Fortitude: Good
Will: Bad
Class Skills
The ranger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.


Level Special
1st: Track, Point Blank Shot
2nd: Poison Use, Sniper
3rd: Endurance, Rapid Shot
4th: Woodland stride, wild empathy
5th: Evasion, Many Shot
6th: Improved Sniper
7th: Scent, Greater Many Shot
8th: Swift tracker, Camouflage Blanket
9th: Camouflage, Power Shot
10th:: Improved Scent
11th: Master Sniper
12th: Forest Call, Blindfire
13th: Improved Precise Shot
14th: Hide in plain sight
15th” Greater Scent
16th: Aiming True 1/day
17th: Woodland Deceit
18th: Aiming True 2/day
19th: Masterful Forester
20th: Aiming True 3/day