A Monster for Every Season: Summer 2
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    Default [3.5] The Ranger Armipōtent

    The Ranger Armipōtent

    The Ranger____Hit Die: d10_________________________________________
    {table=head]Level|Base[div]Attack Bonus[/div]|Fort[div]Save[/div]|Ref[div]Save[/div]|Will[div]Save[/div]|Special|1st|2nd|3rd|4th
    1st |+1 |+2 |+2 |+0 |1st favored enemy, terrain mastery +2, Track |- |- |- |-
    2nd |+2 |+3 |+3 |+0 |Combat style, Endurance |- |- |- |-
    3rd |+3 |+3 |+3 |+1 |Mettle, trackless step |- |- |- |-
    4th |+4 |+4 |+4 |+1 |Terrain mastery +3 |0 |- |- |-
    5th |+5 |+4 |+4 |+1 |2nd favored enemy |1 |- |- |-
    6th |+6 |+5 |+5 |+2 |Improved combat style |1 |0 |- |-
    7th |+7 |+5 |+5 |+2 |Terrain mastery +4 |2 |1 |- |-
    8th |+8 |+6 |+6 |+2 |Evasion, swift tracker |2 |1 |- |-
    9th |+9 |+6 |+6 |+3 |3rd favored enemy |2 |2 |0 |-
    10th |+10 |+7 |+7 |+3 |Terrain mastery +5 |3 |2 |1 |-
    11th |+11 |+7 |+7 |+3 |Combat style mastery, improved mettle |3 |2 |1 |-
    12th |+12 |+8 |+8 |+4 |Camouflage |3 |3 |2 |0
    13th |+13 |+8 |+8 |+4 |4th favored enemy, terrain mastery +6 |3 |3 |2 |1
    14th |+14 |+9 |+9 |+4 |Bonus Feat |4 |3 |2 |1
    15th |+15 |+9 |+9 |+5 |Hide in Plain Sight |4 |3 |3 |2
    16th |+16 |+10 |+10 |+5 |Perfect combat style, terrain mastery +7 |4 |4 |3 |2
    17th |+17 |+10 |+10 |+5 |5th favored enemy |4 |4 |3 |2
    18th |+18 |+11 |+11 |+6 |Bonus Feat |4 |4 |3 |3
    19th |+19 |+11 |+11 |+6 |Terrain mastery +8 |4 |4 |4 |3
    20th |+20 |+12 |+12 |+6 |6th favored enemy, terrain mastery +10 |4 |4 |4 |3
    [/table]
    Class Skills (6 + Int modifier per level, ×4 at 1st level): Climb, Concentration, Craft,
    Handle Animal, Heal, Hide, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge__
    (nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, and Use Rope._____

    Class Features
    All of the following are class features of the ranger.
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    Weapon and Armor Proficiency: Rangers are proficient with all simple and martial weapons and with all light armor.

    Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

    Every four levels thereafter (5th, 9th, 13th, and 17th) and at 20th level, the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against all favored enemies (including the one just selected) increases by 2.

    If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack.

    Terrain Mastery (Ex): At 1st level, a ranger may select a natural environment from among those given below. Due to the ranger's experience in that environment, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. He also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the ranger has selected underground as a favored environment). He also gains a number of special abilities based on his chosen terrain. These abilities function only when in the terrain he has chosen.

    Every three levels thereafter (4th, 7th, 10th, 13th, 16th, and 19th), the bonus to these skills increases by 1 or by 2 at 20th level.

    A ranger may use wild empathy with any animal native to his chosen terrain.

    Terrain Options
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    • Aquatic
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      • 1st: (Ex) The ranger is able to hold his breath twice as long as normal.

      • 4th: (Ex) The ranger gains a swim speed equal to half his base land speed, provided he does not wear armor heavier than light and carries no more than a light load. He gains a +8 bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line.

      • 7th: (Ex) The ranger may move through any sort of growth (such as kelp or coral) at his normal speed and without taking damage or suffering any other impairment. However areas that are enchanted or magically manipulated to impede motion still affect him.

      • 10th: (Ex) When not wearing armor heavier than light and carrying no more than a light load, the ranger's swim speed increases to his base land speed. When wearing medium or heavier armor or carrying a medium or heavier load, the ranger's swim speed is equal to half his base land speed.

      • 13th:

      • 16th:

      • 19th:

      • 20th:
    • Desert
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      • 1st: The ranger gains Heat Endurance (Sandstorm p50) as a bonus feat, even if he does not have the normal prerequisites for that feat.

      • 4th: (Ex) The ranger gains Fire Resistance 5.

      • 7th: The ranger gains Sandskimmer (Sandstorm p52) as a bonus feat, even if he does not have the normal prerequisites for that feat.

      • 10th: The ranger gains Sand Camouflage (Sandstorm p51) as a bonus feat, even if he does not have the normal prerequisites for that feat. The protection bonus from his Heat Endurance feat increases to 2.

      • 13th: The ranger gains Sandskimmer (Sandstorm p52) and Improved Heat Endurance (Sandstorm p50) as bonus feats, even if he does not have the normal prerequisites for those feats.

      • 16th: The ranger gains Drift Magic (Sandstorm p49) as a bonus feat, even if he does not have the normal prerequisites for that feat. Flaywind burst is added to his spell list.

      • 19th: The ranger's fire resistance increases by 10, and the protection bonus from his Improved Heat Endurance feat increases to 5.

      • 20th: (Su) 1/day for a number of rounds equal to 3 + ranger's Constitution modifier, the ranger may channel the desert through him. He gains the fire and earth subtypes, granting him immunity to fire and a burrow speed equal to his land speed that only functions in sand, ash, dust, or very loosely packed earth. Additionally, all of his attacks deal an +Xd6 fire damage where X is equal to the ranger's Wisdom modifier. Anyone who attacks the ranger with a melee attack takes this damage automatically.
    • Forest
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      • 1st:

      • 4th:

      • 7th: The ranger gains Woodland Stride as the normal ranger class feature.

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    • Hills
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    • Jungle
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    • Marsh
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      • 1st: The ranger's terrain mastery bonus also applies to swim checks.

        The ranger gains a +2 bonus on all saves to resist disease.

      • 4th: The ranger gains acid resistance 5.

      • 7th: Swampland Stride (Ex) The ranger may move through mud and through water up to waist deep as well as dense undergrowth 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.

      • 10th: The ranger develops a preternatural understanding of combat in swampy areas. In areas where his Swampland Stride ability is active, he may make a Swim check (in water) or a Survival check (on land) in place of a Tumble check to avoid attacks while moving through such difficult terrain. If he successfully makes a Hide check vs his target's Spot check while using this special move through terrain that grants concealment, he gains a +2 circumstance bonus on attack rolls until the end of his turn.

      • 13th: The ranger's acid resistance increases by 5. His save bonus versus disease increases to +4. He gains a +2 bonus to all saves against poison.

      • 16th: A ranger can heal his own wounds by drawing life energy from the surrounding marshland. Each day, as a standard action, he can heal a total number of hit points of damage equal to 2 × his ranger level × his Wisdom bonus. A ranger doesn’t have to use this healing all at once.

      • 19th: The ranger learns to use the marshland to his best benefit to increase his reaction time in combat, gaining a +4 circumstance bonus to all initiative checks.

      • 20th:
    • Mountain
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    • Plains
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      • 1st: The ranger gains Run as a bonus feat, even if he does not have the normal prerequisites for that feat.

      • 4th: (Ex) The ranger gains fast movement as the barbarian ability of the same name.

      • 7th: (Ex) The ranger may move through tall grasses, shrubs, and other growth on the plains 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.

      • 10th:

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    • Tundra
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      • 1st: The ranger gains Cold Endurance (Frostburn p47) as a bonus feat, even if he does not have the normal prerequisites for that feat.

      • 4th: The ranger gains Cold Resistance 5.

      • 7th: The ranger gains woodland stride (Ex) that applies only in the tundra and gains Snowrunner (Frostburn p50) as a bonus feat, even if he does not have the normal prerequisites for that feat.

      • 10th: As a standard action, the ranger can quickly camouflage himself in any snowy area that is at least 1 inch deep. In areas with 1 to 11 inches of snow, he gains a +4 bonus on Hide checks. In areas with 12 inches or more of snow, he instead gains a +10 bonus on Hide checks. He must still have cover or concealment to make a Hide check.

      • 13th: The ranger gains Improved Cold Endurance (Frostburn p48) and Snowcasting (Frostburn p50) as bonus feats, even if he does not have the normal prerequisites for those feats.

      • 16th: The ranger gains Storm Magic (Frostburn p50) as a bonus feat, even if he does not have the normal prerequisites for that feat.

      • 19th: The ranger's cold resistance increases by 10.

      • 20th: (Su) 1/day for a number of rounds equal to 3 + ranger's Constitution modifier, the ranger may channel the tundra through himself. He gains the cold subtype, granting him immunity to cold. He also gains a burrow speed equal to his land speed that only functions in snow and similar terrain. Additionally, all of his attacks deal an +Xd6 cold damage where X is equal to the ranger's Wisdom modifier. Anyone who attacks the ranger with a melee attack takes this damage automatically.
    • Underground
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    • Urban
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      • 1st: The ranger loses the following class skills: Handle Animal, Knowledge (nature), Ride, and Survival.
        He gains the following as class skills: Gather Information, Knowledge (local), Sense Motive, Tumble.

        The ranger loses the Track feat and gains Urban Tracking (Cityscape p64) instead.

        In addition to his favored enemy, the ranger chooses one particular organization that he has studied in depth. Due to his knowledge of how the organization operates, he gains a +2 bonus on Bluff, Intimidate, Gather Information, Knowledge (local), and Sense Motive checks made against, or pertaining to, members of that organization. Likewise, due to his heightened awareness around these individuals, he gains a +2 bonus to Armor Class against members of this group.

        If a member of this organization is also one of the ranger's favored enemies, both bonuses apply but the skill bonuses do not stack.

        The benefits from the favored organization do not increase as the ranger gains levels.

      • 4th: The ranger gains Roofwalker (Cityscape p63) as a bonus feat, even if he does not have the normal prerequisites for that feat.

      • 7th: (Ex) When moving through a crowd, the crowd-walker moves at her normal rate, rather than requiring two squares of movement for every square as is normal. In addition, light debris does not impede her movement, and she treats heavy debris as light debris. Any other sort of rough terrain impedes her normally, however.

      • 8th: Swift Tracker allows you to make a Gather Information check while using Urban Tracking without taking the usual -5 penalty.

      • 10th: The ranger gains Roof-Jumper (Cityscape p62) as a bonus feat, even if he does not have the normal prerequisites for that feat.

      • 13th: The ranger no longer takes a -5 penalty on Hide checks when moving faster than half speed, nor does she take the standard -10 penalty when attempting to hide during a brief distraction. In addition, the presence of other people within 5 feet is considered sufficient cover for him to hide, making it easy for him to vanish into a crowd.

      • 15th: Hide In Plain Sight functions in any urban environment but not in natural ones.

      • 16th: (Ex) The ranger relies entirely on the presence of a city for his physical needs, and he suffers when he travels beyond such areas. While within a city, the ranger need not eat, drink, or sleep, and he heals at twice the normal rate. If he casts spells, he must still rest for the normal amount of time needed to regain spells.
        Outside of a city, he must eat, drink, and sleep as normal, and his rate of natural healing is as normal.

      • 19th: The ranger can speak with a building, street, or other part of a city once per day. This ability is the equivalent of a stone tell spell (using your ranger level as the caster level), except that it works on any part of a city.

      • 20th: (Su) The ranger's soul bonds intimately with his home city. As long as he remains within the boundaries of his chosen city, he does not age. (If he leaves his city, he ages normally.) This bond enables him to draw more strongly on the collective strength of the city, even if it’s not the largest urban environment. For the purposes of his class features, his chosen city is considered a metropolis, regardless of its actual size. If his city’s population drops below 5,000 inhabitants, he loses access to his class features until the population grows again.

        The ranger can magically travel between any two points within his city at will. This class feature functions like the greater teleport spell, except that it requires a full round action, and both the origin and destination must be within his city.

    Track: A ranger gains Track as a bonus feat.

    Combat Style (Ex): At 2nd level, a ranger must select a particular combat style to pursue. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. His combat style improves at 6th, 11th, and 16th levels.

    If a ranger's combat style grants him a bonus feat, and he already has that feat, then he gains nothing at that level from his combat style.

    Combat Styles
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    • Animal Master
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      Though most rangers travel alone, some train animals to accompany them and serve them. The animal master draws animals to him like no other, and they willingly follow his commands.
      • Style:The animal master gains an animal companion as the druid class feature. His effective druid level is equal to his ranger class level.

        The animal master may use wild empathy with any animal.

      • Improved: The animal master may speak with animals a number of times per day equal to 3 + Wisdom modifier. This is a spell-like ability.

        He also gains Skill Focus (Handle Animal) as a bonus feat, even if he does not have the normal prerequisites for that feat.

      • Mastery: The ranger gains a second animal companion with an effective druid level equal to his ranger class level -4

      • Perfect: The ranger gains a third animal companion with an effective druid level equal to his ranger class level -8
    • Archer:
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      • Style: The archer gains Rapid Shot and Point Blank Shot as bonus feats, even if he does not have the normal prerequisites for those feats.

      • Improved: The archer gains Manyshot and Improved Rapid Shot (Complete Warrior) as bonus feats, even if he does not have the normal prerequisites for those feats.

      • Mastery: The archer gains Improved Precise Shot and Greater Manyshot (Expanded Psionics Handbook) as bonus feats, even if he does not have the normal prerequisites for those feats.

      • Perfect: An archer gains a death attack as the assassin class feature. This attack must be made with a ranged weapon. The save DC is equal to 10 + half the archer's ranger level + the archer's Wisdom modifier. If the target succeeds on his save, the death attack automatically threatens a critical, and the confirmation roll is made immediately.
    • Explorer
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      Some rangers specialize in seeking out hidden ruins, lost cities, unknown lands, and otherwise pushing the boundaries of the known world. These explorers learn to cope with harsh environments. They are experts in navigating foreign cultures with their training and intuitive sense of discovery working to unveil a group's customs, expectations, and language. These rangers thrive on the borders between realms, their insatiable wanderlust driving them ever onward.
      • Style: The explorer learns to adapt quickly to his environment, gaining a +1 bonus on all saving throws. He also gains a +4 circumstance bonus to saves to avoid all environmental hazards, including terrain, heat, and other dangers but not magic or other attacks.

      • Improved: In his travels, the explorer encounters a wide array of cultures, civilizations and writings, gaining an intuitive sense of language. He learns a bonus language at this level and every three levels hereafter (9th, 12th, 15th, and 18th).
        The explorer also learns to keep alert to danger, gaining Uncanny Dodge.

      • Mastery: The explorer's keen senses, eye for detail, and ability to keep his wits about him grant him Improved Uncanny Dodge.
        The explorer learns how best to use his environment to his advantage, regardless of where he is, throwing sand in his enemies' eyes, tangling them in vines and branches, or other such tactics. The explorer may target an enemy he threatens and, as a move action, make a Survival check opposed by his target's Will save. If his opponent fails the save, that opponent suffers a -2 circumstance penalty on attack rolls and saves for a number of rounds equal to 2 + the explorer's Wisdom modifier (minimum 1).

      • Perfect: The explorer has picked up a wide array of knacks, tricks, and other gimmicks in his travels to aid him along the way. A number of times per day equal to 3 + his Wisdom modifier (minimum 1), an explorer may use any skill, including ones that are trained only, as if he had a number of ranks in it equal to half his ranger level. If he has ranks in that skill, he may use this ability to gain a circumstance bonus equal to half his ranger class level to a single check.
        This ability does not allow an explorer to speak or understand a language he does not know.
    • Mystic
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      While rangers usually have a reputation as rough and tumble scouts, trackers, trappers, and warriors, some of them have a more magical leaning. Known as mystics, these rangers study herbs, plants, and animals to better understand nature and the forces therein.
      • Style: A mystic uses the following table for his spellcasting rather than the standard ranger table.
        {table=head]Level|1st|2nd|3rd|4th|5th
        1|- |- |- |- |-
        2|0 |- |- |- |-
        3|1 |- |- |- |-
        4|1 |0 |- |- |-
        5|2 |1 |- |- |-
        6|2 |1 |- |- |-
        7|2 |2 |0 |- |-
        8|3 |2 |1 |- |-
        9|3 |2 |1 |- |-
        10|3 |3 |2 |0 |-
        11|3 |3 |2 |1 |-
        12|4 |3 |2 |1 |-
        13|4 |3 |3 |2 |0
        14|4 |4 |3 |2 |1
        15|4 |4 |3 |2 |1
        16|4 |4 |3 |3 |2
        17|4 |4 |4 |3 |2
        18|4 |4 |4 |3 |2
        19|4 |4 |4 |3 |3
        20|4 |4 |4 |4 |3
        [/table]


        The following spells are added to the mystic's spell list:

      • Improved: The mystic's intimate knowledge of nature allows him to create magical draughts. He gains Brew Potion as a bonus feat.

      • Mastery: The mystic grows ever closer in tune with the natural world around him. Any spell a mystic casts while in the terrain chosen for his terrain mastery ability has the save DC increased by 1.
      • Perfect:
    • Outrider
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      Some rangers prefer to operate from the saddle, particularly those who hail from steppes, plains, and other open areas. These skilled horsemen specialize in riding down their enemies. They feel most comfortable with a mighty charger at their command, the wind in their hair, and the open plains before them.
      • Style: The outrider gains an animal companion as the druid ability with an effective druid level equal to one-half his ranger level. This animal companion must be an animal that can serve the outrider as a mount.
        Additionally, the outrider gains Mounted Combat as a bonus feat, even if he does not have the normal prerequisites for that feat.

      • Improved: The outrider grows ever more skilled with fighting from horseback. He gains a +5 circumstance bonus on all Ride checks and gains Mounted Archery and Ride-By Attack as bonus feats, even if he does not have the normal prerequisites for those feats.
        Any mount he rides benefits from the outrider's guidance, granting it a +1 circumstance bonus on all attack rolls.

      • Mastery: The outrider's talents allows him to develop great skills as a cavalry fighter. The penalty for moving through difficult terrain for any mount the outrider is mounted on is reduced by 1 to a minimum of 1.
        While fighting in the outrider's favored terrain chosen as part of his terrain mastery ability, the outrider's mount may charge through difficult terrain, though it still reduces his movement as normal.
        The outrider gains Improved Mounted Archery (Complete Warrior) and Mounted Mobility as bonus feats, even if he does not have the normal prerequisites for those feats.

      • Perfect: The outrider eventually develops the skill and courage needed to perform dangerous combat maneuvers. While mounted in his chosen terrain, his mount ignores all difficult terrain, even while charging.
        His mount may charge through difficult terrain in any environment, but the movement penalties still apply.
        Any mount he rides benefits from the outrider's guidance. The mount's circumstance bonus on all attack rolls increases to a +2.
    • Ranger Knight
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      In some realms, rangers frequently serve as troops in war. Though they rely on speed and wilderness lore in most of their endeavors, when the realm faces a dire threat, they march into battle alongside formations of pike men and archers. The training and skill of these ranger knights allows the to stand toe to toe with platemail-clad knights, giants, and other tough enemies. In order to survive such battles, they learn to better protect themselves.
      • Style: Ranger knights gain proficiency with medium armor and shields (but not tower shields). When fighting adjacent to an ally, both the ranger knight and his ally gain a +1 dodge bonus to AC.
        A ranger knight gains the Shield Specialization feat (Player's Handbook II) as a bonus feat, even if he does not have the normal prerequisites for that feat.

      • Improved: A ranger knight gains Shield Ward (Player's Handbook II) and Power Attack as bonus feats, even if he does not have the normal prerequisites for those feats.
        The dodge bonus to AC when fighting adjacent to an ally increases to +2.
        The ranger knight gains uncanny dodge.

      • Mastery: A number of times per day equal to 3 + the ranger knight's Constitution modifier, he can tap into his inner reserves of strength, granting him a +2 bonus on all saving throws for 1 turn. This can be used as a swift or immediate action.
        The dodge bonus to AC when fighting adjacent to an ally increases to +3.

      • Perfect: A knight ranger, and any allies adjacent to him at the beginning of battle, gain a bonus on Initiative checks equal to 2 + the knight ranger's Wisdom modifier (minimum 1).
        The dodge bonus to AC when fighting adjacent to an ally increases to +4.
    • Slayer
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      The slayer is a hunter, tracking down his enemies and dispatching them with ease. In battle, he learns to recognize critical points in his enemy's anatomy. Rather than defeat an enemy with a flurry of attacks, he slips a blade between armor plates or places an arrow in a vital organ.
      • Style: The slayer gains +1d6 sneak attack damage. This damage increases by +1d6 every four levels at 6th, 10th, 14th, and 18th.
        A slayer deals an additional +1d6 sneak attack damage to his favored enemies.

      • Improved: The slayer gains Improved Critical as a bonus feat with all weapons against his favored enemies, even if he does not have the normal prerequisites for that feat.
        Favored enemies immune to critical hits are still vulnerable to the slayer. They take 1.5x damage from confirmed criticals.

      • Mastery: When the slayer deals a successful critical hit, he also deals 1d4 Constitution damage to the target.

      • Perfect:
    • Spear Fighter
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      Some rangers prefer the spear to all other weapons. It is well suited for us against charging animals and keeping vicious beasts at a distance. It makes for handy armament when a ranger can use favorable terrain while attacking enemies from outside of their reach. For these reasons and others, some rangers dedicate themselves to it.
      • Style: A spear fighter develops superior speed and agility with spears. When fighting with a spear that is not a reach weapon, he gains reach with it. When fighting with a spear that is a reach weapon, he is still able to use the spear to attack adjacent foes.

        A spear fighter gains Weapon Focus (all spears) as a bonus feat, even if he does not have the normal prerequisites for that feat.

        When fighting with a two-handed spear, the spear fighter gains a +1 shield bonus to AC. If fighting with a one-handed spear and a shield, the shield bonus to AC is increased by one. If fighting with a one-handed spear and no shield, there is no benefit.

      • Improved: When throwing spears, a spear fighter can attack into melee without the usual -4 penalty, and the range increment of any thrown spear is doubled.

        When an enemy charges into a square threatened by a spear fighter, he may set his spear against the charge as an immediate action and make an attack of opportunity against that charger, even if the enemy is charging someone other than the spear fighter.

        A spear fighter gains Weapon Specialization (all spears), even if he does not have the normal prerequisites for that feat.
      • Mastery: When making a full attack, a spear fighter may make a type of Bull Rush attack that still provokes attacks of opportunity for each opponent who can threaten the spear fighter. The spear fighter does not enter the opponent's space when making this attack. Instead, for each attack he makes with his spear, he can push his enemy back 5ft directly away from the spear fighter. The enemy can make a strength check against the damage dealt to resist being pushed back. Each time the opponent is pushed back, the spear fighter may choose whether or not to advance 5ft and continue the attack, and both the spear fighter and his target provoke attacks of opportunity for moving.
        If more than one enemy is in reach, the spear fighter may change targets between attacks in the full attack as normal.

        A spear fighter gains Greater Weapon Focus (all spears) as a bonus feat, even if he does not have the normal prerequisites for that feat.

      • Perfect: A spear fighter gains Greater Weapon Specialization (all spears) and Whirlwind Attack, which can only be used with spears, as bonus feats, even if he does not have the normal prerequisites for those feats.

        A spear fighter's reach with all spears increases by 5ft.
    • Two-Handed Fighting
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      While some rangers prefer bows or elegant styles that use two weapons, other prefer the feel of a large, heavy weapon dealing savage blows to their enemies.
      • Style: The ranger learns to use his weapon offensively and defensively. By making large swings with his weapon that forces back his enemies, the ranger gains a +1 dodge bonus to AC for every attack he has made since the start of his turn. This counts each attack he has made during his turn and each attack of opportunity he makes before he next turn.

        The ranger gains Power Attack as a bonus feat, even if he does not have the normal prerequisites for that feat.

      • Improved: With a hard enough blow, the ranger can knock opponent's off their feet. As a full attack, the ranger may use a two-handed weapon to make a single attack against one opponent he threatens. If the attack hits, the target makes an opposed check against the damage dealt as if the attacker made a trip attack. If he fails, he falls prone. If he wins, he does not get to react to try to trip the ranger.

        The ranger gains Monkey Grip (Complete Warrior) as a bonus feat, even if he does not have the normal prerequisites for that feat.

      • Mastery: The ranger gains Whirlwind Attack that only works with two-handed weapons as a bonus feat, even if he does not have the normal prerequisites for that feat.

        The -2 penalty for Monkey Grip is reduced to -1.

      • Perfect:
    • Two-Weapon Fighting
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      • Style: The ranger gains Two-Weapon Fighting as a bonus feat, even if he does not have the normal prerequisites for that feat.

        As part of a full attack, a ranger may sacrifice all of his off-hand attacks to make a single feint attempt as a free action. Attacks from his primary hand still take the penalty for fighting with two weapons.

        When wielding two weapons, the ranger gains a +1 shield bonus to AC.

      • Improved: The ranger gains Improved Two-Weapon Fighting and Improved Disarm as bonus feats, even if he does not have the normal prerequisites for those feats.

        A ranger can use his off hand to make attacks as part of a normal or charge attack, granting him two attacks as a standard action or as part of a charge.

        Additionally, if fighting with a light weapon, the ranger does not suffer the normal -4 penalty to making and resisting disarm attempts.

      • Mastery: The ranger gain Greater Two-Weapon Fighting as a bonus feat, even if he does not have the normal prerequisites for that feat.

        The attack penalties for fighting with two weapons are lessened by 2 (from –4 to –2, or from –2 to –0 if the off-hand weapon is a light weapon).

        When wielding two weapons, the ranger's shield bonus to AC increases to +2.

      • Perfect: The ranger may make a full attack on a charge, Spring Attack, or Ride-By Attack.

        When wielding two weapons, the ranger's shield bonus to AC increases to +3.





    Mettle (Ex): At 3rd level and higher, a ranger can resist even magical and unusual attacks with his force of will. If he makes a successful Fortitude of Will saving throw against an attack that normally has a lesser effect on a successful save, he instead takes no damage. An unconscious or sleeping ranger does not gain the benefit of mettle.

    Trackless step (Ex): Starting at 3rd level, a ranger leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

    Evasion (Ex): At 8th 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.

    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.

    Improved Mettle (Ex): This ability works like mettle, except that while the ranger still takes no damage on a successful Fortitude or Will saving throw, he henceforth takes only half damage on a failed save. An unconscious ranger does not gain the benefit of improved mettle.

    Camouflage (Ex): A ranger of 12th 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 15th level or higher can use the Hide skill even while being observed.
    Last edited by Jeriah; 2011-12-02 at 08:44 PM.

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    Default Re: [3.5] The Ranger Armipōtent

    This started off as a part of this project, but I got carried away with it. I'm still working on it and have yet to do much of anything with the terrain mastery feature, though I know where I'm planning to go with most of it.

    I started having fun with all of the combat styles, but they're definitely not finished. Some of them need to be completed, others need strengthening, and still others need to be nerfed down. Anyway, I decided to go ahead and post what I have and see if I can get any critique on it before I continue.
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    Default Re: [3.5] The Ranger Armipōtent

    This is very, very nice try, keeping up with Ranger 3.5 design, but adding a lot of more useful and interesting, and fitting stuff.

    I guess, before commenting on style/terrain ideas, bonus feats need description - on what can feat can be taken and all.
    Avatar by Kwarkpudding
    The subtle tongue, the sophist guile, they fail when the broadswords sing;
    Rush in and die, dogs—I was a man before I was a king.

    Whoever makes shoddy beer, shall be thrown into manure - town law from Gdańsk, XIth century.

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    Thumbs up Re: [3.5] The Ranger Armipōtent

    I think having so many terrain options are redundant, pick 6th, 12th, and 18th lvls to give some abilities for each terrain. saves on space and clutter.

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    Default Re: [3.5] The Ranger Armipōtent

    I had some ideas, hope they might help.


    Terrain Options
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    • Aquatic
      Spoiler
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      • 1st: Swift Swimmer (Ex): Gains a swim speed of half the ranger's base speed as long as it isnt wearing heavy armor or carrying a medium or heavy load.
      • 6th: Hold Breath (Ex): A Ranger can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
      • 12th: Powerful Swimmer (Ex): Gains a swim speed of half the ranger's base speed if in heavy armor or carrying a heavy load.
        Gains a swim speed equal to his base speed as long as he not wearing heavy armor or carrying a medium or heavy load.
      • 18th: Aquatic Adaption (Ex): Rangers with this special quality
        gain the aquatic subtype, and can survive indefinitely on land or underwater.

    • Desert
      Spoiler
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      • 1st: The ranger gains Heat Endurance (Sandstorm p50) as a bonus feat, even if he does not have the normal prerequisites for that feat.
      • 6th: The ranger gains Fire Resistance 5.
      • 12th: The ranger gains Sandskimmer (Sandstorm p52) as a bonus feat, even if he does not have the normal prerequisites for that feat.
      • 18th: Immunity to Fire

    • Hills
      Spoiler
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      • 1st:
      • 6th: Highlander (Ex): gains a +1 attacks rolls and +2 on damage rolls while on higher ground. this bonus damage is not multiplied by critical hits.
      • 12th:
      • 18th:

    • Plains
      Spoiler
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      • 1st: +10 base land speed while in the plains terrain.
      • 6th:
      • 12th: +20 base land speed while in the plains terrain.
      • 18th:

    • Tundra
      Spoiler
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      • 1st: Ice Climber (Ex): Gains +4 on Climb Checks while moving on Ice. can take 10 on climb checks.
      • 6th: The ranger gains Cold Resistance 5.
      • 12th:Ice Walker (Su): Gains Spider Climb as a constant effect while walking on ice as long as it moves at half its speed, rather than 20 ft.
      • 18th: Immunity to Cold

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    Default Re: [3.5] The Ranger Armipōtent

    Quote Originally Posted by Spiryt View Post
    This is very, very nice try, keeping up with Ranger 3.5 design, but adding a lot of more useful and interesting, and fitting stuff.

    I guess, before commenting on style/terrain ideas, bonus feats need description - on what can feat can be taken and all.
    Thank you. I stayed up most of the night last night writing this. It ended up being much more fun than I thought, and I put a lot more into it that I expected I would.

    Quote Originally Posted by LordErebus12 View Post
    I think having so many terrain options are redundant, pick 6th, 12th, and 18th lvls to give some abilities for each terrain. saves on space and clutter.
    Quote Originally Posted by LordErebus12 View Post
    I had some ideas, hope they might help.


    Terrain Options
    Spoiler
    Show
    • Aquatic
      Spoiler
      Show
      • 1st: Swift Swimmer (Ex): Gains a swim speed of half the ranger's base speed as long as it isnt wearing heavy armor or carrying a medium or heavy load.
      • 6th: Hold Breath (Ex): A Ranger can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
      • 12th: Powerful Swimmer (Ex): Gains a swim speed of half the ranger's base speed if in heavy armor or carrying a heavy load.
        Gains a swim speed equal to his base speed as long as he not wearing heavy armor or carrying a medium or heavy load.
      • 18th: Aquatic Adaption (Ex): Rangers with this special quality
        gain the aquatic subtype, and can survive indefinitely on land or underwater.

    • Desert
      Spoiler
      Show
      • 1st: The ranger gains Heat Endurance (Sandstorm p50) as a bonus feat, even if he does not have the normal prerequisites for that feat.
      • 6th: The ranger gains Fire Resistance 5.
      • 12th: The ranger gains Sandskimmer (Sandstorm p52) as a bonus feat, even if he does not have the normal prerequisites for that feat.
      • 18th: Immunity to Fire

    • Hills
      Spoiler
      Show
      • 1st:
      • 6th: Highlander (Ex): gains a +1 attacks rolls and +2 on damage rolls while on higher ground. this bonus damage is not multiplied by critical hits.
      • 12th:
      • 18th:

    • Plains
      Spoiler
      Show
      • 1st: +10 base land speed while in the plains terrain.
      • 6th:
      • 12th: +20 base land speed while in the plains terrain.
      • 18th:

    • Tundra
      Spoiler
      Show
      • 1st: Ice Climber (Ex): Gains +4 on Climb Checks while moving on Ice. can take 10 on climb checks.
      • 6th: The ranger gains Cold Resistance 5.
      • 12th:Ice Walker (Su): Gains Spider Climb as a constant effect while walking on ice as long as it moves at half its speed, rather than 20 ft.
      • 18th: Immunity to Cold
    I have as many as I do, because i have several ideas I wanted to put into that class feature. Most of them are smaller bonuses or very situational, so I decided to just give a larger number of them over time. I have most of them planned. I just didn't have time to type them all up yet. Thank you for your ideas though. I think there's something there that I'm going to use.
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    Default Re: [3.5] The Ranger Armipōtent

    Quote Originally Posted by Jeriah View Post
    Thank you for your ideas though. I think there's something there that I'm going to use.
    anytime. thought it was a good idea, just too much to look at, lol

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    Default Re: [3.5] The Ranger Armipōtent

    I think that many terrains are cool, as long as they're roughly balanced.

    There are many different ecosystems after all, and they can differ a lot indeed.

    So far weapons styles are more messed up, unfortunately, I think.

    TWF is as it was before, while other styles give a lot of fun stuff, and seeing as TWF is generally poor option...

    Monkey Grip is terrible feat, as reminder.
    Avatar by Kwarkpudding
    The subtle tongue, the sophist guile, they fail when the broadswords sing;
    Rush in and die, dogs—I was a man before I was a king.

    Whoever makes shoddy beer, shall be thrown into manure - town law from Gdańsk, XIth century.

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    Default Re: [3.5] The Ranger Armipōtent

    That's because I haven't finished TWF.

    I know Monkey Grip is, but still, it's a free feat that fit the theme that you don't have to use. Also, later levels reduce the penalty, so it's less bad.
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    Default Re: [3.5] The Ranger Armipōtent

    I just fleshed out the TWF style and added some of the terrain benefits. Desert and Tundra are the only ones complete so far, but I'll get to the others soon.

    Edit: I added the urban terrain class features and tweaked a few of the other options.
    Last edited by Jeriah; 2011-12-01 at 06:26 PM.
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    Default Re: [3.5] The Ranger Armipōtent

    Alright, I got up another few abilities on the terrain and fixed a number of typos.
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    Default Re: [3.5] The Ranger Armipōtent

    Okay, for a few new comments:

    The way terrain masteries are build, (even if incomplete) class would probably need more of them to be more playable and flaworful.

    Probably just taking 1rst level of additional Mastery starting, say, at 7th level, so additional terrains will be always "secondary".

    I would just leave Woodland Stride as it is - expanding it to magical stuff, perhaps to act as some kind of Freedom of Movement, all in all, ability to range the terrain and battlefield despite obstacles should be kind of Ranger thing.

    Limiting and conditioning it depending on Terrain and stuff is just pointless and too much bookkeeping IMO.

    Possibly Terrain Mastery just needs few less levels, for fewer, but more
    "concrete" abilities.

    Spear Mastery probably needs some definition on what exactly is spear in game terms... Only stuff with "spear" in name, I guess, although there's no reason not to allow glaives, guisarmes, tridents and so on.
    Avatar by Kwarkpudding
    The subtle tongue, the sophist guile, they fail when the broadswords sing;
    Rush in and die, dogs—I was a man before I was a king.

    Whoever makes shoddy beer, shall be thrown into manure - town law from Gdańsk, XIth century.

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    Default Re: [3.5] The Ranger Armipōtent

    I'm done with this project. I had fun with it, but it's just not where I'm wanting to go with the Armipōtent project.
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