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    Titan in the Playground
     
    Grod_The_Giant's Avatar

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    Default Ranger-Scout recombination (3.5, PEACH)

    A while back, as part of my eternal attempt to shift all classes into the T3 range, I attempted a ranger fix, but was never really satisfied with it. And I knew that the scout needed fixing too, but never really had inspiration. Then I had an idea... a rotten idea... the two classes have always had a lot of synergy, and fulfill awfully similar roles. Why not staple them together, sand the corners off the resulting mess, nail on a few new and improved class features to offset remaining issues, and serve up the resulting abomination on a silver platter?

    Ta-da.

    The Ranger

    Alignment- Any.
    Hit Die- d8.
    Class Skills- The ranger’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), 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), Sense Motive (Wis), Speak Language, Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
    Skill Points at 1st Level- (6 + Int modifier) ×4.
    Skill Points at Each Additional Level- 6 + Int modifier.

    Level BAB Fort Ref Will Special Fast Movement Skirmish Bonus 0-lv 1st 2nd 3rd 4th
    1st +1 +2 +2 +0 Skirmish, Combat Style, Track, Favored Enemy +1d6 2
    2nd +2 +3 +3 +0 Wild Empathy, Uncanny Dodge, Endurance +1d6 2
    3rd +3 +3 +3 +1 Combat Style, Flawless Stride +1d6,+1 AC 2
    4th +4 +4 +4 +1 Evasion, Fast Movement +10 feet +1d6,+1 AC 2 2
    5th +5 +4 +4 +1 Favored Enemy, Unerring Tracker +10 feet +2d6,+1 AC 3 2
    6th +6 +5 +5 +2 Combat Style, Hide from Animals +10 feet +2d6,+1 AC 3 2
    7th +7 +5 +5 +2 Favored Targets, Improved Uncanny Dodge +10 feet +2d6,+2 AC 3 2 2
    8th +8 +6 +6 +2 Camouflage +20 feet +2d6,+2 AC 3 3 2
    9th +9 +6 +6 +3 Combat Style, Hunter's Ear +20 feet +3d6,+2 AC 4 3 2
    10th +10 +7 +7 +3 Walking Warrior, Favored Enemy +20 feet +3d6,+2 AC 4 3 2 2
    11th +11 +7 +7 +3 Speak with Animals +20 feet +3d6,+3 AC 4 3 3 2
    12th +12 +8 +8 +4 Combat Style, Perfect Tracker +30 feet +3d6,+3 AC 4 4 3 2
    13th +13 +8 +8 +4 Unstoppable Stride +30 feet +4d6,+3 AC 4 4 3 2 2
    14th +14 +9 +9 +4 Hide in Plain Sight +30 feet +4d6,+3 AC 5 4 3 3 2
    15th +15 +9 +9 +5 Combat Style, Favored Enemy +30 feet +4d6,+4 AC 5 4 4 3 2
    16th +16 +10 +10 +5 Perfected Senses +40 feet +4d6,+4 AC 5 4 4 3 2
    17th +17 +10 +10 +5 Nature Walk +40 feet +5d6,+4 AC 5 5 4 3 3
    18th +18 +11 +11 +6 Combat Style +40 feet +5d6,+4 AC 5 5 4 4 3
    19th +19 +11 +11 +6 Hunter's Eye +40 feet +5d6,+5 AC 5 5 4 4 3
    20th +20 +12 +12 +6 Favored Enemy, Harrier of Gods +50 feet +5d6,+5 AC 5 5 5 4 3

    Weapon and Armor Proficiency: Rangers are proficient with all simple and martial weapons, and with light armor (but not with shields).

    SpellsA ranger casts divine spells, which are drawn from the ranger spell list. A ranger automatically knows all spells on the ranger spell list, and can cast any spell he knows without preparing it ahead of time.

    To 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 paladin’s spell is 10 + the spell level + the ranger’s Wisdom modifier.

    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 the table above. In addition, he receives bonus spells per day if he has a high Wisdom score.

    Skirmish (Ex): A ranger relies on mobility to deal extra damage and improve your defense. You deal an extra 1d6 points of damage on all attacks you makes during any round in which you moves at least 10 feet. The extra damage applies only to attacks taken during your turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).

    The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. (Unless they are also a favored enemy; see the Favored Enemy ability). You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You may apply this extra damage to ranged attacks made while skirmishing, but only if the target is within one range increment.

    At 3rd level, you gain a +1 competence bonus to Armor Class during any round in which you move at least 10 feet. The bonus applies as soon as you have moved 10 feet, and lasts until the start of your next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).

    You lose this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If you gain the skirmish ability from another class, the bonuses stack.

    Combat Style: At first level, you must pick a combat style: archery or two-weapon fighting. At first level, third level, and every additional third level, you gain a bonus feat from the list below. Universal feats may be selected by either style. You must meet all prerequisites except for ability scores.

    In addition, when using your chosen style, you may add your Dexterity modifier to damage.

    Universal: Combat Expertise, Dodge, Mobility, Spring Attack, Deflect Arrows, Exotic Weapon Proficiency, Endurance, Mounted Combat, Weapon Focus, and Natural Bond (CAdv).

    Archery: Precise Shot, Power Shot, Point-Blank Shot, Far Shot, Rapid Shot, Manyshot, Shot on the Run, Zen Archery (CWar), Improved Manyshot (CWar), Mounted Archery, Rapid Reload, Crossbow Sniper (PHB2), Ranged Disarm (Cwar), Ranged Pin (CWar), Ranged Sunder (CWar), Aquatic Shot (SW), Greater Manyshot (XPH), Improved Precise Shot, and Penetrating Shot (PHB2).

    Two-Weapon Fighting: Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Defense, Greater Two-Weapon Defense, Two-Weapon Pounce, Whirlwind Attack, Combat Reflexes, Combat Expertise, Oversized Two-Weapon Fighting (CAdv), Two-Weapon Rend (PHB2), Anvil of Thunder (CWar), Bear Fang (CWar), Crescent Moon (CWar), Hammer's Edge (CWar), High Sword Low Axe (CWar), Lightning Mace (CWar), Net and Trident (CWar), and Dual Strike (CAdv).

    Track: At first level, you gain Track as a bonus feat.

    Favored Enemy (Ex)- At 1st level, you may select a type of creature from among those given on Table: Ranger Favored Enemies. You gain an insight bonus equal to one-fourth your ranger level to all attack rolls and skill checks made against your favored enemy. In addition, the bonus damage and AC from Skirmish are doubled against your favored enemy. If your favored enemy is normally immune to precision damage, you instead deal normal skirmish damage against them.

    At 5th level and every five levels thereafter, you may select an additional favored enemy from those given on the table.

    Wild Empathy (Ex): Starting at 2nd level, you can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. Rolls 1d20 and adds your ranger level and your Charisma modifier 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, you and the animal must be able to study each other, which means that you 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. You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

    Uncanny Dodge (Ex): Starting at 2th level, you can react to danger before your senses would normally allow you to do so. You retains you Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.

    If you already have uncanny dodge from a different class, you automatically gain improved uncanny dodge instead.

    Uncanny Dodge: At 2nd level, you gain Endurance as a bonus feat.

    Flawless Stride (Ex): Starting at 3rd level, you can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. This ability does not let you move more quickly through terrain that requires a Climb or Swim check to navigate, nor can you move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. In addition, you no longer leave a trail unless you wish to do so.

    You lose this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

    Evasion (Ex): Beginning at 4th level, if you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. Evasion can be used only if the you are wearing light armor or no armor. You do not gain the benefits of Evasion if unconscious or helpless.

    Fast Movement (Ex): At 4th movement, you gain a +10ft bonus to movement speed. This bonus increases by 10 feet every four levels, to a maximum of +50ft at 20th level.

    Unerring Tracker (Ex): Beginning at 5th level, you can move at your normal speed while following tracks without taking the usual -5 penalty, and you only take a -10 penalty when moving at up to twice your normal speed while tracking.

    In addition, class abilities from characters of a lower level than your ranger level and spells and magic items with a lower caster level than your ranger level can no longer hide a target’s tracks from you.

    Hide from Animals (Ex): Beginning at 6th level, animals no longer perceive you if you don't wish them to. You may gain the benefits of the hide from animals spell as an extraordinary ability whenever you wish to have them active. You may not use this ability to hide from an animal who is actively trying to perceive you unless you have cover or concealment.

    Favored Targets (Ex): Beginning at 7th level, all attacks against your favored enemies ignore damage reduction. In addition, when attacking a favored enemy normally immune to precision damage, you inflict double skirmish damage to them, instead of the single application of skirmish granted by the favored enemy ability.

    Improved Uncanny Dodge (Ex): Beginning at 7th level, you can no longer be flanked, except by those with four more levels in a class granting Improved Uncanny Dodge than you have ranger levels.

    Camouflage (Ex): Beginning at 8th level, you can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.

    Hunter's Ear (Ex): At 9th level, you don't need to rely on your eyes to fight. You may ignore a creature's concealment with a successful Listen check.

    Walking Warrior (Ex): Beginning at 10th level, you may make a full attack as a standard action.

    Speak with Animals (Ex): Starting at 11th level, you may speak with animals and vermin as though you shared a common language. When interacting with animals, you may make a wild empathy check in place of any relevant social skill.

    Perfect Tracker (Ex): Starting at 12th level, you no longer need to exert yourself to follow a trail. You may move at any speed, talk, and even fight without losing the trail. Flowing water cannot hide your quarry's scent, and you can even follow the trail of a flying foe, albeit at a -10 penalty.

    Unstoppable Stride (Ex): Beginning at 13th level, nothing can hinder you. You may move and attack normally in almost any circumstance, as though you were under the effects of a freedom of movement spell. While you may be tripped or grappled, you gain a bonus to resist these effects equal to your ranger level.

    Hide in Plain Sight (Ex): Beginning at 14th level, you can attempt to use the Hide skill even while being observed. To do so, you must be within your normal movement distance of a source of cover or concealment (or natural terrain), and take a standard action. If you succeed on your Hide check, you successfully “vanish” and move to the hiding spot.

    Perfected Senses (Ex): At 16th level, you ignore all penalties to Spot and Listen checks, except for those related to distance-- those you merely divide by 5 (round down). In addition, you are treated as being permanently under the effects of a true seeing spell, except that this ability is extraordinary and cannot be countered or dispelled.

    Nature Walk (Su): At 17th level, you gain the ability to cross massive distances with a single step. Once per day as a full-round action that provokes attacks of opportunity, you may lead up to one creature per ranger level through Fairie (or an equivalent plane), and back into reality. This ability works similarly to the spell greater teleport, but the start and end-points must be in the middle of prominent wilderness areas, such as forests or deserts, and the transit time is one hour.

    Hunter's Eye (Ex): Beginning at 19th level, you are automatically aware of any favored enemy within a one-mile radius, as long as it has fewer hit die than you have ranger levels. You cannot perceive them well enough to target with spells or attacks, but you can effortlessly follow their movements.

    Harrier of Gods (Ex): At 20th level, your skill in the hunt is a thing of legend. Once per day, you may designate a single target you can perceive as your quarry. You gain an insight bonus equal to one-half your ranger level to all attack rolls and skill checks made against your quarry. In addition, you are aware of exactly where your quarry is, regardless of distance, planar boundaries, and anything short of direct divine intervention. Any attempts by your quarry to hide from you automatically fail, including both Hide and Move Silently checks.

    You may only ever have a single quarry at a time. While you have a quarry, you do not gain any benefits from your favored enemy ability— all your attention is focused on your quarry.

    If your quarry is a favored enemy, your insight bonus instead equals your ranger level.

    Ranger Spell List
    Spoiler
    Show

    0-level Ranger Spells (Orisons)
    • Detect Animals or Plants: Detects kinds of animals or plants.
    • Detect Favored Enemy (SpC): You know if favored enemies are within 60 ft.
    • Detect Magic: Detects spells and magic items within 60 ft.
    • Detect Poison: Detects poison in one creature or object.
    • Detect Snares and Pits: Reveals natural or primitive traps.
    • Endure Elements: Exist comfortably in hot or cold environments.
    • Know Direction: You discern north.
    • Light: Object shines like a torch.
    • Mending: Makes minor repairs on an object.
    • Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
    • Read Magic: Read scrolls and spellbooks.


    1st Level Ranger Spells
    • Animal Messenger: Sends a Tiny animal to a specific place.
    • Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
    • Camouflage (SpC): Grants +10 bonus on Hide checks.
    • Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
    • Charm Animal: Makes one animal your friend.
    • Embrace the Wild (SpC): You gain an animal’s senses for 10 minutes/level.
    • Entangle: Plants entangle everyone in 40-ft.-radius circle.
    • Guided Shot (SpC): You ignore distance, cover, concealment penalties with your ranged attacks for 1 round.
    • Hunter’s Mercy (SpC): Your next hit with a bow is automatically a critical hit.
    • Lightfoot (SpC): Your move does not provoke attacks of opportunity for 1 round.
    • Living Prints (SpC): You perceive tracks as if they had just been made.
    • Longstrider: Increases your speed.
    • Marked Object (SpC): You gain bonus to track a specific being.
    • Speak with Animals: You can communicate with animals.
    • Surefoot (SpC): +10 bonus on Balance, Climb, Jump, and Tumble checks.


    2nd Level Ranger Spells
    • Barkskin: Grants +2 (or higher) enhancement to natural armor.
    • Burrow (SpC): Subject can burrow with a speed of 30 feet.
    • Fly: Subject flies at speed of 60 ft.
    • Invisibility: Subject is invisible for 1 min./level or until it attacks.
    • Haste, Swift (SpC): Move faster, +1 on attacks, AC, Refl ex saves.
    • Lion’s Charge (SpC): You can make a full attack on a charge for 1 round.
    • Locate Object: Senses direction toward object (specific or type).
    • One with the Land (SpC): Link with nature gives a +2 bonus on nature-related skill checks.
    • See Invisibility: Reveals invisible creatures or objects.
    • Snare: Creates a magic booby trap.
    • Speak with Plants: You can talk to normal plants and plant creatures.
    • Train Animal (SpC): Affected animal gains additional tricks equal to 1/2 caster level for 1 hour/level.
    • Tremorsense (SpC): Grants tremorsense to a range of 30 feet.
    • Wind Wall: Deflects arrows, smaller creatures, and gases.


    3rd Level Ranger Spells
    • Arrow Storm (SpC): You make one ranged attack against each foe within one range increment.
    • Blade Storm (SpC): You make melee attacks against every foe you threaten.
    • Blade Thirst (SpC): Slashing weapon glows and gains +3 bonus.
    • Bottle of Smoke (F) (SpC): Uncorking bottle creates fast horse made of smoke.
    • Command Plants: Sway the actions of one or more plant creatures.
    • Dimension Door: Teleports you short distance.
    • Find the Gap (SpC): Your attacks ignore armor and natural armor.
    • Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
    • Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
    • Locate Creature: Indicates direction to familiar creature.
    • Mark of the Hunter (SpC): Rune on creature makes it easier to attack.
    • Plant Growth: Grows vegetation, improves crops.
    • Secure Shelter: Creates sturdy cottage.
    • Tree Shape: You look exactly like a tree for 1 hour/level.


    4th Level Ranger Spells
    • Commune with Nature: Learn about terrain for 1 mile/level.
    • Deeper Darkvision (SpC): Subject can see 90 ft. in magical darkness.
    • Foebane (SpC): Your weapon becomes +5 and deals +2d6 damage against a favored enemy.
    • Freedom of Movement: Subject moves normally despite impediments.
    • Implacable Pursuer (SpC): You know where prey is, as long as it’s moving.
    • Land Womb (SpC): You and one creature/level hide within the earth.
    • Mislead: Turns you invisible and creates illusory double.
    • Nondetection (M): Hides subject from divination, scrying.
    • Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
    • Swamp Stride (SpC): As tree stride, but with bodies of water.
    • Tree Stride: Step from one tree to another far away.
    • Wild Runner (SpC): Change into centaur, gain some abilities.



    ACF: Martial Ranger
    Based on this fix
    Lose: Spellcasting, Skirmish, Favored Targets, Walking Warrior
    Modified: Favored Enemy (see below), Harrier of Gods
    Gain:

    Level Maneuvers Known Maneuvers Readied Highest Level Maneuver Stances Known
    1st 2 2 1 1
    2nd 3 2 1 1
    3rd 4 2 2 1
    4th 4 3 2 2
    5th 5 3 3 2
    6th 5 3 3 2
    7th 6 3 4 2
    8th 6 3 4 2
    9th 7 3 5 2
    10th 7 4 5 3
    11th 8 4 6 3
    12th 8 4 6 3
    13th 9 4 7 3
    14th 9 4 7 3
    15th 10 5 8 3
    16th 10 5 8 4
    17th 11 5 9 4
    18th 11 5 9 4
    19th 12 5 9 4
    20th 12 6 9 4

    Maneuvers: You begin your career with knowledge of two martial maneuvers. The disciplines available to you are Diamond Mind, Stone Dragon, Shadow Hand, and Tiger Claw.

    Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by fighters is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

    You learn additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver’s prerequisite to learn it. See Table 3–1 in the Book of Nine Swords to determine the highest-level maneuvers you can learn.

    Upon reaching 4th level, and at every even-numbered ranger level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

    Maneuvers Readied: You can ready both of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.

    You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).

    You can recover all expended maneuvers with a standard action. You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.

    Stances Known: You begin play with knowledge of one 1st level stance from any discipline you have access to. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

    Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

    Favored Enemy-- At 1st level, you may select a type of creature from among those given on Table: Ranger Favored Enemies. You gain an insight bonus equal to one-fourth your ranger level to all attack rolls and skill checks made against your favored enemy. In addition, maneuvers which target one of your favored enemies are not considered expended.

    At 5th level and every five levels thereafter, you may select an additional favored enemy from those given on the table.

    Animal Companion: At 4th level, a ranger gains an animal companion. This ability functions like the (original) druid ability of the same name, and you treats your ranger level as equal to your druid level -3. You may select from the alternative lists of animal companions just as a druid can. Like a druid, you cannot select an alternative animal if the choice would reduce your effective druid level below 1st.

    Harrier of Gods (Ex): At 20th level, your skill in the hunt is a thing of legend. Once per day, you may designate a single target you can perceive as your quarry. You gain an insight bonus equal to one-half your ranger level to all attack rolls and skill checks made against your quarry, and all your attacks against them deal 5d6 extra damage.

    In addition, you are aware of exactly where your quarry is, regardless of distance, planar boundaries, and anything short of direct divine intervention. Any attempts by your quarry to hide from you automatically fail, including both Hide and Move Silently checks.

    You may only ever have a single quarry at a time. While you have a quarry, you do not gain any benefits from your favored enemy ability— all your attention is focused on your quarry.

    If your quarry is a favored enemy, your insight bonus instead equals your ranger level, and all your attacks against them deal 10d6 extra damage, instead of 5d6.

    2/4- updated for compatibility with the fixed-list caster project
    Last edited by Grod_The_Giant; 2018-03-14 at 09:45 AM.

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  2. - Top - End - #2
    Ogre in the Playground
    Join Date
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    Default Re: Ranger-Scout recombination (3.5, PEACH)

    Now this is what I'd call a ranger fix. I do have a few suggestions and comments, though:
    1. Perhaps the ranger should be given some way to access Hide From Animals (perhaps even just get it as a permanent Su or Ex ability)? It would be a shame for his stealth to be defeated by a summoned dire bat...
    2. One of the classic images for the sort of ranger you're going for is the guy who puts an arrow in the enemy's throat without even being seen. Perhaps the archery style should also offer (as one of its feats, requiring BAB +6) the following ability (based on assassin's death attack):
    Deadly shot:
    If a ranger with this feat studies an unaware target for at least 3 rounds and then makes a successful attack with a ranged weapon, the attack is automatically a critical (if the target is subject to criticals). Furthermore, the critical multiplier of the weapon is increased by 2 for that attack. A target is considered unaware only if he does not know that the ranger is present; a target that is aware of the presence of the ranger but cannot detect him is not vulnerable to this ability.
    While studying the target, the ranger can undertake other actions so long as his attention stays focused on the target and the target is not aware of the presence of the ranger. Once the ranger has completed the 3 rounds of study, he may continue studying the target for longer if he wishes, but he must make the attack on the first round in which he does not study the target.
    3. Skirmish and 2WF really don't go together that well. While two-weapon pounce helps somewhat, what do you do the next round? I'd say give a two-weapon ranger the special bonus that if he takes 2-weapon pounce then he can attack with both weapons as a standard action even when he isn't charging.

  3. - Top - End - #3
    Titan in the Playground
     
    Quellian-dyrae's Avatar

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    Default Re: Ranger-Scout recombination (3.5, PEACH)

    I've seen a couple ranger/scout combo classes, but this one I think really stands out. The abilities are all quite good, and it even provides a Favored Enemy ability that I actually like (actually, when I started reading this and saw the table, my first thought was along the lines of, "Can't we all just agree that Favored Enemy needs to go away?") So, well done.

    For spells, probably the option to trade out Combat Style or Combat Style + Animal Companion for standard ranger casting would be reasonable.
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  4. - Top - End - #4
    Ogre in the Playground
     
    nonsi's Avatar

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    Default Re: Ranger-Scout recombination (3.5, PEACH)

    Favored Enemy (Ex): "... At 5th level and every four levels thereafter ...."
    I'd make it 4th level and every 3 levels thereafter.
    Even at level 19, that's only 7 (less than 1/4 of all categories).

    >> Animal Companion: "... your ranger level as equal to your druid level -4 ..."
    Did you by any chance mean "your druid level -3"? (it's 4th level after all)

    >> Favored Targets (Ex): if your target is normally immune to precision damage, your skirmish deals double damage to them.
    Normal damage definitely seems reasonable, but double damage makes no sense (how does being tougher make one more vulnerable?).


    Putting the above aside, this is the best Ranger remake I've seen.
    It fully embodies the spirit of the Ranger I'd envision, it's pretty well balanced and it provides nice stuff throughout it's 20 levels advancement.

    I'd also consider an ACF that involves minor shapeshifting and scent.

  5. - Top - End - #5
    Ogre in the Playground
     
    Sgt. Cookie's Avatar

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    Default Re: Ranger-Scout recombination (3.5, PEACH)

    Very nice, I really rather like it.

    One thing I will say though, I personaly think that (Humanoid) should be a favoured enemy unto itself, after all, you can select Abberitions as a favoured enemy and they vary enourmously.
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  6. - Top - End - #6
    Troll in the Playground
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    Default Re: Ranger-Scout recombination (3.5, PEACH)

    greater manyshot + Favored Enemy (anyone with Heavy Fort) + Favored Target = +rediculousd6/round.

    you do realize you have 2 double effects hitting skirmish

    other problems:

    left a Z where Archery Style is, and you dont have precise shot under the pre-requisites

    It is pretty cool, and alot more Huntsman then Monomyth (which is the problem with core ranger).
    Last edited by toapat; 2012-11-09 at 09:14 AM.
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    Default Re: Ranger-Scout recombination (3.5, PEACH)

    I'm glad you guys like it.

    Quote Originally Posted by Yitzi View Post
    1. Perhaps the ranger should be given some way to access Hide From Animals (perhaps even just get it as a permanent Su or Ex ability)? It would be a shame for his stealth to be defeated by a summoned dire bat...
    Not a bad idea. Hmm...

    2. One of the classic images for the sort of ranger you're going for is the guy who puts an arrow in the enemy's throat without even being seen. Perhaps the archery style should also offer (as one of its feats, requiring BAB +6) the following ability (based on assassin's death attack):
    Mmm, mmm...

    3. Skirmish and 2WF really don't go together that well. While two-weapon pounce helps somewhat, what do you do the next round? I'd say give a two-weapon ranger the special bonus that if he takes 2-weapon pounce then he can attack with both weapons as a standard action even when he isn't charging.
    There's also the 10th level ability that lets you full attack as a standard, but yeah, I see what you're saying. Hmm...

    Quote Originally Posted by Quellian-dyrae View Post
    I've seen a couple ranger/scout combo classes, but this one I think really stands out. The abilities are all quite good, and it even provides a Favored Enemy ability that I actually like (actually, when I started reading this and saw the table, my first thought was along the lines of, "Can't we all just agree that Favored Enemy needs to go away?") So, well done.
    Thank you.

    For spells, probably the option to trade out Combat Style or Combat Style + Animal Companion for standard ranger casting would be reasonable.
    Yeah, sounds about right.


    Quote Originally Posted by nonsi View Post
    Favored Enemy (Ex): "... At 5th level and every four levels thereafter ...."
    I'd make it 4th level and every 3 levels thereafter.
    Even at level 19, that's only 7 (less than 1/4 of all categories).
    OTOH, it's pretty strong. Don't want to dominate too many different encounters. (Also, should be 1st/5th/10th/15th/20th, like in the

    >> Animal Companion: "... your ranger level as equal to your druid level -4 ..."
    Did you by any chance mean "your druid level -3"? (it's 4th level after all)
    Yes, I do, thank you.

    >> Favored Targets (Ex): if your target is normally immune to precision damage, your skirmish deals double damage to them.
    Normal damage definitely seems reasonable, but double damage makes no sense (how does being tougher make one more vulnerable?).
    Favored Enemy normally means you do double skirmish damage to your favored enemy, and single damage if they would normally be immune. This ability kicks it up to the "normal" double if they'd normally be immune. I guess there's some wording issues.

    I'd also consider an ACF that involves minor shapeshifting and scent.
    Well, actually...

    Quote Originally Posted by Sgt. Cookie View Post
    One thing I will say though, I personaly think that (Humanoid) should be a favoured enemy unto itself, after all, you can select Abberitions as a favoured enemy and they vary enourmously.
    It's a balance thing. Most campaigns, you tend to fight a lot of humanoids of one type or another.

    Quote Originally Posted by toapat View Post
    greater manyshot + Favored Enemy (anyone with Heavy Fort) + Favored Target = +rediculousd6/round.

    you do realize you have 2 double effects hitting skirmish
    Yeah, I guess there is a wording issue on Favored Target . You deal double skirmish damage to favored enemies-- favored target just lets you do the full double to plants, undead and the like.

    left a Z where Archery Style is, and you dont have precise shot under the pre-requisites
    Whoops. Typo/left over from an older draft.

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    Default Re: Ranger-Scout recombination (3.5, PEACH)

    I've been working on my own Ranger "fix" for some time now, and I, too, came to the idea of merging it with the Scout. I have to say, though, Grod, your interpretation is better in nearly every way. I'm going to have to lift a bit from you, I'm afraid.

    This is easily in my top two Ranger alterations ever. I can't decide between yours and Oskar's, though I'm leaning towards you at the moment. Excellent job, man; good on you.
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    Default Re: Ranger-Scout recombination (3.5, PEACH)

    Quote Originally Posted by Lyndworm View Post
    I've been working on my own Ranger "fix" for some time now, and I, too, came to the idea of merging it with the Scout. I have to say, though, Grod, your interpretation is better in nearly every way. I'm going to have to lift a bit from you, I'm afraid.

    This is easily in my top two Ranger alterations ever. I can't decide between yours and Oskar's, though I'm leaning towards you at the moment. Excellent job, man; good on you.

    STaRS (and STaRS Lite)
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    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Giants and Graveyards: My collected 3.5 class fixes and more.

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    Default Re: Ranger-Scout recombination (3.5, PEACH)

    Quote Originally Posted by Grod_The_Giant View Post
    Well, you do have the advantage that you are not Oskar, and thus make class writeups that are less then enough to be their own sourcebooks
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