A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Zman's E10 Ranger(3.5)

    This is part of my E10 project aimed at creating a richer and more balanced DnD experience. The classes are meant to be balanced between between Tiers 2-4. A 20th level character ends up as a 10//10 Gestalt.

    Ranger
    {table=head]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd

    1st|+1|+2|+2|+0|1st Favored Enemy, Track, Wild Empathy|—|—|—

    2nd|+2|+3|+3|+0|Combat Style, Woodman's Blessing|0|—|—

    3rd|+3|+3|+3|+1|Animal Companion, Endurance|0|—|—

    4th|+4|+4|+4|+1|Enhanced Combat Style|1|—|—

    5th|+5/+1|+4|+4|+1|2nd Favored Enemy|1|—|—

    6th|+6/+2|+5|+5|+2|Improved Combat Style|1|0|—

    7th|+7/+3|+5|+5|+2|Woodland Stride|1|0|—

    8th|+8/+4|+6|+6|+2|Swift Tracker|1|1|—

    9th|+9/+5/+1|+6|+6|+3|Evasion|1|1|0

    10th|+10/+5/+1|+7|+7|+3|Combat Style Mastery, 3rd Favored Enemy|1|1|1

    [/table]

    Alignment: Any
    Hit Die: 1d8

    Class Skills:
    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) × 4
    Skill Points at Each Additional Level: 6 + Int modifier

    Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

    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 to hit, to AC, and to weapon damage rolls against such creatures.

    At 5th level and every five levels thereafter (10th, 15th, and 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 any one favored enemy (including the one just selected, if so desired) 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; he simply uses whichever bonus is higher.

    When fighting a foe that is not one of the Ranger's Favored Enemies the Ranger may spend a Move action to study the enemy gaining a +1 Damage bonus against that enemy type for the duration of the encounter.

    Also, by spending one day studying an enemy a Ranger gains the ability to change his or her favored enemy. The Ranger must also have had at least one encounter with that particular enemy to change his or her favorite enemy. To gain the benefits of each additional level of Favored enemy the Ranger must spend another day studying that particular foe or have another encounter with that enemy.


    If the Ranger has a favored enemy subtype in Humanoid or Outsider they deal 1/2 damage to other related subtypes.

    Ranger Favored Enemies
    {table]Type (Subtype)|Type (Subtype)|Type (Subtype)|Type (Subtype)

    Aberration|Humanoid (dwarf)|Humanoid (reptilian)|Outsider (fire)

    Animal|Humanoid (elf)|Magical beast|Outsider (good)

    Construct|Humanoid (goblinoid)|Monstrous humanoid|Outsider (lawful)

    Dragon|Humanoid (gnoll)|Ooze|Outsider (native)

    Elemental|Humanoid (gnome)|Outsider (air)|Outsider (water)

    Fey|Humanoid (halfling)|Outsider (chaotic)|Plant

    Giant|Humanoid (human)|Outsider (earth)|Undead

    Humanoid (aquatic)|Humanoid (orc)|Outsider (evil)|Vermin

    [/table]

    Track: A ranger gains Track as a bonus feat.

    Wild Empathy (Ex): A ranger 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.

    Combat Style (Ex): At 2nd level, a Ranger gains two combat styles: archery and two-weapon combat.

    Archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

    Two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

    If the Ranger already possesses a Combat Style feat, he may select a Fighter Bonus Feat instead.

    The benefits of the ranger’s style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.


    Spells: Beginning at 2th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger casts spells spontaneously.

    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 ranger’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 Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.

    A ranger may cast any spell on the ranger spell list, provided that he can cast spells of that level. A Rangers spell slots refresh each day at Dawn, this happens whether the Ranger is aware of dawn or not.

    Through 1st level, a ranger has no caster level. At 2nd level and higher, his caster level is equal to his ranger level -1.


    Woodman's Blessing

    You can cast most of your Ranger spells faster than normal. If the spell normally requires a standard action, you can cast it as a swift action. If it normally requires a full round to cast, you can cast it as a standard action. Spells with longer or shorter casting times are not affected by this feat.


    Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

    Animal Companion (Ex): At 3rd level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

    This ability functions like the druid ability of the same name(Good Progression), except that the ranger’s effective druid level is equal to his ranger level -1. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is his Rwnger level -1. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

    Enhanced Combat Style

    At 4th level the Ranger gains improvements to its combat styles gaining Dual Charge and and Slow Exhilation.

    Dual Charge: The Ranger uses both weapons to devastating effect on the charge. He makes one attack roll as normal with his main hand weapon and all appropriate modifers, but deals damage from both weapons.

    Slow Exhilation: The Ranger can sacrifice his move action to grant an untyped bonus equal to his Ranger Level to hit and to damage with his next ranged attack taken before the start of his next round.


    Improved Combat Style (Ex): At 6th level, a ranger’s aptitude in his chosen combat styles (archery and two-weapon combat) improve. The Ranger is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

    The Ranger is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

    If the Ranger already possesses a Combat Style feat, he may select a Fighter Bonus Feat instead.

    As before, the benefits of the ranger’s chosen styles apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.


    Woodland Stride (Ex): Starting at 7th 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 9th 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.

    Combat Style Mastery (Ex): At 10th level, a ranger’s aptitude in his chosen combat styles (archery and two-weapon combat) improve again. The Ranger is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

    The Ranger is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

    If the Ranger already possesses a Combat Style feat, he may select a Fighter Bonus Feat instead.

    As before, the benefits of the ranger’s chosen styles apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.


    ACF's
    Spoiler
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    Favored Environment

    Level: 1st, 5th, 10th.
    Loses: Favored Enemy
    Gains: Favored Environment: This functions as Favored Enemy but applies to eny foe native to that environment and stacks with Favored Enemy where possible. Any foe encountered in the Favored Environment, but not of that environment grants 1/2 the favored Environment bonus.


    Hunter

    Level:2nd
    Loses: Spellcasting, Woodsman's Blessing
    Gains: Fast movement as Barbarian, Fighter Bonus Feat at 2nd, 6th, and 9th level.


    Loner

    Level: 3nd
    Lose: Animal Companion
    Gain: At 3nd Level gain a Good Will Save, Bonus Feat


    Wildshape Ranger

    Level: 1st
    Loses: Combat Styles and subsequent Improvements.
    Gains: A Druid's Good Wild Shape progression, limited to animal forms no Lrger than Large and no smaller than small. Must be a common animal form the Ranger is intimately familiar with.

    Last edited by Zman; 2014-01-01 at 10:41 PM.

  2. - Top - End - #2
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Re: Zman's E10 Ranger(3.5)

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