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  1. - Top - End - #1
    Dwarf in the Playground

    Join Date
    Jul 2011

    Default Homebrew Setting: Class: Ranger

    One of fifteen classes I've done up for my own setting. Some are only slightly changed, others are rely a lot of homebrew. In the end, I am hoping to provide classes that offer some options to keep a player engaged, while at the same time I am mostly playing with people who have never played before, and want things that are not too confusing. Let me know how I've done. Power-wise, I am looking for Tier 3-4 range. Classes should be judged compared to each other and not to standard 3.5 classes.

    The ability section will generally be left blank. It's pretty common knowledge that constitution is always needed, strength to hit things, unless you're dexterity focused. So unless there are abilities that specifically rely on a skill, I'll leave it blank. Also, I don't use the normal 3.5 system for skills. So it'll mostly be left unchanged from original classes, except the minimum I'll use is 4 per level.

    (Inspiration: Ranger, Scout)

    Rangers have the following game statistics.
    Alignment: Any.
    Hit Die: d8
    Starting Age: As SRD Ranger
    Starting Gold: As SRD Ranger

    Class Skills: As SRD Ranger

    Skill Points at First Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    Level BAB Fort Ref Will Special
    1st +1 +2 +2 +0 1st Favoured Enemy, Sword and Bow, Track
    2nd +2 +3 +3 +0 Skirmish +1 Attack/+1d6 Damage
    3rd +3 +3 +3 +1 Nimble Shifting 10', Trackless Step
    4th +4 +4 +4 +1 Skirmish +1 Attack/+1d6 Damage/+1 AC/+1 Reflex
    5th +5 +4 +4 +1 2nd Favoured Enemy
    6th +6/+1 +5 +5 +2 Flawless Stride, Skirmish +2 Attack/+2d6 Damage/+1 AC/+1 Reflex
    7th +7/+2 +5 +5 +2 Sword and Bow (Shielding)
    8th +8/+3 +6 +6 +2 Camouflage, Skirmish +2 Attack/+2d6 Damage/+2 AC/+2 Reflex
    9th +9/+4 +6 +6 +3 Feign Death, Swift Tracker
    10th +10/+5 +7 +7 +3 3rd Favoured Enemy, Blindsense 30', Skirmish +3 Attack/+3d6 Damage/+2 AC/+2 Reflex
    11th +11/+6/+1 +7 +7 +3 Nimble Shifting 15'
    12th +12/+7/+2 +8 +8 +4 Skirmish +3 Attack/+3d6 Damage/+3 AC/+3 Reflex
    13th +13/+8/+3 +8 +8 +4 Sword and Bow (Distracting Attack)
    14th +14/+9/+4 +9 +9 +4 Hide in Plain Sight, Skirmish +4 Attack/+4d6 Damage/+3 AC/+3 Reflex
    15th +15/+10/+5 +9 +9 +5 4th Favoured Enemy
    16th +16/+11/+6/+1 +10 +10 +5 Skirmish +4 Attack/+4d6 Damage/+4 AC/+4 Reflex
    17th +17/+12/+7/+2 +10 +10 +5 Free Movement
    18th +18/+13/+8/+3 +11 +11 +6 Skirmish +5 Attack/+5d6 Damage/+4 AC/+4 Reflex
    19th +19/+14/+9/+4 +11 +11 +6 Sword and Bow (Shared Enhancement)
    20th +20/+15/+10/+5 +12 +12 +6 5th Favoured Enemy, Blindsight 30', Nimble Shifting 20', Skirmish +5 Attack/+5d6 Damage/+5 AC/+5 Reflex


    Class Features:All of the following are class features of the ranger.

    Weapon and Armor Proficiencies: A ranger is proficient in all simple and martial weapons, light armour and shields, excluding tower shields.

    Favoured Enemy: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.
    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. 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.

    Sword and Bow:A ranger can switch between a single, one handed weapon and a short bow as a free action. This allows him several benefits. He may switch between weapons to do different attacks in a full attack action that grants multiple attacks (such as from high BAB), he may use his bow into melee without provoking an attack of opportunity.
    Shielding: A ranger’s constant and deliberate movement makes him harder to hit. If a ranger is currently receiving the benefits of skirmish, he may also add the enhancement bonus from his bow as a shield AC bonus.
    Distracting Attack On a full attack action with multiple attacks, striking an enemy with a one handed melee weapon, causes the next attack to cause the open to become flat-footed. This only works if the following attack is made with a shortbow.
    Shared Enhancement On a full attack action, a weapon may use a previous weapon’s enhancement bonus should it be higher than the later weapon’s own. Ex.: A ranger strikes an adjacent enemy with a +4 longsword then fires an arrow with his +2 shortbow at a further enemy. The shortbow would receive a bonus to attack and damage as if it were a +4 weapon, not a +2. The bow will be treated as a +4 weapon until the ranger’s next turn, granting him a +4 shield bonus to AC rather than +2 due to the Shielding benefit.

    Track:A ranger gains Track as a bonus feat.

    Skirmish:A ranger relies on mobility to deal extra damage and improve her defense. She gains +1 to attacks and deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. These bonuses apply only to attacks made after the ranger has moved at least 10 feet. The skirmish ability cannot be used while mounted. These bonuses apply only to attacks taken during the ranger's turn. The attack bonus is increased by 1 and extra damage increases by 1d6 for every four levels gained above 2nd.
    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. The ranger must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Rangers can apply this extra attack and damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
    At 4th level, a ranger gains a +1 competence bonus to Armor Class and Reflex saves during any round in which she moves at least 10 feet. The bonus applies as soon as the ranger has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 4th.
    A ranger loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

    Nimble Shifting: A ranger may make a longer movement instead of a standard five foot step. A ranger can never move more than half of their base movement, even if their ability would eitherwise allow them to.

    Trackless Step:Beginning at 3rd level, a ragner cannot be tracked in natural surroundings.

    Flawless Stride:Starting at 6th level, a ranger can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.
    This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
    A ranger loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

    Camouflage:A ranger of 8th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

    Feign Death:As an immediate action, you can enter a catatonic state in which you appear to be dead. While feigning death, you cannot see or feel anything, but you retain the ability to smell, hear, and otherwise follow what is going on around you.
    While under the effect of this ability, you are immune to all mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, ability drain, negative levels, and death effects. Attempts to resuscitate you, such as raise dead or reincarnation, automatically fail, though resurrection and true resurrection immediately end your feign death ability.
    Spells and other effects that assess your current condition, such as status and deathwatch, indicate that you are dead.
    However, a character who succeeds on a Heal check (DC 15 + 1/2 your level + your Con modifi er) can discern that you are actually alive.
    You can remain in the catatonic state indefinitely, though you still require food, water, and air. Emerging from feigned death is a standard action.

    Swift Tracker: Beginning at 9th 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.

    Blindsense:At 10th level, a ranger gains the blindsense ability out to 30 feet.

    Hide in Plain Sight:While in any sort of natural terrain, a ranger of 14th level or higher can use the Hide skill even while being observed.

    Free Movement:At 18th level and higher, a ranger can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A ranger loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

    Blindsight:A 20th-level ranger gains the blindsight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the ranger must have line of effect to a creature or object to discern it.

  2. - Top - End - #2
    Troll in the Playground
    Join Date
    Jan 2012

    Default Re: Homebrew Setting: Class: Ranger

    the additional mechanics to Skirmish are unnecessary and a bit over the top. the attack bonus would be good for if the ranger had 3/4 BAB but not at full BAB.

    there is an argument to be made against removing the spellcasting but honestly i cant justify it, the ranger has really only Haste (Swift), Hunter's Sight, and FoM as God Tier spells.
    My Homebrew: found here.
    When you Absolutely, Positively, Gotta Drop some Huge rocks, Accept NO Substitutes

    PM Me if you would like a table from my homebrew reconstructed.

    Drow avatar @ myself

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