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Fix the revised ranger in four easy steps
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<blockquote data-quote="Steverooo" data-source="post: 894418" data-attributes="member: 9410"><p><strong>How I Fix The Rangers</strong></p><p></p><p>My "requirements" for Rangers are posted under the poll on the General board, for anyone who cares. Here (in brief) is how I fix the Ranger:</p><p></p><p>First of all, I restored all of the old 1e Ranger restrictions. Only good alignment, no more stuff than the Ranger and/or his mount can carry, no aides until higher level, etc.</p><p></p><p>The Ranger gains an extra hit die (which <strong><em>must</em></strong> be rolled, not maxed out) at first level, with Constitution Bonus/Penalty applied to each. Note that, for purposes of hit dice (<em>Sleep</em>, etc.), a first level Ranger is therefore counted as having (Character Level + 1) hit dice. Additional D8s are received at 5th, 9th, 13th, and 17th Ranger levels (thus, a 7th level Ranger is treated as a nine hit die creature).</p><p></p><p><strong>Class Skills:</strong> Animal Empathy (Cha, exclusive), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Innuendo (Wis), Jump (Str), Knowledge (All skills taken individually) (Int, exclusive), Listen (Wis), Move Silently (Dex), Profession (Wis), Read Lips (Int, exclusive), Ride (Dex), Scry (Int, exclusive), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).</p><p></p><p><strong>Skill Points at First Level:</strong> (6 + Int Modifier) x 4.</p><p><strong>Skill Points at Each Additional Level:</strong> 6 + Int modifier.</p><p></p><p><strong>CLASS FEATURES</strong> </p><p>Rangers have the following class features.</p><p></p><p><strong>Armor, Shield, and Weapon Proficiencies:</strong> Rangers are proficient with all Simple and Martial weapons, and with all types of armor, and shields.</p><p></p><p><strong>Languages:</strong> In addition to any other languages learnable from their race, Rangers may also select from among the languages of their Humanoid enemies: Draconic, Giant, Gnoll, Goblin, Grimlock <em>(do Grimlocks have their own language?)</em>, and Orc.</p><p></p><p>At first level, they get Track as a free Feat, their choice of one free Ranger-Only Feat from a specific list (which must be Favored Enemies, if they wish to remain totally backwards-compatible), Scouting (which gives slight bonuses to sneakiness and reduces chances of being surprised), Humanoid-Hunting (the 1e +1 HP/Level bonus vs. a specific list of humanoid types), and "Trapsetting", which is really a non-ability that clarifies their ability to use traps and snares to gain food with a DC 10 Wilderness Lore/Survival check).</p><p></p><p>At 2nd & 3rd levels they get their choice of a Bonus Feat from a specific class list (which includes Ambi & TWF, as well as Point Blank Shot, Mounted Combat, Weapon Focus, Alertness, Endurance, and a host of new Ranger-Only Feats, including Favored Enemies and its Sub-Feats). They also get movement abilities, some of which speed them only in the wild, others over all terrains.</p><p></p><p>At 4th, they get the last of their movement powers (no longer needing mounts for overland travel), and +2 on Will Saves (as well as one Orison/day and 0 1rst-level spells).</p><p></p><p>5th brings them a wilderness survival power, improved tracking ability, and their second D8.</p><p></p><p>6th gives them another Bonus Feat from the class list, and Guide ability, as well as their second Zero-level Orison.</p><p></p><p>7th yields Pathfinding ability and two more Orisons.</p><p></p><p>8th gives a Ranger-Only ability of choice (almost all of which are Non-Combat), and increased Ranging (Travel) ability. One more Orison, the first frist-level spell, and a bonus second-level, if WIS is high enough.</p><p></p><p>9th gives better night abilities, and the third D8. Two more Orisons and another first-level spell.</p><p></p><p>10th gives the followers, ability to use any magical items related to Clairaudience/Clairvoyance, ESP, Healing, Mind-reading, Perception, and/or Telepathy. Another Orison, two first-level, and a second-level spell are gained.</p><p></p><p>From 11th level on, only a few D8, two Bonus Feats from the class list, and Ranger-Only Feats are granted. Eventually, the Ranger will have 10 Orisons, five first- and second-level spells/day, and three third- and fourth-level. The increase is due to the return of Druidic/MU spells. These involve perception, travel, healing, plants, animals, paths, traps, and the like (not the entire Wiz selection).</p><p></p><p>In short, there's my Ranger. A Monk might outrun him, but in the wilderness, he will probably still get there first (if the Monk makes it alive).</p><p></p><p>That is how I fixed the Ranger.</p><p></p><p>[EDIT: Typos & Spell progression.]</p></blockquote><p></p>
[QUOTE="Steverooo, post: 894418, member: 9410"] [b]How I Fix The Rangers[/b] My "requirements" for Rangers are posted under the poll on the General board, for anyone who cares. Here (in brief) is how I fix the Ranger: First of all, I restored all of the old 1e Ranger restrictions. Only good alignment, no more stuff than the Ranger and/or his mount can carry, no aides until higher level, etc. The Ranger gains an extra hit die (which [B][I]must[/I][/B] be rolled, not maxed out) at first level, with Constitution Bonus/Penalty applied to each. Note that, for purposes of hit dice ([I]Sleep[/I], etc.), a first level Ranger is therefore counted as having (Character Level + 1) hit dice. Additional D8s are received at 5th, 9th, 13th, and 17th Ranger levels (thus, a 7th level Ranger is treated as a nine hit die creature). [B]Class Skills:[/B] Animal Empathy (Cha, exclusive), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Innuendo (Wis), Jump (Str), Knowledge (All skills taken individually) (Int, exclusive), Listen (Wis), Move Silently (Dex), Profession (Wis), Read Lips (Int, exclusive), Ride (Dex), Scry (Int, exclusive), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis). [B]Skill Points at First Level:[/B] (6 + Int Modifier) x 4. [B]Skill Points at Each Additional Level:[/B] 6 + Int modifier. [B]CLASS FEATURES[/B] Rangers have the following class features. [B]Armor, Shield, and Weapon Proficiencies:[/B] Rangers are proficient with all Simple and Martial weapons, and with all types of armor, and shields. [B]Languages:[/B] In addition to any other languages learnable from their race, Rangers may also select from among the languages of their Humanoid enemies: Draconic, Giant, Gnoll, Goblin, Grimlock [I](do Grimlocks have their own language?)[/I], and Orc. At first level, they get Track as a free Feat, their choice of one free Ranger-Only Feat from a specific list (which must be Favored Enemies, if they wish to remain totally backwards-compatible), Scouting (which gives slight bonuses to sneakiness and reduces chances of being surprised), Humanoid-Hunting (the 1e +1 HP/Level bonus vs. a specific list of humanoid types), and "Trapsetting", which is really a non-ability that clarifies their ability to use traps and snares to gain food with a DC 10 Wilderness Lore/Survival check). At 2nd & 3rd levels they get their choice of a Bonus Feat from a specific class list (which includes Ambi & TWF, as well as Point Blank Shot, Mounted Combat, Weapon Focus, Alertness, Endurance, and a host of new Ranger-Only Feats, including Favored Enemies and its Sub-Feats). They also get movement abilities, some of which speed them only in the wild, others over all terrains. At 4th, they get the last of their movement powers (no longer needing mounts for overland travel), and +2 on Will Saves (as well as one Orison/day and 0 1rst-level spells). 5th brings them a wilderness survival power, improved tracking ability, and their second D8. 6th gives them another Bonus Feat from the class list, and Guide ability, as well as their second Zero-level Orison. 7th yields Pathfinding ability and two more Orisons. 8th gives a Ranger-Only ability of choice (almost all of which are Non-Combat), and increased Ranging (Travel) ability. One more Orison, the first frist-level spell, and a bonus second-level, if WIS is high enough. 9th gives better night abilities, and the third D8. Two more Orisons and another first-level spell. 10th gives the followers, ability to use any magical items related to Clairaudience/Clairvoyance, ESP, Healing, Mind-reading, Perception, and/or Telepathy. Another Orison, two first-level, and a second-level spell are gained. From 11th level on, only a few D8, two Bonus Feats from the class list, and Ranger-Only Feats are granted. Eventually, the Ranger will have 10 Orisons, five first- and second-level spells/day, and three third- and fourth-level. The increase is due to the return of Druidic/MU spells. These involve perception, travel, healing, plants, animals, paths, traps, and the like (not the entire Wiz selection). In short, there's my Ranger. A Monk might outrun him, but in the wilderness, he will probably still get there first (if the Monk makes it alive). That is how I fixed the Ranger. [EDIT: Typos & Spell progression.] [/QUOTE]
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