Sitara said:
What does the C&C ranger get?
Does he get spells? (because thats the most annoying things; rangers are woodsmen, NOT spellcasters)
And yeah, the main reason for so many ranger variants is that most people prefer non-spellcasting rangers.
The C&C Ranger does not get spells. He does get +1 damage/level vs 'Giant Class'.
C&C Ranger:
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RANGER
Combat Marauder: Rangers possess an extraordinary ability to combat their most common foes, humanoids and giants, due to intense training and study of their enemy’s fighting techniques. When fighting humanoids (bugbears, gnolls, goblins, hobgoblins, kobolds, orcs, and the like) or giants (giants, ogres, and the like), a ranger inflicts extra damage. This damage bonus is +1 at first level, with an additional +1 gained at every level beyond first.
Conceal (Dexterity): Rangers can conceal themselves extremely well in wilderness areas. With a successful dexterity check, rangers can camouflage themselves so well as to be unnoticeable by most passers-by. Rangers cannot move and hide at the same time. Rangers cannot conceal themselves if being observed, before the conceal check is attempted. If the observer is momentarily distracted, the ranger can attempt to use this ability with a -10 penalty.
Delay/Neutralize Poison (Wisdom): On a successful delay poison roll, the ranger can temporarily delay the effect of poinsons. These effects are delayed for one hour per level of the ranger. THIS DOES NOT CURE any damage the poison may have already caused. It takes one round to perform this action. Only one attempt per individual is allowed. If the delay poison roll exceeds the total score needed for success by 6 or more, the ranger has successfully neutralized the poison in the victim. IT DOES NOT CURE any damage that have already occurred.
Move Silently (Dexterity): The ranger is able to move silently in wilderness areas with a successful dexterity check. Can move up to one-half of character’s normal speed at no penalty. More that one-half and up of character’s full speed, -5 penalty. -20 penalty to move silently while running or charging. Rangers cannot perform this ability indoors.
Scale (Dexterity): Moves at one-half character speed. Failed scale check means that the character makes no progress. A check that fails by 5 or more means that the character falls.
Traps (Wisdom): Able to detect and build simple traps in wilderness environment. When passing 25 feet of a wilderness trap, the ranger is entitled to an attribute check to spot it. When actively searching, +2 bonus is added to the check. A ranger can set simple traps in a wilderness environment (including snares, pit traps and similar traps).
Survival (Wisdom): In wilderness environments, rangers can provide shelter for themselves and others, and can provide decent food and water for several people.
Track (Wisdom): Can successful track any creature that leaves a discernable trace, and determine characteristics about the creature as well. With a successful Wisdom check, can find and follow a creature’s tracks or trail for 5 hours. Can also hide tracks at the same level of ability. When tracking or hiding tracks from humanoids or giants, receives a +2 bonus to attribute check. A track check can determine the general number and type of creatures being tracked by one of the following categories: Individuals (1-6), band (6-30), troop (20-100), or army (100+). As well as one of the following categories: Beast, fey, giant, humanoid, plant, vermin, or other (aberration, construct, dragon, elemental, magical beast, ooze, outsider, shapechanger or undead). Many creatures cannot be identified. A Ranger can identify specific animal tracks without any effort. At 3rd level, a ranger can ascertain distinguishing characteristics about the creatures tracked (wounded, exhausted, carrying heavy objects or wearing certain armor). At 5th level, a ranger can identify the specific type of creature(s) being tracked if belonging to one of the following categories and if the ranger has had some interaction with: Beast, fey, giant, humanoid, plant or vermin.
& IMC Rangers get +5 to Spot rolls in Wilderness environments.
Favored Enemy: At 6th level, a ranger chooses one specific tyep of creature as a favored enemy. Knowledge of the favored enemy confers numerous bonuses to the ranger’s ability checks. When combating a favored enemy, the ranger gains additional combat bonuses due to the an advanced fighting style developed through the experience of repeatedly fighting this type of creature. The ranger gains +2 bonus to hit against a favored enemy. The ranger also receives a +2 bonus to the tracking check and is able to neutralize poisons of the favored enemy, whether manufactured or natural.
Prime Attribure: Strength
Hit Dice: d10
Alignment: Any
Weapons: Any
Armor: Breastplate, chainmail, chain suit, hide, leather, padded, ring mail, scale mail, studded leather.
Abilities: Combat marauder, conceal, delay/neutralize poison, favored enemy, move silently, scale, traps, survival, track.
LVL HD BtH EPP
1 d10 0 0
2 d10 +1 2251
3 d10 +2 4501
4 d10 +3 9001
5 d10 +4 18001
6 d10 +5 40001
7 d10 +6 75001
8 d10 +7 150001
9 d10 +8 250001
10 d10 +9 500001
11 +4 +10 725001
12 +4 +11 950001
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Comments: Compared to the C&C Fighter the Ranger is less powerful in straight up melee - one point less to-hit, no weapon specialisation, no multiple attack at 10th, etc - but with the marauder bonus I find it's a pretty powerful class.