First of all, I would like to apologize for bringing this topic up again. If you do not have the patience to look at another ranger class, please move on.
I would also like to refrain from discussing whether or not the core ranger is unbalanced, unflavoured, or both.
Anyway, here goes:
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Ranger
Alignment: Any.
Hit Die: d10.
Class Skills: as PHB ranger
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, light armor, medium armor, and shields.
TABLE: The Ranger
Track: A ranger gains Track as a bonus feat. In addition to this, a ranger adds his ranger class level to DCs to be tracked.
Survivor Feat: At 1st level, living in the wild allows the ranger to pick one feat from the following list: Alertness, Ambidexterity, Endurance, Favored Enemy, Great Fortitude, Iron Will, Lightning Reflexes, Run, Skill Focus or Toughness.
Favored Enemy: +2 bonus to attack and damage rolls, as well as Bluff, Listen, Sense Motive, Spot and Wilderness Lore checks against one type of creature.
Wild Life: At 2nd level, a ranger has become accustomed to living in the rough outdoors. He gains a +2 bonus to Climb and Swim checks.
Trailblazing: At 2nd level, the ranger becomes particularly skilled at navigating and orienteering. The ranger can guide others when traveling in poor conditions (see Table 9-4: Hampered Movement in the PHB) and/or difficult terrain (see Table 9-5: Terrain and Overland Movement in the PHB). The ranger makes a Wilderness Lore check to improve the travel of the party.
Check Result:
15-25: improves travel time by 25%
25-35: improves travel time by 50%
35+: improves travel time by 75%
If the party is hustling, increase the DC by 5. The Ranger may guide a group of up to 4 individuals at no penalty. Each additional person in the group being guided incurs a -2 penalty. Trailblazing applies to overland movement only. Trailblazing may not improve the travel beyond highway travel in the terrain in question under good conditions.
Uncanny Dodge: At 3rd level and above, the ranger retains his Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker.
At 6th level, the ranger can no longer be flanked. The exception to this defense is that a rogue at least four levels higher than the ranger can still flank.
At 11th level, the ranger gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 14th level, these bonuses rise to +2. At 17th, they rise to +3, and at 20th they rise to +4.
Spot Traps: At 5th level, a ranger gains the extraordinary ability to spot traps and snares in the wild. When a ranger is actively searching for traps, he is entitled to a Wilderness Lore check (DC equal to the trap's Search DC +5) to notice the trap. The ranger can do this even for traps whose Difficulty Class is higher than 20.
This ability only works in natural environments. Note that it does not impart any knowledge of disarming traps, nor does it allow a ranger to use the Search skill as a rogue does.
Fast Recovery: Starting at 7th level, the ranger heals at twice the rate of regular people. Due to his extensive time spent wandering the wilderness alone, the ranger is able to recover lost hit points, subdual damage and ability damage at twice the normal rate. He doubles the benefits from sleep and complete bedrest, and can also administer long-term care (see Heal skill, PHB page 69) to himself, provided he has the right the right materials. A healer's kit is considered to have all the materials necessary.
Fast Tracking: Starting at 8th level, a ranger can track at full speed if he beats the track DC by 5. If he does not (but still makes the original DC) the ranger can still track, but only moves at half speed.
Skill Mastery (Wilderness Lore): At 9th level, the ranger becomes so certain in his skills in the wild that he can use them reliably even under adverse conditions. When making a Wilderness Lore check, the ranger may take 10 even if stress and distractions would normally prevent him from doing so.
Ranger Special Abilities: On achieving 10th level and every three levels thereafter (13th, 16th, 19th), a ranger gets a special ability of his choice from among the following:
Ambush: The ranger is trained in stalking and ambushing its prey. For every round spent studying a group of opponents, the ranger gains a +1 insight bonus (max +5) to his initiative check against this group. Studying a group of opponents is a full-round action.
Awareness: A ranger is entitled to an additional Listen/Spot check to avoid being surprised.
Commune with Nature: The ranger gains information about his surrounding terrain with a Wilderness Lore check (DC 30), as per the spell Commune with Nature. He has a caster level of 1 for the purposes of this spell (see spell description, page 186). This ability can be used once per day.
Quick Wits: The ranger adds his Wisdom modifier to initiative checks.
Pounce: If the ranger takes a charge action against a flat-footed opponent, he can make a full attack at the end of the charge.
Ranged AoO: Once per round, when an opponent provokes an attack of opportunity, the ranger may perform a ranged attack against that opponent. This attack counts as the ranger's attacks of opportunity for that round. Even a ranger with the Combat Reflexes feat can't use this ability more than once per round.
Scent: The ranger gains the Scent feat, as described in page 81 of the Dungeon Master's Guide.
Sprint: Once per day, the ranger can move upto three times his base speed with a move-equivalent action.
Each of these abilities can be selected only once.
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Well, that's it. I would very much appreciate input, of course. Do you think it overpowered? Underpowered? What's good/bad?
I tried to keep it away from other classes' abilities. Uncanny dodge is the only thing I've "stolen", but it was not exclusive to any class. Plus, I think it makes more sense for the ranger than the barbarian. I kept the whole progression of the ability so as to keep it within core rules.
I would have liked to keep spells as they were, and would have done so were it not for the huge amount of supplements adding spells to the ranger. The core list is pretty weak and would not unbalance things, I think, but some of the new spells would.
I am still thinking of putting in good reflex saves, though. The medium save found in Star Wars and other d20 systems would be nice, but I am trying to keep it close to a core class.
So, what do you think? Opinions are welcome.
I would also like to refrain from discussing whether or not the core ranger is unbalanced, unflavoured, or both.
Anyway, here goes:
-----------------------------------------------------------
Ranger
Alignment: Any.
Hit Die: d10.
Class Skills: as PHB ranger
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, light armor, medium armor, and shields.
TABLE: The Ranger
Code:
[COLOR=white]
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------
1 +1 +2 +0 +0 Track, Survivor Feat
2 +2 +3 +0 +0 Trailblazing, Wild Life
3 +3 +3 +1 +1 Uncanny dodge (Dex bonus to AC)
4 +4 +4 +1 +1
5 +5 +4 +1 +1 Spot Traps
6 +6/+1 +5 +2 +2 Uncanny dodge (can't be flanked)
7 +7/+2 +5 +2 +2 Fast Recovery
8 +8/+3 +6 +2 +2 Fast Tracking
9 +9/+4 +6 +3 +3 Skill Mastery (Wilderness Lore)
10 +10/+5 +7 +3 +3 Ranger Special Ability
11 +11/+6/+1 +7 +3 +3 Uncanny dodge (+1 against traps)
12 +12/+7/+2 +8 +4 +4
13 +13/+8/+3 +8 +4 +4 Ranger Special Ability
14 +14/+9/+4 +9 +4 +4 Uncanny dodge (+2 against traps)
15 +15/+10/+5 +9 +5 +5
16 +16/+11/+6/+1 +10 +5 +5 Ranger Special Ability
17 +17/+12/+7/+2 +10 +5 +5 Uncanny dodge (+3 against traps)
18 +18/+13/+8/+3 +11 +6 +6
19 +19/+14/+9/+4 +11 +6 +6 Ranger Special Ability
20 +20/+15/+10/+5 +12 +6 +6 Uncanny dodge (+4 against traps)
[/COLOR]
Track: A ranger gains Track as a bonus feat. In addition to this, a ranger adds his ranger class level to DCs to be tracked.
Survivor Feat: At 1st level, living in the wild allows the ranger to pick one feat from the following list: Alertness, Ambidexterity, Endurance, Favored Enemy, Great Fortitude, Iron Will, Lightning Reflexes, Run, Skill Focus or Toughness.
Favored Enemy: +2 bonus to attack and damage rolls, as well as Bluff, Listen, Sense Motive, Spot and Wilderness Lore checks against one type of creature.
Wild Life: At 2nd level, a ranger has become accustomed to living in the rough outdoors. He gains a +2 bonus to Climb and Swim checks.
Trailblazing: At 2nd level, the ranger becomes particularly skilled at navigating and orienteering. The ranger can guide others when traveling in poor conditions (see Table 9-4: Hampered Movement in the PHB) and/or difficult terrain (see Table 9-5: Terrain and Overland Movement in the PHB). The ranger makes a Wilderness Lore check to improve the travel of the party.
Check Result:
15-25: improves travel time by 25%
25-35: improves travel time by 50%
35+: improves travel time by 75%
If the party is hustling, increase the DC by 5. The Ranger may guide a group of up to 4 individuals at no penalty. Each additional person in the group being guided incurs a -2 penalty. Trailblazing applies to overland movement only. Trailblazing may not improve the travel beyond highway travel in the terrain in question under good conditions.
Uncanny Dodge: At 3rd level and above, the ranger retains his Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker.
At 6th level, the ranger can no longer be flanked. The exception to this defense is that a rogue at least four levels higher than the ranger can still flank.
At 11th level, the ranger gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 14th level, these bonuses rise to +2. At 17th, they rise to +3, and at 20th they rise to +4.
Spot Traps: At 5th level, a ranger gains the extraordinary ability to spot traps and snares in the wild. When a ranger is actively searching for traps, he is entitled to a Wilderness Lore check (DC equal to the trap's Search DC +5) to notice the trap. The ranger can do this even for traps whose Difficulty Class is higher than 20.
This ability only works in natural environments. Note that it does not impart any knowledge of disarming traps, nor does it allow a ranger to use the Search skill as a rogue does.
Fast Recovery: Starting at 7th level, the ranger heals at twice the rate of regular people. Due to his extensive time spent wandering the wilderness alone, the ranger is able to recover lost hit points, subdual damage and ability damage at twice the normal rate. He doubles the benefits from sleep and complete bedrest, and can also administer long-term care (see Heal skill, PHB page 69) to himself, provided he has the right the right materials. A healer's kit is considered to have all the materials necessary.
Fast Tracking: Starting at 8th level, a ranger can track at full speed if he beats the track DC by 5. If he does not (but still makes the original DC) the ranger can still track, but only moves at half speed.
Skill Mastery (Wilderness Lore): At 9th level, the ranger becomes so certain in his skills in the wild that he can use them reliably even under adverse conditions. When making a Wilderness Lore check, the ranger may take 10 even if stress and distractions would normally prevent him from doing so.
Ranger Special Abilities: On achieving 10th level and every three levels thereafter (13th, 16th, 19th), a ranger gets a special ability of his choice from among the following:
Ambush: The ranger is trained in stalking and ambushing its prey. For every round spent studying a group of opponents, the ranger gains a +1 insight bonus (max +5) to his initiative check against this group. Studying a group of opponents is a full-round action.
Awareness: A ranger is entitled to an additional Listen/Spot check to avoid being surprised.
Commune with Nature: The ranger gains information about his surrounding terrain with a Wilderness Lore check (DC 30), as per the spell Commune with Nature. He has a caster level of 1 for the purposes of this spell (see spell description, page 186). This ability can be used once per day.
Quick Wits: The ranger adds his Wisdom modifier to initiative checks.
Pounce: If the ranger takes a charge action against a flat-footed opponent, he can make a full attack at the end of the charge.
Ranged AoO: Once per round, when an opponent provokes an attack of opportunity, the ranger may perform a ranged attack against that opponent. This attack counts as the ranger's attacks of opportunity for that round. Even a ranger with the Combat Reflexes feat can't use this ability more than once per round.
Scent: The ranger gains the Scent feat, as described in page 81 of the Dungeon Master's Guide.
Sprint: Once per day, the ranger can move upto three times his base speed with a move-equivalent action.
Each of these abilities can be selected only once.
-----------------------------------------------------------
Well, that's it. I would very much appreciate input, of course. Do you think it overpowered? Underpowered? What's good/bad?
I tried to keep it away from other classes' abilities. Uncanny dodge is the only thing I've "stolen", but it was not exclusive to any class. Plus, I think it makes more sense for the ranger than the barbarian. I kept the whole progression of the ability so as to keep it within core rules.
I would have liked to keep spells as they were, and would have done so were it not for the huge amount of supplements adding spells to the ranger. The core list is pretty weak and would not unbalance things, I think, but some of the new spells would.
I am still thinking of putting in good reflex saves, though. The medium save found in Star Wars and other d20 systems would be nice, but I am trying to keep it close to a core class.
So, what do you think? Opinions are welcome.
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