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alt.Ranger - I know, I know...
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<blockquote data-quote="Crothian" data-source="post: 206923" data-attributes="member: 232"><p>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.</p><p></p><p>>>>>Are you saying that they add their Ranger levels to the track roll? Because adding it to the DCs actually makes it hardier to track. That is really good. They get a feat (track) and an ability better then any feat. </p><p></p><p></p><p>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, Favored Terrain, Great Fortitude, Iron Will, Lightning Reflexes, Run, Skill Focus or Toughness.</p><p></p><p>>>>>Yet another feat at first level. Favored enemy is better then a normal rangers because of the plus to hit and better bonus earlier. Favored enemy is like getting 6 skill focuses that only work in one area. An area the Ranger will be in most of the time. </p><p></p><p>Wild Life: At 2nd level, a ranger has become accustomed to living in the rough outdoors. He gains a +2 bonus to Climb, Jump and Swim checks.</p><p></p><p>>>>>That’s the equivalent of three Skill focuses at one level. Skill Focus might be seen as a week feat, but it is very helpful, especially when it costs you nothing.</p><p></p><p>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. </p><p></p><p>>>>>This is the equivalent of a very good feat as well. Gettiing all of this in the first two levels is way too much. </p><p></p><p>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.</p><p></p><p>>>>>Why uncanny Dodge? I’m not sure this fits a Ranger. Also, it is a very powerful ability. </p><p></p><p>Spot Traps: At 5th level, a ranger gains the extraordinary ability to spot traps and snares in the wild. When a ranger comes within 30 feet of such a device, he is entitled to a Wilderness Lore check (DC equal to the trap's Search DC) to notice the trap. The ranger can do this even for traps whose Difficulty Class is higher than 20.</p><p>If actively searching, the ranger gains a +2 bonus to the check. This ability only works in natural environments. Note that it does not impart any knowledge of disarming traps, nor does ti allow a ranger to use the Search skill as a rogue does.</p><p></p><p>>>>>So, they are better then a rogue at finding traps in the wilderness? No one gets to automatically search for traps when they are close. For everyone it has to be an announced thing. Also, you are allowing them to use their best skill (wilderness Lore) to replace search. </p><p></p><p>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.</p><p></p><p>>>>>This is better then the feat Improved Healing. </p><p></p><p>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.</p><p></p><p>>>>>Beating the DC by 5 is not that hard, I’d increase this to at least 10. Especially if they get to add their level to all track rolls.</p><p></p><p>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.</p><p></p><p>>>>>That’s a fine ability.</p><p></p><p>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:</p><p></p><p>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.</p><p>Awareness: A ranger is entitled to an additional Listen/Spot check to avoid being surprised.</p><p></p><p>>>>>So, they get two checks? I could understand a +3 bonus for avoiding be surprised by an additional roll seems way too good.</p><p></p><p>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.</p><p>Cunning Attack: Whenever a ranger's target is denied its Dexterity bonus to AC, the ranger adds his Wisdom bonus to attack rolls. This applies to both melee and ranged attacks made against a flat-footed opponent.</p><p></p><p>>>>>So, when an opponent is denied his Dex bonus, the Ranger gets to add wisdom modifier to the attack roll? That seems a little odd. </p><p></p><p>Keen Senses: The ranger gains the ability to use its nonvisual senses to "see" at a small distance. He gains blindsight with a radius of 5 feet.</p><p></p><p>>>>>That’s another feat except you allow them to ignore the prerequites. </p><p></p><p>Quick Wits: The ranger adds his Wisdom modifier to initiative checks.</p><p></p><p>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.</p><p>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.</p><p>Scent: The ranger gains the Scent feat, as described in page 81 of the Dungeon Master's Guide.</p><p>Sprint: Once per day, the ranger can move upto three times his base speed with a move-equivalent action.</p><p></p><p>Each of these abilities can be selected only once.</p><p></p><p>>>>>You are giving them way too much. And it’s too much like the rogue for my tastes.</p></blockquote><p></p>
[QUOTE="Crothian, post: 206923, member: 232"] 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. >>>>Are you saying that they add their Ranger levels to the track roll? Because adding it to the DCs actually makes it hardier to track. That is really good. They get a feat (track) and an ability better then any feat. 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, Favored Terrain, Great Fortitude, Iron Will, Lightning Reflexes, Run, Skill Focus or Toughness. >>>>Yet another feat at first level. Favored enemy is better then a normal rangers because of the plus to hit and better bonus earlier. Favored enemy is like getting 6 skill focuses that only work in one area. An area the Ranger will be in most of the time. Wild Life: At 2nd level, a ranger has become accustomed to living in the rough outdoors. He gains a +2 bonus to Climb, Jump and Swim checks. >>>>That’s the equivalent of three Skill focuses at one level. Skill Focus might be seen as a week feat, but it is very helpful, especially when it costs you nothing. 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. >>>>This is the equivalent of a very good feat as well. Gettiing all of this in the first two levels is way too much. 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. >>>>Why uncanny Dodge? I’m not sure this fits a Ranger. Also, it is a very powerful ability. Spot Traps: At 5th level, a ranger gains the extraordinary ability to spot traps and snares in the wild. When a ranger comes within 30 feet of such a device, he is entitled to a Wilderness Lore check (DC equal to the trap's Search DC) to notice the trap. The ranger can do this even for traps whose Difficulty Class is higher than 20. If actively searching, the ranger gains a +2 bonus to the check. This ability only works in natural environments. Note that it does not impart any knowledge of disarming traps, nor does ti allow a ranger to use the Search skill as a rogue does. >>>>So, they are better then a rogue at finding traps in the wilderness? No one gets to automatically search for traps when they are close. For everyone it has to be an announced thing. Also, you are allowing them to use their best skill (wilderness Lore) to replace search. 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. >>>>This is better then the feat Improved Healing. 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. >>>>Beating the DC by 5 is not that hard, I’d increase this to at least 10. Especially if they get to add their level to all track rolls. 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. >>>>That’s a fine ability. 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. >>>>So, they get two checks? I could understand a +3 bonus for avoiding be surprised by an additional roll seems way too good. 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. Cunning Attack: Whenever a ranger's target is denied its Dexterity bonus to AC, the ranger adds his Wisdom bonus to attack rolls. This applies to both melee and ranged attacks made against a flat-footed opponent. >>>>So, when an opponent is denied his Dex bonus, the Ranger gets to add wisdom modifier to the attack roll? That seems a little odd. Keen Senses: The ranger gains the ability to use its nonvisual senses to "see" at a small distance. He gains blindsight with a radius of 5 feet. >>>>That’s another feat except you allow them to ignore the prerequites. 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. >>>>You are giving them way too much. And it’s too much like the rogue for my tastes. [/QUOTE]
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