Alternate Ranger Classes?


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TracerBullet42 said:
I think that the Scout class in the Complete Adventurer book is a great version of a ranger. Give that one a look.

Ditto. Add Litorian (Malhavoc's Arcana Evolved) as your base race and you have one tuff character.
 

If you're looking for the easiest conversion, it's in Complete Warrior:
"The variant ranger gains all the normal class features of the ranger, with the following additions and changes.
Spells:The ranger does not gain the ability to cast divine spells.
Fast Movement (Ex): At 6th level, the ranger's base land speed increases by 10 feet. This benefit applies only when he is wearing no armour, light armour, or medium armour and is not carrying a heavy load.
Nature's Blessing (Su): At 11th level and higher, the ranger can use a standard action to add a +4 bonus to his Constitution, Dexterity, or Wisdom score. This ability may be used once per day, and its effect lasts for 1 minute per class level.
Healing Touch(Sp): Once per day, a ranger of 13th level or higher can use either neutralize poison or remove disease, as a caster whose level is equal to hone-half the ranger's class level.
Freedom of Movement(Sp)A ranger of 16th level or higher can use freedom of movement on himself once per day, as a caster whose level is equal to one-half the ranger's class level."
 


Personally, I've converted the 1e ranger over and it works for me, but I'll also recommend "The Sentinel," if you're looking for a published source.
 

Soel said:
I like the Lurker from Dark Legacies Player's Guide. Its more of a sniper/ambusher type.

For a glimpse check out
http://www.redspirepress.com/downloads/dlpg_preview1.pdf

Here's a brief of the lurker's abilities:

Improved Sniping (Ex): Incremental improvements at hiding after attacking.

Track: Bonus feat.

Wilderness Edge (Ex): Specific skill bonuses.

Combat Acuity (Ex): Add Wis modifier to Initiative in addition to Dex.

Fabricate Healing Salve (Ex): Limited ability to convert lethal to nonlethal.

Covert Attack (Ex): Attack and crit bonuses when sniping.

Trap Sense (Ex): As the core rules.

Trapping: Natural trap building.

Poison Use: As core rules plus bonus to treat poison.

Fabricate Poison: Create a new natural poison every 4 levels from given table.

Woodland Stride (Ex): As core rules.

Swift Tracker (Ex): Track at normal speed with less penalty.

Hide Tracks (Ex): Increase tracing DC for pursuers.

Camouflage (Ex): As core rules.

Hide in Plain Sight (Ex): As core rules.
 

Timmundo said:
If you don't mind doing some conversion, and have access to it, there is a class in the d20 Wheel of Time book called the Woodsman - has favored terrains, gains Weapon Spec. at level 6, and has 6 skill points/level, and some other features I forget at the moment.

I forgot about this one. Great class. He also gets Track, a lesser version of Improved Initiative, and Bonus Feats at 4, 9, 14, and 19th levels from his own list.
 


We make it really simple. The Ranger get's d10 hp/level and no spells.

That simple changed allows us to have a more satisfying game in our lower-magic setting.

It seems that WotC and other company authors have a really hard time being creative enough to make a class nowadays that isn't dependent upon magic for it's 'coolness factor.' Maybe it's just market demand..I dunno.

jh
 

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