This is what our group came up with as the ultimate flexible Ranger. This system relies heavily on Prerequistes for ability balance and force login in relational abilities and skills.
RANGER
This is an alternate version of the base Ranger class as presented in the 3rd Edition Players Handbook. This version of the Ranger expounds on 3rd Editions ideals that not all members of a class should be identical. Rangers can take various shapes and concepts from Hunter/Trappers, to Wilderness Guides, to Defenders of Nature, to Slayers, to Military Scout, and so many more. The Ranger is a balance of being both a skill-based class and a special ability class. However, these abilities do not fit ALL forms of Rangers. Why would a specialized Hunter (someone who relies more on Bows than melee weapons) be skilled in the combat techniques of Two-Weapon Style and Ambidexterity? This version of the Ranger will allow for a more broadened view of the Ranger class.
GAME RULE INFORMATION
Rangers have the following game statistics.
Abilities: The same as per the core 3rd edition Ranger.
Alignment: Any
Hit Die: d8
CLASS SKILLS: 4+INT mod.
(We actually use 6 as we upped all classes by 2 points)
The class skills of the Ranger are: Animal Empathy, Balance, Bluff, Bully, Climb, Concentration, Craft, Disguise (Blend In & Camouflage only), Handle Animal, Heal, Hide, Intimidate, Intuit Direction, Jump, Knowledge (Local, Nature; Humanoid Cultures, Monsters/Specific Species), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Spot, Survival, Swim, Tactics, Tumble, and Use Rope.
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Base
Class Attack Saves
Level Bonus Fortitude Reflex Will Special
1 +1 +2 +0 +0 Favored Terrain, Track
2 +2 +3 +0 +0 Ranger Ability
3 +3 +3 +1 +1 ---
4 +4 +4 +1 +1 Ranger Ability
5 +5 +4 +1 +1 Ranger Ability
6 +6 +5 +2 +2 ---
7 +7 +5 +2 +2 Ranger Ability
8 +8 +6 +2 +2 Ranger Ability
9 +9 +6 +3 +3 ---
10 +10 +7 +3 +3 Ranger Ability
11 +11 +7 +3 +3 Ranger Ability
12 +12 +8 +4 +4 ---
13 +13 +8 +4 +4 Ranger Ability
14 +14 +9 +4 +4 Ranger Ability
15 +15 +9 +5 +5 ---
16 +16 +10 +5 +5 Ranger Ability
17 +17 +10 +5 +5 Ranger Ability
18 +18 +11 +6 +6 ---
19 +19 +11 +6 +6 Ranger Ability
20 +20 +12 +6 +6 Ranger Ability
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CLASS FEATURES:
All of the following are class features for the Ranger.
Weapon and Armor Proficiency: Rangers are proficient in all simple and martial weapons and are also proficient in light and medium armors and with shields.
Favored Terrain (Ex): At 1st level, a Ranger must select one type of terrain as their Favored Terrain from the list below. Due to their extensive knowledge of their “home ground” and the quirks of the “lay of the land” the Ranger gains a +2 circumstance bonus to Climb, Hide, Inuit Direction, Knowledge (Nature), Listen, Move Silently, Search, Spot and Survival checks made within their favored kind of terrain.
.....Also note that when in their Favored Terrain, the Ranger may make one extra attack of opportunity per round on any single opponent that threatens them. This is in addition to the normal Attacks of Opportunity gained through circumstance (i.e. Casting Spells, etc.) as well as those gained by Combat Reflexes. They also gain a +2 circumstance bonus to AC when fighting in their Favored Terrain due to the use of the terrain to better out-maneuver and dodge an opponent.
.....At 3rd level, the Ranger’s knowledge of their Favored Terrain increases as they become more adept at operating within it. Those attempting to track the Ranger or a party lead by a Ranger within their Favored Terrain, add 5 to all DC’s to all tracking attempts.
.....At 8th level, the Ranger gains increased movement within their Favored Terrain. Overland Movement by the Ranger or a party lead by the Ranger improves the terrain modifier by one step. (Thus: Trackless is considered Road Movement, Road Movement is considered Highway.) There knowledge of the terrain also allows them to use their Favored Terrain against their opponents, which grants the Ranger a +2 competence bonus to AC when in their favored terrain.
.....At 13th level, the Ranger gains the Trackless Step ability within their Favored Terrain and can thus no longer be tracked through their Favored Terrain.
.....At 18th level, the Ranger gains a +2 circumstance bonus to all Initiative checks while in their favored terrain.
Favored Terrain Types
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Type Example
Aquatic Coral Reefs
Desert Sand Dunes
Forest Woodlands, Jungles
Hill Foothills
Marsh Swamps, Bogs
Mountains Alpine Reaches
Plains Farmlands
Tundra Glaciers, Frozen Wastes
Underground Caverns, Dungeons
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Track (Ex): Rangers around the known realm are master trackers. All Rangers gain the Track feat as bonus feat at 1st level.
The Ranger gains an additional +1 bonus for every odd level attained (1, 3, 5, etc.), to all Survival checks when using the Track feat.
.....At 5th level, the Ranger's skill at tracking has become so well attuned that they may now move at 3/4 their normal movement rate while tracking (rather than the standard 1/2).
.....At 10th level, the Ranger’s skill at hunting and stalking begins to transcend physical limitations. They can now track a creature moving under the influence of pass without trace or a similar effect, albeit at a -10 circumstance penalty to his Survival checks.
.....At 15th level, the Ranger's skill at tracking has transcended physical limitations and they have become so attuned to their surroundings that they may now move at their full normal movement rate while tracking (rather than the standard 1/2).
Ranger Ability: A Ranger is not a defined term. Rangers can be woodland guerilla soldiers, master hunters, guides, and defenders among so many other concepts. The varied abilities required by each different specialty are developed by the individual over time and reflect the Ranger’s dealings with those that help them learn their specific craft. No two Rangers will ever be exactly the same in their skills. Ranger Abilities are gained as shown in the progression table. At each level that Ranger Abilities are gained, the Ranger chooses one option from the list below (Options). Note that some of these abilities have Prerequisites that are required to attain the ability.
Ranger Ability Options
Additional Favored Terrain (Ex): If the Ranger has 8 or more ranks in Survival they may choose an additional Favored Terrain. The effective level for this new Terrain is considered to be 1st level at the level it is received. From this point on increase the effective level of the new Favored Terrain ability by 1 for each Ranger level gained (for determining the advancement of the benefits gained from the new Favored Terrain).
Ambush (Ex): If the Ranger has 8 or more ranks in Craft (Trapmaking), Hide, Move Silently, Spot and Survival, they may specialize their knowledge of how to set ambushes in their Favored Terrain. When setting an ambush in their Favored Terrain, the Ranger and their party receive a +4 circumstance bonus when determining awareness to see if the enemy perceives them. This bonus applies to all Disguise (Camouflage), Hide, and Move Silently (or other subterfuge skills appropriate to the ambush as the DM determines).
Ambush Attack (Ex): The Ranger has trained in the specific tactics required to ambush unaware target in such a way as to catch them off guard and thus be able to strike for extra damage. This follows all the standard rules applied to the Sneak Attack ability as listed in the PHB. The ability is actually taken as up to 5 different abilities, taken in stages over the Ranger’s career.
.....To achieve each level of Ambush Attack, in addition to the listed requirements, the Ranger must also have a minimum number of ranks in Hide and Spot as the level of Ambush Attack they wish to achieve. Thus a Ranger wishing to take Ambush Attack III, must have at least 3 ranks in Hide and in Spot (total of 6 skill ranks).
Ambush Attack I: If the Ranger has a Base Attack Bonus of +4 or higher, this ability begins as Ambush Attack I. This ability grants +1d6 damage on Ambush Attacks.
Ambush Attack II: If the Ranger has a Base Attack Bonus of +8 or higher and has the ability Ambush Attack I, this ability grants an extra +1d6 damage on Ambush Attacks, raising their total extra damage to +2d6.
Ambush Attack III: If the Ranger has a Base Attack Bonus of +12 or higher and has the ability Ambush Attack II, this ability grants an extra +1d6 damage on Ambush Attacks, raising their total extra damage to +3d6.
Ambush Attack IV: If the Ranger has a Base Attack Bonus of +16 or higher and has the ability Ambush Attack III, this ability grants an extra +1d6 damage on Ambush Attacks, raising their total extra damage to +4d6.
Ambush Attack V: If the Ranger has a Base Attack Bonus of +20 or higher and has the ability Ambush Attack IV, this ability grants an extra +1d6 damage on Ambush Attacks, raising their total extra damage to +5d6.
Animal Companion (Su): If the Ranger has 5 ranks or more in both Animal Empathy and Handle Animal, they may gain an Animal Companion as if they had used the spell Animal Friendship. This animal is one that the Ranger has befriended through the use of Animal Empathy and Handle Animal, and thus the Ranger’s Animal Companion may not exceed twice a number of HD than the Ranger has class levels (as the spell).
Bonus Feat: The Ranger may choose a bonus feat from the following table. All prerequisites for feats must be met.
Book of Hallowed Might: Devout Faith, Favored Enemy Critical Strike, Favored Enemy Strike, Oath of Combat, Oath of Fealty, Oath of Magic, Swear the Oath, Vow of Chastity, Vow of Fidelity, Vow of Obedience, Vow of Poverty, Vow of Silence
Book of the Righteous: Devout, Free Thinker, Martial Instructor, Profound Faith, Religious Scholar, Weapons Master
Mercenaries: Ambush, Amphibious Assault, Battle Cry, Defensive Stance, Field Medic, Hardy, Harmony, Light Sleeper, Scent of the Beast
Forgotten Heroes: Paladin: Battlecry: Courage, Battlecry: Fear, Expert Horseman, Heart of Compassion, Heart of Glory, Heart of Might, Heart of the Pilgrim, Heart of the Righteous, Heart of Swift Action, Heart of Vigor, Rally Cry, Relentless
Forgotten Realms: Blooded, Bullheaded, Foe Hunter, Forester, Horse Nomad, Luck of Heroes, Militia, Saddleback, Stealthy, Survivor, Thug, Treetopper
Guildcraft: Feint
Heroes of High Favor: Elves: Bow Mastery
Masters of the Wild: Animal Control, Animal Defiance, Brachiation, Faster Healing, Favored Critical, Improved Swimming, Remain Conscious, Resist Disease, Resist Poison, Resistance to Energy, Shadow
Path of the Sword: Clinging Combat, Hunter’s Wisdom, Improved Soft Step, Lionhearted, Master Tracker, Soft Step
PHB: Alertness, Dodge, Endurance, Expertise, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Run
Quintessential Druid: Extra Companions
Quintessential Elf: Born to Ride, Ears of the Fox, Eyes of the Hawk, Forage, Fletcher, Perfectly Still
Quintessential Fighter: Rest in Armor
Quintessential Paladin: Agile Mount/Dismount, Learned, Pure of Heart, True of Purpose
Quintessential Rogue: Expert Climber
Quintessential Witch: Enter the Unconscious Mind, Focused, Green Thumb, Magic Attuned, Ominous Chant
Swashbuckling: Animal Affinity, Cold Climate Conditioning, Eagle Eyes, Falconer, Guide, Heightened Senses, Herbalist, Hunter, Keen Senses, Poison Immunity, Sailor, Survival
Wrath & Rage: Battlefield Triage, Combat Tutor, Cup-Ward, Distracting Shot, Filthy, Keen Scent, Nose for Magic, Power Casting, Resourceful, Rugged, Scent
Bow Technique (Ex): If the Ranger has a Base Attack Bonus of +4 or higher as well as having 6 ranks or more in Spot and has a Dexterity score of at least 14, and when wearing light or no armor, they may fight with a bow as if they had the feats Point Blank Shot and Rapid Shot. This bonus is not gained when a Ranger is penalized their dexterity modifier, when they wear medium or heavy armor.
Dual Weapon Technique (Ex): If the Ranger has a Base Attack Bonus of +4 or higher as well as having 6 ranks or more in Balance and has a Dexterity score of at least 14, and when wearing light or no armor, they may fight with two weapons as if they had the feats Ambidexterity and Two-Weapon Fighting. This bonus is not gained when a Ranger is penalized their dexterity modifier, when they wear medium or heavy armor, or when they wield a double weapon. (Note: If Feat House Rules are in place, this ability is replaced by simply allowing the Ranger access to the altered "Two Weapon Fighting" feat under the new house rules.)
Evasion (Ex): If the Ranger has 5 ranks or more in Tumble, they may gain the ability of Evasion. If they are exposed to any effect normally allowing a Reflex saving throw for half damage, they take no damage with a successful saving throw. This can only be used when wearing light or no armor.
Fast Movement (Ex): A Ranger with this ability has learned a surefootedness that grants them additional speed beyond their racial norm. When wearing light or no armor, the Ranger’s base speed is increased by +10’. This ability does stack with any other Fast Movement ability gained from other sources.
Hated Enemy (Ex): There is some event in the Ranger’s past that has caused the Ranger to hate a particular species. The species must be indigenous to the Ranger’s Favored Terrain and is chosen from the list below. When dealing with members of this species, the Ranger gains a +2 competence bonus on all Bluff, Listen, Sense Motive, Spot and Survival checks. Likewise, the Ranger also gains an equal bonus to all weapon attack and damage rolls against a member of this species, including with ranged weapons when within 30’ of the enemy. This bonus damage does not apply to creatures that are immune to critical hits.
Ranger Favored Enemies (as per PHB p. 45)
Hunter’s Senses (Ex): If the Ranger has 10 or more ranks in both Spot and Listen, and has the Alertness feat, they may learn to read a variety of subtle hints, from slight whispering noise to an opponent’s scent. When attacking an enemy that gains a miss chance due to concealment, the Ranger subtracts 20% from their chance to miss. The Ranger’s keen senses allow them to zero in on their foe’s position. Note that this ability works against all forms of concealment including magical sources such as Invisibility.
Improved Evasion (Ex): If the Ranger has 13 ranks or more in Tumble and has the Evasion ability, they increase their Evasion ability such that they still take no damage on a successful Reflex saving throw, but they now only take half damage on a failed Reflex saving throw.
Improved Hated Enemy (Ex): If the Ranger has the Hated Enemy Ranger Ability, they may focus their energies on dealing with these enemies, and thus may increase the bonus gained from the Hated Enemy ability by an additional +2.
Master Naturalist (Ex): If the Ranger has 19 or more Ranks in Animal Empathy and Handle Animal, and has either the ability to cast Animal Friendship or has the Animal Companion Ranger Ability, they may become a Master Naturalist. The Ranger gains the Leadership feat as a bonus feat and has a permanent Leadership score of 10 that can only be modified by their Charisma (circumstances and level never change increase this ability). In addition, all followers and cohorts are animals (chosen by DM, Ranger or both) that go everywhere with the Ranger and can be trained as any other animal. An animal cohort lost in combat may only be replaced if the Ranger spends 1,000XP per hit die to do so.
Nature Sense (Ex): If the Ranger has 4 ranks or more in Knowledge (Nature), they can identify plants and animals (species and special traits) with perfect accuracy. They can also determine if water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).
Nature Vision (Ex): If the Ranger has 10 or more ranks in Spot, they have trained their vision to such a degree as to become almost as good as many other creatures of the natural environments. A Ranger with this ability gains Low-Light Vision, if they do not already have this ability. If the Ranger already has this ability, the range increases to triple normal vision ranges in starlight, moonlight, torchlight, and similar conditions of poor illumination.
Opportunist (Ex): If the Ranger has a Base Attack Bonus of +10 or higher and 8 or more ranks in Spot they may take this ability. Once per round, the Ranger can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Ranger’s attacks of opportunity for that round. Even a Ranger with the Combat Reflexes feat cannot use the opportunist ability more than once per round.
Spell Use: If the Ranger has 5 ranks or more in Knowledge (Nature) and has a minimum Wisdom score of 11, may begin to access the ability to cast Ranger spells.
.....Rangers gain the ability to cast Divine spells from the Ranger Spell List. Spells are learned through the Ranger’s connection with a nature deity (or through nature itself). Spells can be learned through studying scrolls or by training with other Rangers or Druids. Rangers may learn spells from the Ranger spell list.
.....A Ranger is limited to casting a certain number of spells of each level per day, and they need to prepare these spells in advance. The number of spells the Ranger can cast is modified from the Spells Per Day Table in the PHB, by their Wisdom score (if positive). A Ranger must spend an hour each day in a form of meditation to prepare their spells just as Wizards have to study their Spellbooks.
.....To learn or cast spells, the Ranger must have a Wisdom score of 10+the spell’s level as well as 4+the spell’s level in Knowledge (Nature) ranks. The difficulty class for saving throws against the Ranger’s spells is 10+Spell Level +Ranger’s Wisdom modifier.
.....A Ranger’s Casting Level is considered first at the level that they gain this ability (X), and increases by 1 each time they gain a Ranger class level. The number of spells they can cast is figured in a similar manner as seen below (where X = 1st caster level).
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Ranger Spell Progression Per Day
Level 1 2 3 4
X 0 -- -- --
X+1 1 -- -- --
X+2 1 0 -- --
X+3 1 0 -- --
X+4 1 1 -- --
X+5 2 1 0 --
X+6 2 1 0 --
X+7 2 1 1 --
X+8 2 2 1 0
X+9 3 2 1 0
X+10 3 2 1 1
X+11 3 2 2 1
X+12 3 3 2 1
X+13 3 3 2 1
X+14 3 3 2 2
X+15 3 3 3 2
X+16 3 3 3 2
X+17 3 3 3 2
X+18 3 3 3 3
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Survivalist (Ex): If the Ranger has 13 or more ranks in Survival and has a +7 or higher Fortitude save, they may fend for themselves in most any environment. They have learned to scrape by with little food and water and have trained themselves to be able to function on only ½ the normal need for food and water each day that a normal member of their race would need. In addition, they gain a +4 competence bonus to Survival checks when trying to forage for food and water when in their Favored Terrain.
Tireless (Ex): If the Ranger has the Endurance feat and a +7 or higher Fortitude save, they may train themselves to need less sleep than most due to their constant exposure to the rigors of adventuring. They no longer require the normal hours of sleep for their race, reducing all required sleep periods by half (usually to 4 hours).
Trackless Step (Ex): If the Ranger has a Base Attack Bonus of +16 or higher and has 8 or more ranks in both Balance and Move Silently, a Ranger no longer leaves trails and cannot be tracked in any terrain.
Uncanny Dodge (AC) (Ex): If the Ranger has 6 or more ranks in Sense Motive, they can react to danger before their senses would normally have allowed. They retain their Dexterity bonus to AC regardless of being caught flat-footed or struck by an invisible attacker but they still loose their Dexterity bonus to AC if immobilized.
Uncanny Dodge (Flanked) (Ex): If the Ranger has 9 or more ranks in Sense Motive and has the ability of Uncanny Dodge (AC), they can no longer be flanked, being able to react to opponents on opposite sides of them as easily as they can react to a single attacker. This defense denies others the ability to use flank attacks on the Ranger. The exception to this defense is if the attackers are of 4+ levels higher than the Ranger.
Wilderness Traps (Ex): Rangers with this ability are specialists in the use of natural traps. Thus Rangers may use the Craft (Trapmaking) skill to create Wilderness Traps (pits, swing logs, trip wires, etc.). They may also use the Survival skill to disable wilderness traps. Also, when a Ranger is in their Favored Terrain, they gain a +4 circumstance bonus to all Craft (Trapmaking) rolls.
Woodland Stride (Ex): If the Ranger has 4 or more ranks in both Balance and Move Silently, a Ranger may move through natural ground covered terrain (shrubs, thorns, etc.), in their Favored Terrain, at their normal speed and without suffering damage or other impairment. This does not provide protection from enchanted or magically manipulated areas.