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<blockquote data-quote="Gandhi39" data-source="post: 5187592" data-attributes="member: 89316"><p><strong>03. Classes - 08 - Ranger</strong></p><p></p><p>RANGER</p><p></p><p>Alignment: Any.</p><p></p><p>Hit Die: 6.</p><p></p><p>Class Save Bonuses: +2 Fort, +1 Refl, +0 Will.</p><p></p><p>Ranger Class Skills: Animal Handling, Athletics, Crafts, Knowledge (civilizations), Knowledge (mystical), Knowledge (wilderness), Linguistics, Outliving, Perception, Ride and Stealth.</p><p></p><p>Skill Training Feats: Skill Training (Athletics), Skill Training (Outliving), Skill Training (Perception), Skill Training (Ride), Skill Training (Stealth).</p><p></p><p>Proficiency Feats: Weapon Proficiency (simple), Weapon Proficiency (martial), Armor Proficiency (light), Shield Proficiency, Weapon Finesse.</p><p></p><p>[code]</p><p>Table: The Ranger</p><p>Level BAB Special AC Bonus</p><p>1st +1 Track, wilderness understanding +0</p><p>2nd +2 Attack rolls insight bonus (+1) Terrain mastery (1) +0</p><p>3rd +3 Weapon damage rolls insight bonus (+2) +1</p><p>4th +4 Treat Injuries, endurance Terrain mastery (2) +1</p><p>5th +5 Attack rolls insight bonus (+2) +1</p><p>6th +6/+1 Trailblazing, woodland stride Terrain mastery (3) +2</p><p>7th +7/+2 Sneak attack (+1d6) +2</p><p>8th +8/+3 Weapon damage rolls insight bonus (+4) Terrain mastery (4) +2</p><p>9th +9/+4 DR 1/-, unarmored training +3</p><p>10th +10/+5 Attack rolls insight bonus (+3) Terrain mastery (5) +3</p><p>11th +11/+6/+1 Swift tracker, neutralize poison +3</p><p>12th +12/+7/+2 Sneak attack (+2d6), ranged sneaking +30ft Terrain mastery (6) +4</p><p>13th +13/+8/+3 Weapon damage rolls insight bonus (+6) +4</p><p>14th +14/+9/+4 DR 2/- Terrain mastery (7) +4</p><p>15th +15/+10/+5 Attack rolls insight bonus (+4) +5</p><p>16th +16/+11/+6/+1 Trackless step, remove disease Terrain mastery (8) +5</p><p>17th +17/+12/+7/+2 Sneak attack (+3d6), ranged sneaking +30ft +5</p><p>18th +18/+13/+8/+3 Weapon damage rolls insight bonus (+8) Terrain mastery (All) +6</p><p>19th +19/+14/+9/+4 DR 3/- +6</p><p>20th +20/+15/+10/+5 Attack rolls insight bonus (+5) +6</p><p>[/code]</p><p></p><p>Class Features</p><p></p><p>Other Proficiencies: None.</p><p></p><p>AC Bonus (Ex): When not using a shield of any kind, not using a weapon on his off-hand and also not using a melee weapon two-handed, a ranger gains a dodge bonus to Armor Class as indicated on Table: The Ranger. He still gains the bonus when using a ranged weapon with both hands (as long as he is not using a buckler). The ranger loses this bonus if he uses a natural weapon from his off-hand’s arm.</p><p></p><p>Track: A ranger gains Track as a bonus feat.</p><p></p><p>Wilderness Understanding (Ex): Rangers add half their class level as a competence bonus to Animal Handling, Knowledge (wilderness) and Outliving checks. Druid class levels stack with Ranger class levels for this ability.</p><p></p><p>Terrain Mastery (Ex): As rangers travel, they gain special training related to their knowledge of the various terrain types. At levels 2nd, 4th, 6th, 8th, 10th, 12th, 14th and 16th they add a terrain environment to their repertoire from those given below. At 18th level they are considered to have mastery on any terrain, including other planes. Terrain mastery gives a ranger a bonus on checks involving a skill useful in that terrain, or some other appropriate benefit. A ranger also gains a +2 insight bonus on skill checks against all creatures with a terrain mentioned in the Environment entry of their descriptions (see the Monster Manual) for which the ranger has terrain mastery. Each new creature or character made by the DM should have an especified terrain from those below. For this purpose, consider humans to be from plains and half-breeds to be from their non-human parent’s environment. Rangers take their terrain mastery with them wherever they go. They retain their terrain mastery bonuses whether they’re actually in the relevant terrain or not. For example, a ranger who has selected desert terrain mastery is immune to fatigue even if he’s underground, in the mountains, or in a city.</p><p></p><p>-Aquatic: You are naturally at home in the water. You gain a 20ft swim speed (or improve yours by +10ft).</p><p></p><p>-Desert: You have endured where others perish, so you’re good at conserving your body’s resources. You resist effects that tire you. Any effect that would cause you to become exhausted makes you fatigued instead. Any other effects that would cause you to become fatigued is ignored instead.</p><p></p><p>-Forest: Your time among the trees has improved your senses. You gain low-light vision, or now see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination if you already had low-light vision.</p><p></p><p>-Hills: Your time on the hills has improved your eyes and ears. You gain a +4 competence bonus on Perception checks.</p><p></p><p>-Marsh: You have learned to be quieter than the whispering rushes. You gain a +4 competence bonus on Stealth checks.</p><p></p><p>-Mountains: You naturally cling to surfaces others fall from. You gain a 10ft climb speed (or improve yours by +10ft).</p><p></p><p>-Plains: The wide-open surface of the plains has sharpened your senses. You gain Tremorsense 30ft (or improve yours by +30ft).</p><p></p><p>-Underground: You have adapted to your time in the dark. You gain 60ft darkvision (or improve yours by +60ft).</p><p></p><p>Attack Rolls Insight Bonus (Ex): Starting at 2nd level, rangers gain a +1 competence bonus to all attack rolls. This bonus increases by +1 at levels 5th, 10th, 15th and 20th. This insight bonus stacks with insight bonuses gained from a rogue’s Sneak Attack ability.</p><p></p><p>Weapon Damage Rolls Insight Bonus (Ex): Starting at 3rd level, rangers gain a +2 insight bonus to damage rolls with all weapons (manufactured or natural, including unarmed strikes). This bonus increases by +2 at levels 8th, 13th and 18th. This insight bonus stacks with insight bonuses gained from a rogue’s Sneak Attack ability.</p><p></p><p>Treat Injuries (Ex): Beginning at 4th level, the ranger can heal a number of hit points equal to twice his ranger level. He can use this ability a number of times per day equal to half his ranger level. This ability takes 1 minute to be completed and may be used on himself or a chosen ally.</p><p>Endurance: A ranger gains Endurance as a bonus feat at 4th level.</p><p></p><p>Trailblazing (Ex): Beginning at 6th level, the ranger becomes particularly skilled at finding the best route through unfamiliar or obstructed areas. When traveling in poor conditions or difficult terrain, the ranger may make a Survival subskill check to reduce travel time. With a check result of 15 or better, the ranger reduces the total travel time by 25%. With a 25 or better, the time is reduced by 50%. The ranger can guide a group with up to four extra individuals at no penalty. However, for each additional individual in the group being guided, apply a -1 penalty to the trailblazing check. The scout can take 10 on this check, but he can't take 20. This ability does not apply to tactical movement or local movement.</p><p></p><p>Woodland Stride (Ex): Starting at 6th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.</p><p></p><p>Sneak Attack: Starting at 7th level, by means of the Sneak Attack ability ranger can strike vital spots for extra damage. At 7th level, the ranger’s attack deals 1d6 extra damage on all weapon damage rolls. This extra damage is increased to 2d6 at 12th and 3d6 at 17th level. Should the ranger score a critical hit with a sneak attack, this extra damage is not multiplied. The ranger must be able to see the target to pick out a vital spot and must be able to reach such a spot. Oozes, Elementals and Incorporeal creatures are immune to the extra damage from a Sneak Attack. When using a ranged attack, Sneak Attack applies only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a ranger can make a Sneak Attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. This ability stacks with the Sneak Attack ability gained by rogues.</p><p></p><p>Unarmored Training (Ex): Beginning at 9th level, when not using any armor or shield, a ranger gains a +1 dodge bonus to Armor Class. This ability does not stack with Unarmored Training abilities gained by other classes.</p><p></p><p>Damage Reduction (Ex): At 9th level, the ranger gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon (manufactured or a natural, including unarmed strikes). Energy damage (such as that from the flaming ability) is not reduced by damage reduction. The damage reduction raises by 1 point at levels 14th and 19th. Damage reduction can reduce damage to 0 but not below 0.</p><p></p><p>Swift Tracker (Ex): Beginning at 11th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.</p><p></p><p>Neutralize poison (Sp): Beginning at 11th level, in place of a use of the treat </p><p>wounds ability, the ranger can instead use the neutralize poison spell as a spell-like ability 3 times per day as druid with a caster level equal to his ranger level.</p><p></p><p>Ranged Sneaking (Ex): Beginning at 12th level, ranged attacks can now count as sneak attacks if the target is within a maximum of 30ft more. This increases by +30ft at level 17th. This stacks with the rogue’s Ranged Sneaking.</p><p></p><p>Trackless Step (Ex): Starting at 16th level, a ranger leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.</p><p></p><p>Remove Disease (Sp): Beginning at 16th level, in place of a use of the treat wounds ability, the ranger can instead use the remove disease spell as a spell-like ability 3 times per day as a druid with a caster level equal to his ranger level.</p></blockquote><p></p>
[QUOTE="Gandhi39, post: 5187592, member: 89316"] [b]03. Classes - 08 - Ranger[/b] RANGER Alignment: Any. Hit Die: 6. Class Save Bonuses: +2 Fort, +1 Refl, +0 Will. Ranger Class Skills: Animal Handling, Athletics, Crafts, Knowledge (civilizations), Knowledge (mystical), Knowledge (wilderness), Linguistics, Outliving, Perception, Ride and Stealth. Skill Training Feats: Skill Training (Athletics), Skill Training (Outliving), Skill Training (Perception), Skill Training (Ride), Skill Training (Stealth). Proficiency Feats: Weapon Proficiency (simple), Weapon Proficiency (martial), Armor Proficiency (light), Shield Proficiency, Weapon Finesse. [code] Table: The Ranger Level BAB Special AC Bonus 1st +1 Track, wilderness understanding +0 2nd +2 Attack rolls insight bonus (+1) Terrain mastery (1) +0 3rd +3 Weapon damage rolls insight bonus (+2) +1 4th +4 Treat Injuries, endurance Terrain mastery (2) +1 5th +5 Attack rolls insight bonus (+2) +1 6th +6/+1 Trailblazing, woodland stride Terrain mastery (3) +2 7th +7/+2 Sneak attack (+1d6) +2 8th +8/+3 Weapon damage rolls insight bonus (+4) Terrain mastery (4) +2 9th +9/+4 DR 1/-, unarmored training +3 10th +10/+5 Attack rolls insight bonus (+3) Terrain mastery (5) +3 11th +11/+6/+1 Swift tracker, neutralize poison +3 12th +12/+7/+2 Sneak attack (+2d6), ranged sneaking +30ft Terrain mastery (6) +4 13th +13/+8/+3 Weapon damage rolls insight bonus (+6) +4 14th +14/+9/+4 DR 2/- Terrain mastery (7) +4 15th +15/+10/+5 Attack rolls insight bonus (+4) +5 16th +16/+11/+6/+1 Trackless step, remove disease Terrain mastery (8) +5 17th +17/+12/+7/+2 Sneak attack (+3d6), ranged sneaking +30ft +5 18th +18/+13/+8/+3 Weapon damage rolls insight bonus (+8) Terrain mastery (All) +6 19th +19/+14/+9/+4 DR 3/- +6 20th +20/+15/+10/+5 Attack rolls insight bonus (+5) +6 [/code] Class Features Other Proficiencies: None. AC Bonus (Ex): When not using a shield of any kind, not using a weapon on his off-hand and also not using a melee weapon two-handed, a ranger gains a dodge bonus to Armor Class as indicated on Table: The Ranger. He still gains the bonus when using a ranged weapon with both hands (as long as he is not using a buckler). The ranger loses this bonus if he uses a natural weapon from his off-hand’s arm. Track: A ranger gains Track as a bonus feat. Wilderness Understanding (Ex): Rangers add half their class level as a competence bonus to Animal Handling, Knowledge (wilderness) and Outliving checks. Druid class levels stack with Ranger class levels for this ability. Terrain Mastery (Ex): As rangers travel, they gain special training related to their knowledge of the various terrain types. At levels 2nd, 4th, 6th, 8th, 10th, 12th, 14th and 16th they add a terrain environment to their repertoire from those given below. At 18th level they are considered to have mastery on any terrain, including other planes. Terrain mastery gives a ranger a bonus on checks involving a skill useful in that terrain, or some other appropriate benefit. A ranger also gains a +2 insight bonus on skill checks against all creatures with a terrain mentioned in the Environment entry of their descriptions (see the Monster Manual) for which the ranger has terrain mastery. Each new creature or character made by the DM should have an especified terrain from those below. For this purpose, consider humans to be from plains and half-breeds to be from their non-human parent’s environment. Rangers take their terrain mastery with them wherever they go. They retain their terrain mastery bonuses whether they’re actually in the relevant terrain or not. For example, a ranger who has selected desert terrain mastery is immune to fatigue even if he’s underground, in the mountains, or in a city. -Aquatic: You are naturally at home in the water. You gain a 20ft swim speed (or improve yours by +10ft). -Desert: You have endured where others perish, so you’re good at conserving your body’s resources. You resist effects that tire you. Any effect that would cause you to become exhausted makes you fatigued instead. Any other effects that would cause you to become fatigued is ignored instead. -Forest: Your time among the trees has improved your senses. You gain low-light vision, or now see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination if you already had low-light vision. -Hills: Your time on the hills has improved your eyes and ears. You gain a +4 competence bonus on Perception checks. -Marsh: You have learned to be quieter than the whispering rushes. You gain a +4 competence bonus on Stealth checks. -Mountains: You naturally cling to surfaces others fall from. You gain a 10ft climb speed (or improve yours by +10ft). -Plains: The wide-open surface of the plains has sharpened your senses. You gain Tremorsense 30ft (or improve yours by +30ft). -Underground: You have adapted to your time in the dark. You gain 60ft darkvision (or improve yours by +60ft). Attack Rolls Insight Bonus (Ex): Starting at 2nd level, rangers gain a +1 competence bonus to all attack rolls. This bonus increases by +1 at levels 5th, 10th, 15th and 20th. This insight bonus stacks with insight bonuses gained from a rogue’s Sneak Attack ability. Weapon Damage Rolls Insight Bonus (Ex): Starting at 3rd level, rangers gain a +2 insight bonus to damage rolls with all weapons (manufactured or natural, including unarmed strikes). This bonus increases by +2 at levels 8th, 13th and 18th. This insight bonus stacks with insight bonuses gained from a rogue’s Sneak Attack ability. Treat Injuries (Ex): Beginning at 4th level, the ranger can heal a number of hit points equal to twice his ranger level. He can use this ability a number of times per day equal to half his ranger level. This ability takes 1 minute to be completed and may be used on himself or a chosen ally. Endurance: A ranger gains Endurance as a bonus feat at 4th level. Trailblazing (Ex): Beginning at 6th level, the ranger becomes particularly skilled at finding the best route through unfamiliar or obstructed areas. When traveling in poor conditions or difficult terrain, the ranger may make a Survival subskill check to reduce travel time. With a check result of 15 or better, the ranger reduces the total travel time by 25%. With a 25 or better, the time is reduced by 50%. The ranger can guide a group with up to four extra individuals at no penalty. However, for each additional individual in the group being guided, apply a -1 penalty to the trailblazing check. The scout can take 10 on this check, but he can't take 20. This ability does not apply to tactical movement or local movement. Woodland Stride (Ex): Starting at 6th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him. Sneak Attack: Starting at 7th level, by means of the Sneak Attack ability ranger can strike vital spots for extra damage. At 7th level, the ranger’s attack deals 1d6 extra damage on all weapon damage rolls. This extra damage is increased to 2d6 at 12th and 3d6 at 17th level. Should the ranger score a critical hit with a sneak attack, this extra damage is not multiplied. The ranger must be able to see the target to pick out a vital spot and must be able to reach such a spot. Oozes, Elementals and Incorporeal creatures are immune to the extra damage from a Sneak Attack. When using a ranged attack, Sneak Attack applies only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a ranger can make a Sneak Attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. This ability stacks with the Sneak Attack ability gained by rogues. Unarmored Training (Ex): Beginning at 9th level, when not using any armor or shield, a ranger gains a +1 dodge bonus to Armor Class. This ability does not stack with Unarmored Training abilities gained by other classes. Damage Reduction (Ex): At 9th level, the ranger gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon (manufactured or a natural, including unarmed strikes). Energy damage (such as that from the flaming ability) is not reduced by damage reduction. The damage reduction raises by 1 point at levels 14th and 19th. Damage reduction can reduce damage to 0 but not below 0. Swift Tracker (Ex): Beginning at 11th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. Neutralize poison (Sp): Beginning at 11th level, in place of a use of the treat wounds ability, the ranger can instead use the neutralize poison spell as a spell-like ability 3 times per day as druid with a caster level equal to his ranger level. Ranged Sneaking (Ex): Beginning at 12th level, ranged attacks can now count as sneak attacks if the target is within a maximum of 30ft more. This increases by +30ft at level 17th. This stacks with the rogue’s Ranged Sneaking. Trackless Step (Ex): Starting at 16th level, a ranger leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired. Remove Disease (Sp): Beginning at 16th level, in place of a use of the treat wounds ability, the ranger can instead use the remove disease spell as a spell-like ability 3 times per day as a druid with a caster level equal to his ranger level. [/QUOTE]
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