Favored Enemy Ranger Houserule

Celtavian

Dragon Lord
We have adjusted the favored enemy for rangers to make them more versatile in combatting different creatures. Let me know what you think of this favord enemy houserule.


Favored Enemy: At 1st level, a ranger may select a type of creature as a favored enemy. Due to his extensive study of his foes and training in the proper techniques for combating them, the ranger gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of creature. (Note Change from text in PHB) Likewise, he gets the same bonus on one of the following: Attack Rolls, Armor Class, Saving Throws, or Damage, when fighting creatures of this type. The ranger may decide which bonus applies during his initiative in each round. The same bonus applies until the ranger is able to act again in the next round. This reflects his training and experience fighting his various chosen enemies. The damage bonus is only gained if the target is within 30 feet and the creature is not immune to critical hits.
At 5th level and at every 5 levels thereafter, the ranger may select a new favored enemy, and the bonus associated with every previously selected favored enemy goes up by +1. For example, a 15th level ranger will have four favored enemies, with bonuses of +4, +3, +2, and +1 respectively.
Table 3-14: Ranger Favored Enemies lists the possible categories for a ranger’s favored enemy.



Hopefully, this will make the ranger a more interesting class to play and more customizable.
My thinking behind the changes to the way favored enemies work is to give the ranger a little versatility in combat against his favored enemies. For example, let’s say a ranger has aberrations as his favored enemy. He might choose an AC bonus when fighting an Athach because they are very strong and have numerous attacks. The same ranger when fighting a Mind Flayer or Aboleth would choose a saving throw bonus as he prepares his mind to deal with the powerful magics wielded by these types of Aberrations. Then the ranger might choose the attack bonus when fighting a Chuul to deal with its high AC. He might choose a damage bonus when fighting Aberrations with a great many hit points. It basically allows the ranger to use different tactics against different types of favored enemies.
This concept even works when applied to humanoids as well. A ranger would use an AC bonus when fighting a single powerful humanoid who hits easily. He might use a save bonus when fighting humanoid priests. He might use the damage bonus when simply dispatching the common soldiers. He might use the attack bonus if fighting a particular well-armored or quick humanoid.

I have always felt the ranger lacked the versatility necessary to be truly effective against their favored enemies. I feel a ranger who has hunted such enemies extensively would be well-versed in the different ways such creatures would fight. I feel the above adjustment to how Favored Enemy bonuses work reflects the rangers experience and training in fighting varying types of creatures within their chosen class of favored enemies.
 

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Say you have 4 favored enemies, and Beasts was the first you took. You therefore have +4 against beasts.

So, you come accross a 20 HD Bullette. Could you put 1 point into AC, 1 into Attack, and 2 into Damage? Or do all of your favored enemy plusses have to go into the same category?

great idea, btw.
 

The only problem I have with favored enemies is that it is completely dependent on the DM. If your favored enemy is Shapcechangers and you never encounter within the context of the game then the favored enemy ability is absolutely useless. The flavor of favored enemies is good but the execution of it is sour.

Granted, any decent DM will tailor the game so that all the players utilize their strengths and weaknesses. That should not be a consideration for an ability though, espeically one that is rooted so much into the core concept of the class. Thus, I changed my ranger a little bit to be more flexible...

Trained Instinct: At 1st level and every odd level thereafter (3rd, 5th, 7th, etc), the Ranger either refines her outdoor familiarity or predatory intuition. The Ranger chooses between the following three abilities:

Favored Terrain: The Ranger selects a type of region as a familiar terrain. The maximum number of familiar terrain bonuses that can be assigned to one region is five. Due to the widespread exploration of specific outdoor setting and acquired knowledge, rangers get a +1 bonus to Hide, Intuit Direction, Knowledge [nature], Move Silently, Search, and Wilderness Lore checks when using these skill swhile negotiating in this type of terrain. In addition, natural animals, beasts, and vermin in this region may be influenced with a +2 circumstance bonus to Animal Empathy or Handle Animal checks. The following terrains may be selected:

  • Aquatic
    Desert
    Forest
    Hills
    Jungle
    Marsh/Swamp
    Mountain
    Tundra
    Underground

Quarry Bonus: The Ranger chooses the target of his hunt, either at the beginning of the session or when the player characters would normally be preparing spells, as the DM prefers. The bonus applies to attack rolls, Listen, Sense Motive, Spot, and Wilderness Lore [track] checks made when dealing with the chosen Quarry. At the Ranger's option, she can switch the attack roll bonus to an armor class bonus on a round-by-round basis, as per Expertise. Each time the Rover selects Quarry Bonus the bonus increases by +1.

Normally, the Quarry Bonus applies to a single individual the Ranger is hunting for the time, in which case the full bonus is a warded. Alternatively, the ranger may choose a small party (a number of specific foes up to her level). The Ranger may select an entire race or organization against which she receives only one-half the listed bonus. When reducing the bonus, round fractions down. The Quarry Bonus does stack with the favored enemy bonus. Note, the Quarry Bonus may only be used in the Ranger's selected favored terrain(s).

Favored Enemy: The Ranger selects a type of creature as a favored enemy. Due to their extensive study of certain foes and training in proper techniques for combating them, the Ranger gains a +1 bonus to Bluff, Knowledge [monster type], Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills aginst this type of creature. A Ranger also gets the damage bonus with ranged weapons but only against targets that are within 30 feet. In the case of creatures immune to critical hits, the favored enemy bonus is still added but cannot exceed the maximum damage inflicted by the Ranger's given weapon (i.e. a long sword could not do more than 8 points of damage).

Spells, special abilities, etc., that the creature uses against the Ranger are less effective. The Ranger receives a +1 bonus to saves that result from the creature. Note, also, that a Ranger may select her own race as a favored enemy as long as the alignment of the chosen enemy is of opposite intent (ie. a good ranger may choose "evil human," an evil elf may choose "good elf").


  • Aberration
    Animal
    Beast
    Construct
    Dragon
    Elemental
    Fey
    Giant
    Humanoid
    Magical Beast
    Monstrous Humaniod
    Ooze
    Outsider
    Plant
    Shapechanger
    Undead
    Vermin
 

Re

Jeph,

I wouldn't mind if the player wanted to divide up their bonuses that way. I like creative play by my players. If a player felt it fit the creature he was fighting to divide his or her bonuses up, I wouldn't stop them.
 

IMC we did something a bit different. The problem with the PHB system, as others have pointed out, is that it depends on the DM and really leads to some unusual Favored Enemy choices at low level (taking Dragon or Demon instead of Goblin just because you know you'll need the large bonus later). You can't specialize in one or two types, and you can't generalize with one in every group.
At high level the DM ends up having to check each encounter against your specialties, since a +5 Favored Enemy is much easier to beat. If he gives you the type you've specialized against the encounter is too easy, if he doesn't you have a wasted ability.

So, here's what we did.

At levels 1, 3, 5, 7, and 9 a Ranger gets one Favored Enemy Point, to put into a category. At levels 11, 13, 15, 17, and 19 he gets 2 points, which can be split up.
(By level 20 you'll have 15 points, the same as the PHB system, in roughly the same progression; the difference is flexibility)

Each point gives the PHB bonus. The limits:
> At Ranger level 1-5 you can't have more than 2 points in any one group; at 6-10 it's at most 3, 11-15 max 4, 16-20 max 5. If you have any other way of gaining Favored Enemy Points (prestige classes, for example) these caps won't move.
> You can only spend points in a number of groups equal to your WIS-10; so, a WIS 13 Ranger can only have three groups.
(You won't see high-level Rangers with WIS less than 14 anyway, for the spellcasting, so it's not a drop in power, I just want to keep people from putting 1 point into every group)
> You can't put a point into a group if you haven't studied the enemy in the two levels since your last point gain. "Study", in this context, means either you fought them repeatedly or spent extensive time gathering information about them.
(i.e., if you spent the last year fighting bugbears and goblins, you can't increase your abilities against Dragons.)

This, overall, is an increase in power over the old system. You get the same number of bonuses, but add flexibility. It also allows Rangers to grow more "organically", no pun intended, by gaining bonuses appropriate to what they've been fighting.
The bigger difference is that since you might have more groups with small bonuses, the DM doesn't need to tailor adventures to you as much.
For example, let's say I have a level 15 Ranger. Under the old system he'd have 4 in the group chosen at level 1 (let's say Goblin), 3 in the group chosen at level 5 (let's say Dragon), 2 in the group from level 10 (let's say Elemental), and 1 in the level 15 group (let's say Magical Beast).
Under my system he'd have 11 points to be spent as he wishes, with no more than 4 in one group. Let's say he's got a really high WIS.
So, maybe he goes Goblin, Giant, Dragon, Dragon, Magical Beast, (Elemental, Dragon), (Elemental, Magical Beast), (Magical Beast, Demon)
So that's +1 Goblin, +1 Giant, +1 Demon, +2 Elemental, +3 Magical Beast, +3 Dragon. More groups, and it matches better with what he's encountered.
End result: Happier player, less balance headaches for the DM. Overall it's a small boost in the class.

You should also add two Feats:
Favored Enemy Focus: Gain 2 Favored Enemy Points. These are subject to all the standard limitations (cap by level, and the study requirement), and can only be allocated to groups you already have Favored Enemy Points in. Prerequisite: must have at least 3 Favored Enemy points

Favored Enemy Specialization: The cap for Favored Enemy Points increases by 1, and you gain one Favored Enemy Point to be spent as you wish. Example: a level 20 Ranger normally can put no more than 5 points into any one group; with this Feat that Ranger could put 6 into a group. Prerequisite: Favored Enemy Focus.
(Still tweaking these a bit for balance)
 
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The reason for the "every other level" thing is pretty straightforward. Since I added that requirement that you encountered/studied that monster type in the last 2 levels (i.e., since you gained your last points), having it come every level gets a bit too short. In the course of one level you fight on average 13.33 even-level encounters, which means you're not fighting more than 2 or 3 monster types, usually.

You could just say "encountered/studied in the last 2-3 levels" and make it 1 point per level at 11-20, but I thought it was simpler this way; once you get points, you can start a new list of what you've encountered.

But it's a minor point. Go with whatever works for you.
 

One thing I do is allow the favored enemies to stack.

Basically I let the second favored enemy bonuses be applied ot the original favorite enemy if the player chooses.

It is a choice made everytime the opportunity presents itself.

Eventually you could end up with a plus 9.

Thought you might wanna know.
 

Relic said:
The only problem I have with favored enemies is that it is completely dependent on the DM. If your favored enemy is Shapcechangers and you never encounter within the context of the game then the favored enemy ability is absolutely useless. The flavor of favored enemies is good but the execution of it is sour.

My simple quick fix to solving this problem while not messing about too much with the mechanics of the game is to make the favoured enemy bonus flexible.

Similar to the way in which a wizard prepares spells, a ranger can prepare himself to face specific enemies by assigning his favoured enemy bonuses to the creatures he expects to face. For example, if he is hunting an owlbear, he can assign his favoured enemy bonus to Beasts. If he is tracking ghouls, he can assign his favoured enemy bonus to Undead. If he has more than one favoured enemy bonus, he can choose which creature type gets which bonus (e.g. +2 vs Shapechangers and +1 vs Animals).

Of course, the DM can still throw surprises. However, it is no different from a cleric who expects to meet Undead and prepares invisibility to undead and magic stone, only to discover that he's facing Constructs instead.
 

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